Yanfly Autobattle Script - Move Cancel Text

deftrance

Villager
Member
Joined
Jun 6, 2014
Messages
6
Reaction score
1
First Language
English
Primarily Uses
Good evening,


I am piecing together the stable of scripts to use for my first game and I am wanting to include Yanfly's AutoBattle script, however I would like  for the 'Press Cancel to turn off autobattle' display text to be shown at the top of the screen. I am figured out how to move it along the x axis, but not having any luck with the y-axis at this time. The script is included below.


The current script is:

#==============================================================================


#


# ▼ Yanfly Engine Ace - Command Autobattle v1.01


# -- Last Updated: 2011.12.26


# -- Level: Normal


# -- Requires: n/a


#


#==============================================================================


$imported = {} if $imported.nil?


$imported["YEA-CommandAutobattle"] = true


#==============================================================================


# ▼ Updates


# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


# 2011.12.26 - Bug Fixed: Autobattle cancelled after each battle.


# 2011.12.12 - Started Script and Finished.


#


#==============================================================================


# ▼ Introduction


# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


# Anyone remember the Autobattle command from RPG Maker 2000? Well, now it's


# back and you can choose to tack it onto the Party Command Window or the Actor


# Command Window. When autobattle is selected, it will let the game determine


# what action to use for the party and/or actors depending on the game's A.I.


#


# Furthermore, there is an option to have Autobattle continously remain in


# effect if selected from the Party Command Window. When Autobattle is selected


# in the Actor Command Window, it'll cause the game to automatically choose an


# action for that actor instead.


#


# In addition to this, there exists the functionality of having all battle


# members but the first member autobattle. This feature can be turned off.


#


#==============================================================================


# ▼ Instructions


# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


# To install this script, open up your script editor and copy/paste this script


# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.


#


# Adjust the settings in the module to your liking.


#


#==============================================================================


# ▼ Compatibility


# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that


# it will run with RPG Maker VX without adjusting.


#


#==============================================================================


module YEA


module AUTOBATTLE


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# - Party Autobattle Command Settings -


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# Adjust the command settings for Autobattle under the Party Command Window


# here. If you decide to let Party Autobattle be continuous, it will keep


# going until the player decides to cancel it with X.


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


ENABLE_PARTY_AUTOBATTLE = true # Enables autobattle in Party Window.


PARTY_COMMAND_NAME = "Auto" # Text that appears for Autobattle.


PARTY_SHOW_SWITCH = 0 # Switch used to show Autobattle.


PARTY_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.


# Note: For both of the switches, if they are set to 0, then the feature


# will not be used at all. The command will always be shown and/or the


# command will always be enabled.


# These settings adjust continous autobattle. If enabled, these settings


# will be applied. Otherwise, they won't be.


ENABLE_CONTINOUS = true # If true, autobattle is continous.


DISABLE_MESSAGE = "Press Cancel to turn off Autobattle."


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# - Actor Autobattle Command Settings -


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# Adjust the command settings for Autobattle under the Actor Command Window


# here. Actors do not have continous autobattle. Instead, they just simply


# choose whatever action the game decides is most suitable for them.


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


ENABLE_ACTOR_AUTOBATTLE = false # Enables autobattle in Party Window.


ACTOR_COMMAND_NAME = "Auto" # Text that appears for Autobattle.


ACTOR_SHOW_SWITCH = 0 # Switch used to show Autobattle.


ACTOR_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.


# Note: For both of the switches, if they are set to 0, then the feature


# will not be used at all. The command will always be shown and/or the


# command will always be enabled.


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# - Secondary Members Autobattle -


