ArcanaMoonShine

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Last time, my intented was not a Plugin Request, this time is it. This issue might get fix once i find a Plug in to change the battle HUD (i want to look my flash power ups on me, but also the enemies attacks thank you) But still, battles in my game are... inevitable, so having a Fight/Escape option at the very beggining of the battle is redundant and unaesthetic for my game, some knows/can make me a plugin/scrip to erase thos options right off the bat and move to the combat options right from the start?

Also, i want this game be comertial at some point... can i use these plugins in a commersial game? Just asking. Thanks for your help, see you later :kaohi:
 

ATT_Turan

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If you Google "RPG Maker MV remove escape," you will find many threads about this. The first result has several free plugins that do what you want.
 

Lady_JJ

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I'm practicing/learning how to write plugins, so I wrapped this script by @Accendor into a function. Maybe it's what you need? I believe it's free to use/modify as they state "Complete script for anyone who needs it in the future:" It appears to be compatible with both MZ 1.1.1 and MV 1.6.2

JavaScript:
//=============================================================================
// RPG Maker MZ - Remove  Party Command Window Prior to Battle
//=============================================================================

/*:
* @target MZ
* @plugindesc Removes opening party command window prior to battle.
* @author Script by Accendor, Wrapped by Lady JJ
* https://forums.rpgmakerweb.com/index.php?threads/skip-the-fight-escape-menu-at-the-start-of-each-rund-while-battles.58329/
* Response #5
*
* @help RemovePartyCommandWindowPriorToBattle.js
*
* This plugin provides a command to remove the party command window prior to battle.
*
* Plug and Play
* There are no commands
* Compatible with both MV and MZ
*
*/

var SceneBattlePartyCommand = Scene_Battle.prototype.startPartyCommandSelection;
Scene_Battle.prototype.startPartyCommandSelection = function() {
    SceneBattlePartyCommand.call(this);
    this.selectNextCommand();
    this._helpWindow.clear();
    this._partyCommandWindow.deactivate();
};

Edit: Changed descriptive "Opening Fight/Escape Menu" to correct term "Party Command Window" thanks to @caethyril
 
Last edited:

caethyril

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In case it helps: the Fight/Escape part is technically called the "party command window".

The approach Lady_JJ suggested looks good! Here's an alternative just in case:
I think you can just use this instead:
JavaScript:
Scene_Battle.prototype.startPartyCommandSelection = function() { this.commandFight(); };
I.e. instead of showing the party command window, just proceed as if the player chose "Attack".
 

ArcanaMoonShine

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Ok, this look short and nice, thank you all! Now, i need to learn where to implement this use them :kaoswt2: Still, this going to be really useful, i will updated you once I impliment them, till next time :kaohi:
 

caethyril

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You just need to save the code as a .js file, e.g. paste it into Notepad and choose Save As > File Type: All Files, Filename: whatever.js. (This works because JavaScript is stored as plaintext.) In this case the filename doesn't really matter because these plugins have no parameters. :kaophew:

I've done it for you here: check out one of the attached files. Lady_JJ's is the one with LJJ at the start of its name, the other one is mine, pick whichever you prefer~

Edit: updated attached file skipPartyCommand.js to fix an oversight (code in spoiler below).
JavaScript:
/*:
 * @target MZ
 * @plugindesc Skip the party command window in battle.
 * @author Caethyril
 * @help Free to use and modify.
 */

(function(alias) {
    Scene_Battle.prototype.startPartyCommandSelection = function() {
        alias.apply(this, arguments);
        this.commandFight();
    };
})(Scene_Battle.prototype.startPartyCommandSelection);
 

Attachments

  • LJJ_skipPartyCommand.js
    1 KB · Views: 5
  • skipPartyCommand.js
    361 bytes · Views: 2
Last edited:

ATT_Turan

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In case it helps: the Fight/Escape part is technically called the "party command window".

The approach Lady_JJ suggested looks good! Here's an alternative just in case:
If this is the same as what Yanfly's Battle Core does, it changes the default placement but doesn't prevent the user from pressing Escape to go back to the party command window.
 

caethyril

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If this is the same as what Yanfly's Battle Core does, it changes the default placement but doesn't prevent the user from pressing Escape to go back to the party command window.
It is different. YEP Battle Engine Core's "Start Actor Command" option uses a more complex approach that only skips party command input at the start of the turn.
 

ATT_Turan

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Very cool, I just thought it was worth checking. In that case, I'll be sticking it into my project as well :wink:
 

ArcanaMoonShine

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Hi, thanks @caethyril and @Lady_JJ, the plugin do what i ask and using right now! :kaothx: But i also need to report i unintended minior problem: It does not show the starting TP of each character, it shows 0 when the encounter start, but they actually have TP, because I end up by mistake in my Skills menu and notices i can use some skills despite the 0, when my turn start, and after that, the TP is display normally, but not at the start,
 

caethyril

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Sorry, my mistake! :kaoslp:
  • I think Lady_JJ's solution (what I named LJJ_skipPartyCommand.js) should work.
  • Otherwise, I updated my previous post with a fix.
Note that you only need to use one! Don't use both or strange things might happen. :kaoswt2:
 

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