How Do I Remove The Party Commands In Battle?

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ShinyRedUmbreon

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At the beginning of every battle, a fight and escape menu is shown. How do i remove the commands from the battle? Keep in mind, this is for VX Ace(or RGSS3).
 

Heirukichi

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Do you want to completely remove them (making escaping impossible) or do you want to just skip them when entering the battle?
 

ShinyRedUmbreon

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I'd like to completely remove them, so you wouldn't be able to go to the party commands menu, no matter what.
 

slimmmeiske2

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Since this can't be done without a script (editing), I'm moving this to RGSS3 Script Requests.

 

Heirukichi

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Then you have to edit the Scene_Battle class. I am not going to do that for you because I have no time right now, but, to anyone who wants to do it, here are two options:
  1. Without having to rewrite too many methods, simply move the viewport to the left and redirect the scene to directly activate the actors window (disallowing the cancel button when selecting actor actions);
  2. Rewrite the Scene_Battle class and its viewport to completely get rid of that said window this uses less memory but requires more work
 
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Roninator2

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An easy way is to put in Yanfly Ace Battle Engine script. There is an option in there to not use the party menu.
 

ShinyRedUmbreon

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I'm so bad at scripting, sorry. I didnt understand what you meant by moving the viewport to the left. I did see the word viewport in Scene_Battle!

And you are right on that, Roninator2, but it also adds other things that I don't need. Also, its possible to press cancel and go back to the party commands menu.
 

Roninator2

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Add this below Yanfly Ace Battle Engine
Code:
class Scene_Battle < Scene_Base
 
  def prior_command
    if BattleManager.prior_command
      start_actor_command_selection
    else
    start_party_command_selection unless YEA::BATTLE::SKIP_PARTY_COMMAND
    return unless YEA::BATTLE::SKIP_PARTY_COMMAND
    @party_command_window.deactivate
    if BattleManager.input_start
      command_fight
    else
      turn_start
    end
    end
  end
 
end
 

GGZiron

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If you really are not up into using Yanfly, you could use this:


Code:
class Window_PartyCommand < Window_Command
   
  def setup; call_handler(:fight); end
end
What it does is basically force the fight handler, thus although commands are technically still there, they wouldn't display, and player wouldn't be able to select between them. It overwrites setup method of Window_PartyCommand.


Maybe you would like this script to be bellow others.
 

ShinyRedUmbreon

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Both ways worked! Thank you to everyone who contributed to this thread.

Mod, please lock this thread.
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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I love how people have real technical issues and im all like ''I CANT DECIDE ON A FONT'' :p
So this question doesnt deserve its own thread, but why the hell does the B-Layer gets erased when I draw on the Ground-Layer while the RMXP had 3 individual layers?

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