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


# For those who only want to grant command control to the first actor in


# battle, enable the setting below. All of the battle members who aren't


# first in line will automatically choose their action for the turn.


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


ENABLE_SECONDARY_AUTOBATTLE = false


end # AUTOBATTLE


end # YEA


#==============================================================================


# ▼ Editting anything past this point may potentially result in causing


# computer damage, incontinence, explosion of user's head, coma, death, and/or


# halitosis so edit at your own risk.


#==============================================================================


#==============================================================================


# ■ BattleManager


#==============================================================================


module BattleManager


#--------------------------------------------------------------------------


# alias method: process_victory


#--------------------------------------------------------------------------


class <<self; alias battlemanager_process_victory_cab process_victory; end


def self.process_victory


SceneManager.scene.close_disable_autobattle_window


return battlemanager_process_victory_cab


end


#--------------------------------------------------------------------------


# alias method: process_abort


#--------------------------------------------------------------------------


class <<self; alias battlemanager_process_abort_cab process_abort; end


def self.process_abort


SceneManager.scene.close_disable_autobattle_window


return battlemanager_process_abort_cab


end


#--------------------------------------------------------------------------


# alias method: process_defeat


#--------------------------------------------------------------------------


class <<self; alias battlemanager_process_defeat_cab process_defeat; end


def self.process_defeat


SceneManager.scene.close_disable_autobattle_window


return battlemanager_process_defeat_cab


end


end # BattleManager


#==============================================================================


# ■ Game_Temp


#==============================================================================


class Game_Temp


#--------------------------------------------------------------------------


# public instance variables


#--------------------------------------------------------------------------


attr_accessor :continous_autobattle


end # Game_Temp


#==============================================================================


# ■ Game_BattlerBase


#==============================================================================


class Game_BattlerBase


#--------------------------------------------------------------------------


# alias method: auto_battle?


#--------------------------------------------------------------------------


alias game_battlerbase_auto_battle_cab auto_battle?


def auto_battle?


return true if continuous_autobattle?


return true if secondary_auto_battle?


return game_battlerbase_auto_battle_cab


end


#--------------------------------------------------------------------------


# new method: continuous_autobattle?


#--------------------------------------------------------------------------


def continuous_autobattle?


return false unless actor?


return $game_temp.continous_autobattle


end


#--------------------------------------------------------------------------


# new method: secondary_auto_battle?


#--------------------------------------------------------------------------


def secondary_auto_battle?


return false unless actor?


return false if index == 0


return YEA::AUTOBATTLE::ENABLE_SECONDARY_AUTOBATTLE


end


end # Game_BattlerBase


#==============================================================================


# ■ Game_Unit


#==============================================================================


class Game_Unit


#--------------------------------------------------------------------------


# alias method: make_actions


#--------------------------------------------------------------------------


alias game_unit_make_actions_cab make_actions


def make_actions


game_unit_make_actions_cab


refresh_autobattler_status_window


end


#--------------------------------------------------------------------------


# new method: refresh_autobattler_status_window


#--------------------------------------------------------------------------


def refresh_autobattler_status_window


return unless SceneManager.scene_is?(Scene_Battle)


return unless self.is_a?(Game_Party)


SceneManager.scene.refresh_autobattler_status_window


end


end # Game_Unit


#==============================================================================


# ■ Window_PartyCommand


#==============================================================================


class Window_PartyCommand < Window_Command


#--------------------------------------------------------------------------


# alias method: make_command_list


#--------------------------------------------------------------------------


alias window_partycommand_cab make_command_list


def make_command_list


window_partycommand_cab


return if $imported["YEA-BattleCommandList"]


add_autobattle_command if YEA::AUTOBATTLE::ENABLE_PARTY_AUTOBATTLE


end


#--------------------------------------------------------------------------


# new method: add_autobattle_command


#--------------------------------------------------------------------------


def add_autobattle_command


return unless show_autobattle?


text = YEA::AUTOBATTLE::pARTY_COMMAND_NAME


add_command(text, :autobattle, enable_autobattle?)


end


#--------------------------------------------------------------------------


# new method: show_autobattle?


#--------------------------------------------------------------------------


def show_autobattle?


return true if YEA::AUTOBATTLE::pARTY_SHOW_SWITCH <= 0


return $game_switches[YEA::AUTOBATTLE::pARTY_SHOW_SWITCH]


end


#--------------------------------------------------------------------------


# new method: enable_autobattle?


#--------------------------------------------------------------------------


def enable_autobattle?


return true if YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH <= 0


return $game_switches[YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH]


end


end # Window_PartyCommand


#==============================================================================


# ■ Window_ActorCommand


#==============================================================================


class Window_ActorCommand < Window_Command


#--------------------------------------------------------------------------


# alias method: make_command_list


#--------------------------------------------------------------------------


alias window_actorcommand_make_command_list_cab make_command_list


def make_command_list


return if @actor.nil?


unless $imported["YEA-BattleCommandList"]


add_autobattle_command if YEA::AUTOBATTLE::ENABLE_ACTOR_AUTOBATTLE


end


window_actorcommand_make_command_list_cab


end


#--------------------------------------------------------------------------


# new method: add_autobattle_command


#--------------------------------------------------------------------------


def add_autobattle_command


return unless show_autobattle?


text = YEA::AUTOBATTLE::ACTOR_COMMAND_NAME


add_command(text, :autobattle, enable_autobattle?)


end


#--------------------------------------------------------------------------


# new method: show_autobattle?


#--------------------------------------------------------------------------


def show_autobattle?


return true if YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH <= 0


return $game_switches[YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH]


end


#--------------------------------------------------------------------------


# new method: enable_autobattle?


#--------------------------------------------------------------------------


def enable_autobattle?


return true if YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH <= 0


return $game_switches[YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH]


end


end # Window_ActorCommand


#==============================================================================


# ■ Window_DisableAutobattle


#==============================================================================


class Window_DisableAutobattle < Window_Base


#--------------------------------------------------------------------------


# initialize


#--------------------------------------------------------------------------


def initialize


super(64, 0, Graphics.width - 128, fitting_height(1))


self.y = Graphics.height - fitting_height(1) + 12


self.opacity = 0


self.z = 1000


hide


refresh


end


#--------------------------------------------------------------------------


# refresh


#--------------------------------------------------------------------------


def refresh


contents.clear


draw_background(contents.rect)


text = YEA::AUTOBATTLE::DISABLE_MESSAGE


draw_text(contents.rect, text, 1)


end


#--------------------------------------------------------------------------


# draw_background


#--------------------------------------------------------------------------


def draw_background(rect)


temp_rect = rect.clone


temp_rect.width /= 2


contents.gradient_fill_rect(temp_rect, back_color2, back_color1)


temp_rect.x = temp_rect.width


contents.gradient_fill_rect(temp_rect, back_color1, back_color2)


end


#--------------------------------------------------------------------------


# back_color1


#--------------------------------------------------------------------------


def back_color1; return Color.new(0, 0, 0, 192); end


#--------------------------------------------------------------------------


# back_color2


#--------------------------------------------------------------------------


def back_color2; return Color.new(0, 0, 0, 0); end


end # Window_DisableAutobattle


#==============================================================================


# ■ Scene_Battle


#==============================================================================


class Scene_Battle < Scene_Base


#--------------------------------------------------------------------------


# alias method: create_all_windows


#--------------------------------------------------------------------------


alias scene_battle_create_all_windows_cab create_all_windows


def create_all_windows


$game_temp.continous_autobattle = false


scene_battle_create_all_windows_cab


create_disable_autobattle_window


end


#--------------------------------------------------------------------------


# alias method: create_party_command_window


#--------------------------------------------------------------------------


alias create_party_command_window_cab create_party_command_window


def create_party_command_window


create_party_command_window_cab


@party_command_window.set_handler:)autobattle, method:)command_pautobattle))


end


#--------------------------------------------------------------------------


# new method: command_pautobattle


#--------------------------------------------------------------------------


def command_pautobattle


for member in $game_party.battle_members


next unless member.inputable?


member.make_auto_battle_actions


end


$game_temp.continous_autobattle = YEA::AUTOBATTLE::ENABLE_CONTINOUS


@disable_autobattle_window.show if $game_temp.continous_autobattle


refresh_autobattler_status_window


turn_start


end


#--------------------------------------------------------------------------


# new method: create_disable_autobattle_window


#--------------------------------------------------------------------------


def create_disable_autobattle_window


@disable_autobattle_window = Window_DisableAutobattle.new


end


#--------------------------------------------------------------------------


# alias method: update


#--------------------------------------------------------------------------


alias scene_battle_update_cab update


def update


scene_battle_update_cab


update_continous_autobattle_window


end


#--------------------------------------------------------------------------


# alias method: update_basic


#--------------------------------------------------------------------------


alias scene_battle_update_basic_cab update_basic


def update_basic


scene_battle_update_basic_cab


update_continous_autobattle_window


end


#--------------------------------------------------------------------------


# new method: update_continous_autobattle_window


#--------------------------------------------------------------------------


def update_continous_autobattle_window


return unless @disable_autobattle_window.visible


opacity = $game_message.visible ? 0 : 255


@disable_autobattle_window.contents_opacity = opacity


close_disable_autobattle_window if Input.press?:) B)


end


#--------------------------------------------------------------------------


# new method: close_disable_autobattle_window


#--------------------------------------------------------------------------


def close_disable_autobattle_window


Sound.play_cancel if Input.press?:) B) && @disable_autobattle_window.visible


$game_temp.continous_autobattle = false


@disable_autobattle_window.hide


end


#--------------------------------------------------------------------------


# alias method: create_actor_command_window


#--------------------------------------------------------------------------


alias create_actor_command_window_cab create_actor_command_window


def create_actor_command_window


create_actor_command_window_cab


@actor_command_window.set_handler:)autobattle, method:)command_aautobattle))


end


#--------------------------------------------------------------------------


# new method: command_aautobattle


#--------------------------------------------------------------------------


def command_aautobattle


BattleManager.actor.make_auto_battle_actions


next_command


end


#--------------------------------------------------------------------------


# new method: refresh_autobattler_status_window


#--------------------------------------------------------------------------


def refresh_autobattler_status_window


for member in $game_party.battle_members


next unless member.auto_battle?


@status_window.draw_item(member.index)


end


end


end # Scene_Battle


#==============================================================================


#


# ▼ End of File


#


#==============================================================================
My brain tells me it is in this block of text...

def initialize


super(64, 0, Graphics.width - 128, fitting_height(1))


self.y = Graphics.height - fitting_height(1) + 120


self.opacity = 0


self.z = 1000


hide


refresh


end
...but I haven't been able to get the text to re-position along the y axis to the top of the screen. Hopefully I'm just overlooking it and its a quick fix! Thanks folks.
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
Good evening,

I am piecing together the stable of scripts to use for my first game and I am wanting to include Yanfly's AutoBattle script, however I would like  for the 'Press Cancel to turn off autobattle' display text to be shown at the top of the screen. I am figured out how to move it along the x axis, but not having any luck with the y-axis at this time. The script is included below.

The current script is:

#==============================================================================

#

# ▼ Yanfly Engine Ace - Command Autobattle v1.01

# -- Last Updated: 2011.12.26

# -- Level: Normal

# -- Requires: n/a

#

#==============================================================================

$imported = {} if $imported.nil?

$imported["YEA-CommandAutobattle"] = true

#==============================================================================

# ▼ Updates

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# 2011.12.26 - Bug Fixed: Autobattle cancelled after each battle.

# 2011.12.12 - Started Script and Finished.

#

#==============================================================================

# ▼ Introduction

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# Anyone remember the Autobattle command from RPG Maker 2000? Well, now it's

# back and you can choose to tack it onto the Party Command Window or the Actor

# Command Window. When autobattle is selected, it will let the game determine

# what action to use for the party and/or actors depending on the game's A.I.

#

# Furthermore, there is an option to have Autobattle continously remain in

# effect if selected from the Party Command Window. When Autobattle is selected

# in the Actor Command Window, it'll cause the game to automatically choose an

# action for that actor instead.

#

# In addition to this, there exists the functionality of having all battle

# members but the first member autobattle. This feature can be turned off.

#

#==============================================================================

# ▼ Instructions

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# To install this script, open up your script editor and copy/paste this script

# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.

#

# Adjust the settings in the module to your liking.

#

#==============================================================================

# ▼ Compatibility

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that

# it will run with RPG Maker VX without adjusting.

#

#==============================================================================

module YEA

module AUTOBATTLE

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Party Autobattle Command Settings -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# Adjust the command settings for Autobattle under the Party Command Window

# here. If you decide to let Party Autobattle be continuous, it will keep

# going until the player decides to cancel it with X.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ENABLE_PARTY_AUTOBATTLE = true # Enables autobattle in Party Window.

PARTY_COMMAND_NAME = "Auto" # Text that appears for Autobattle.

PARTY_SHOW_SWITCH = 0 # Switch used to show Autobattle.

PARTY_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.

# Note: For both of the switches, if they are set to 0, then the feature

# will not be used at all. The command will always be shown and/or the

# command will always be enabled.

# These settings adjust continous autobattle. If enabled, these settings

# will be applied. Otherwise, they won't be.

ENABLE_CONTINOUS = true # If true, autobattle is continous.

DISABLE_MESSAGE = "Press Cancel to turn off Autobattle."

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Actor Autobattle Command Settings -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# Adjust the command settings for Autobattle under the Actor Command Window

# here. Actors do not have continous autobattle. Instead, they just simply

# choose whatever action the game decides is most suitable for them.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ENABLE_ACTOR_AUTOBATTLE = false # Enables autobattle in Party Window.

ACTOR_COMMAND_NAME = "Auto" # Text that appears for Autobattle.

ACTOR_SHOW_SWITCH = 0 # Switch used to show Autobattle.

ACTOR_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.

# Note: For both of the switches, if they are set to 0, then the feature

# will not be used at all. The command will always be shown and/or the

# command will always be enabled.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Secondary Members Autobattle -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# For those who only want to grant command control to the first actor in

# battle, enable the setting below. All of the battle members who aren't

# first in line will automatically choose their action for the turn.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ENABLE_SECONDARY_AUTOBATTLE = false

end # AUTOBATTLE

end # YEA

#==============================================================================

# ▼ Editting anything past this point may potentially result in causing

# computer damage, incontinence, explosion of user's head, coma, death, and/or

# halitosis so edit at your own risk.

#==============================================================================

#==============================================================================

# ■ BattleManager

#==============================================================================

module BattleManager

#--------------------------------------------------------------------------

# alias method: process_victory

#--------------------------------------------------------------------------

class <<self; alias battlemanager_process_victory_cab process_victory; end

def self.process_victory

SceneManager.scene.close_disable_autobattle_window

return battlemanager_process_victory_cab

end

#--------------------------------------------------------------------------

# alias method: process_abort

#--------------------------------------------------------------------------

class <<self; alias battlemanager_process_abort_cab process_abort; end

def self.process_abort

SceneManager.scene.close_disable_autobattle_window

return battlemanager_process_abort_cab

end

#--------------------------------------------------------------------------

# alias method: process_defeat

#--------------------------------------------------------------------------

class <<self; alias battlemanager_process_defeat_cab process_defeat; end

def self.process_defeat

SceneManager.scene.close_disable_autobattle_window

return battlemanager_process_defeat_cab

end

end # BattleManager

#==============================================================================

# ■ Game_Temp

#==============================================================================

class Game_Temp

#--------------------------------------------------------------------------

# public instance variables

#--------------------------------------------------------------------------

attr_accessor :continous_autobattle

end # Game_Temp

#==============================================================================

# ■ Game_BattlerBase

#==============================================================================

class Game_BattlerBase

#--------------------------------------------------------------------------

# alias method: auto_battle?

#--------------------------------------------------------------------------

alias game_battlerbase_auto_battle_cab auto_battle?

def auto_battle?

return true if continuous_autobattle?

return true if secondary_auto_battle?

return game_battlerbase_auto_battle_cab

end

#--------------------------------------------------------------------------

# new method: continuous_autobattle?

#--------------------------------------------------------------------------

def continuous_autobattle?

return false unless actor?

return $game_temp.continous_autobattle

end

#--------------------------------------------------------------------------

# new method: secondary_auto_battle?

#--------------------------------------------------------------------------

def secondary_auto_battle?

return false unless actor?

return false if index == 0

return YEA::AUTOBATTLE::ENABLE_SECONDARY_AUTOBATTLE

end

end # Game_BattlerBase

#==============================================================================

# ■ Game_Unit

#==============================================================================

class Game_Unit

#--------------------------------------------------------------------------

# alias method: make_actions

#--------------------------------------------------------------------------

alias game_unit_make_actions_cab make_actions

def make_actions

game_unit_make_actions_cab

refresh_autobattler_status_window

end

#--------------------------------------------------------------------------

# new method: refresh_autobattler_status_window

#--------------------------------------------------------------------------

def refresh_autobattler_status_window

return unless SceneManager.scene_is?(Scene_Battle)

return unless self.is_a?(Game_Party)

SceneManager.scene.refresh_autobattler_status_window

end

end # Game_Unit

#==============================================================================

# ■ Window_PartyCommand

#==============================================================================

class Window_PartyCommand < Window_Command

#--------------------------------------------------------------------------

# alias method: make_command_list

#--------------------------------------------------------------------------

alias window_partycommand_cab make_command_list

def make_command_list

window_partycommand_cab

return if $imported["YEA-BattleCommandList"]

add_autobattle_command if YEA::AUTOBATTLE::ENABLE_PARTY_AUTOBATTLE

end

#--------------------------------------------------------------------------

# new method: add_autobattle_command

#--------------------------------------------------------------------------

def add_autobattle_command

return unless show_autobattle?

text = YEA::AUTOBATTLE::pARTY_COMMAND_NAME

add_command(text, :autobattle, enable_autobattle?)

end

#--------------------------------------------------------------------------

# new method: show_autobattle?

#--------------------------------------------------------------------------

def show_autobattle?

return true if YEA::AUTOBATTLE::pARTY_SHOW_SWITCH <= 0

return $game_switches[YEA::AUTOBATTLE::pARTY_SHOW_SWITCH]

end

#--------------------------------------------------------------------------

# new method: enable_autobattle?

#--------------------------------------------------------------------------

def enable_autobattle?

return true if YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH <= 0

return $game_switches[YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH]

end

end # Window_PartyCommand

#==============================================================================

# ■ Window_ActorCommand

#==============================================================================

class Window_ActorCommand < Window_Command

#--------------------------------------------------------------------------

# alias method: make_command_list

#--------------------------------------------------------------------------

alias window_actorcommand_make_command_list_cab make_command_list

def make_command_list

return if @actor.nil?

unless $imported["YEA-BattleCommandList"]

add_autobattle_command if YEA::AUTOBATTLE::ENABLE_ACTOR_AUTOBATTLE

end

window_actorcommand_make_command_list_cab

end

#--------------------------------------------------------------------------

# new method: add_autobattle_command

#--------------------------------------------------------------------------

def add_autobattle_command

return unless show_autobattle?

text = YEA::AUTOBATTLE::ACTOR_COMMAND_NAME

add_command(text, :autobattle, enable_autobattle?)

end

#--------------------------------------------------------------------------

# new method: show_autobattle?

#--------------------------------------------------------------------------

def show_autobattle?

return true if YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH <= 0

return $game_switches[YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH]

end

#--------------------------------------------------------------------------

# new method: enable_autobattle?

#--------------------------------------------------------------------------

def enable_autobattle?

return true if YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH <= 0

return $game_switches[YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH]

end

end # Window_ActorCommand

#==============================================================================

# ■ Window_DisableAutobattle

#==============================================================================

class Window_DisableAutobattle < Window_Base

#--------------------------------------------------------------------------

# initialize

#--------------------------------------------------------------------------

def initialize

super(64, 0, Graphics.width - 128, fitting_height(1))

self.y = Graphics.height - fitting_height(1) + 12

self.opacity = 0

self.z = 1000

hide

refresh

end

#--------------------------------------------------------------------------

# refresh

#--------------------------------------------------------------------------

def refresh

contents.clear

draw_background(contents.rect)

text = YEA::AUTOBATTLE::DISABLE_MESSAGE

draw_text(contents.rect, text, 1)

end

#--------------------------------------------------------------------------

# draw_background

#--------------------------------------------------------------------------

def draw_background(rect)

temp_rect = rect.clone

temp_rect.width /= 2

contents.gradient_fill_rect(temp_rect, back_color2, back_color1)

temp_rect.x = temp_rect.width

contents.gradient_fill_rect(temp_rect, back_color1, back_color2)

end

#--------------------------------------------------------------------------

# back_color1

#--------------------------------------------------------------------------

def back_color1; return Color.new(0, 0, 0, 192); end

#--------------------------------------------------------------------------

# back_color2

#--------------------------------------------------------------------------

def back_color2; return Color.new(0, 0, 0, 0); end

end # Window_DisableAutobattle

#==============================================================================

# ■ Scene_Battle

#==============================================================================

class Scene_Battle < Scene_Base

#--------------------------------------------------------------------------

# alias method: create_all_windows

#--------------------------------------------------------------------------

alias scene_battle_create_all_windows_cab create_all_windows

def create_all_windows

$game_temp.continous_autobattle = false

scene_battle_create_all_windows_cab

create_disable_autobattle_window

end

#--------------------------------------------------------------------------

# alias method: create_party_command_window

#--------------------------------------------------------------------------

alias create_party_command_window_cab create_party_command_window

def create_party_command_window

create_party_command_window_cab

@party_command_window.set_handler:)autobattle, method:)command_pautobattle))

end

#--------------------------------------------------------------------------

# new method: command_pautobattle

#--------------------------------------------------------------------------

def command_pautobattle

for member in $game_party.battle_members

next unless member.inputable?

member.make_auto_battle_actions

end

$game_temp.continous_autobattle = YEA::AUTOBATTLE::ENABLE_CONTINOUS

@disable_autobattle_window.show if $game_temp.continous_autobattle

refresh_autobattler_status_window

turn_start

end

#--------------------------------------------------------------------------

# new method: create_disable_autobattle_window

#--------------------------------------------------------------------------

def create_disable_autobattle_window

@disable_autobattle_window = Window_DisableAutobattle.new

end

#--------------------------------------------------------------------------

# alias method: update

#--------------------------------------------------------------------------

alias scene_battle_update_cab update

def update

scene_battle_update_cab

update_continous_autobattle_window

end

#--------------------------------------------------------------------------

# alias method: update_basic

#--------------------------------------------------------------------------

alias scene_battle_update_basic_cab update_basic

def update_basic

scene_battle_update_basic_cab

update_continous_autobattle_window

end

#--------------------------------------------------------------------------

# new method: update_continous_autobattle_window

#--------------------------------------------------------------------------

def update_continous_autobattle_window

return unless @disable_autobattle_window.visible

opacity = $game_message.visible ? 0 : 255

@disable_autobattle_window.contents_opacity = opacity

close_disable_autobattle_window if Input.press?:) B)

end

#--------------------------------------------------------------------------

# new method: close_disable_autobattle_window

#--------------------------------------------------------------------------

def close_disable_autobattle_window

Sound.play_cancel if Input.press?:) B) && @disable_autobattle_window.visible

$game_temp.continous_autobattle = false

@disable_autobattle_window.hide

end

#--------------------------------------------------------------------------

# alias method: create_actor_command_window

#--------------------------------------------------------------------------

alias create_actor_command_window_cab create_actor_command_window

def create_actor_command_window

create_actor_command_window_cab

@actor_command_window.set_handler:)autobattle, method:)command_aautobattle))

end

#--------------------------------------------------------------------------

# new method: command_aautobattle

#--------------------------------------------------------------------------

def command_aautobattle

BattleManager.actor.make_auto_battle_actions

next_command

end

#--------------------------------------------------------------------------

# new method: refresh_autobattler_status_window

#--------------------------------------------------------------------------

def refresh_autobattler_status_window

for member in $game_party.battle_members

next unless member.auto_battle?

@status_window.draw_item(member.index)

end

end

end # Scene_Battle

#==============================================================================

#

# ▼ End of File

#

#==============================================================================
My brain tells me it is in this block of text...

def initialize

super(64, 0, Graphics.width - 128, fitting_height(1))

self.y = Graphics.height - fitting_height(1) + 120

self.opacity = 0

self.z = 1000

hide

refresh

end
...but I haven't been able to get the text to re-position along the y axis to the top of the screen. Hopefully I'm just overlooking it and its a quick fix! Thanks folks.

You looked at the right block of text so let's look at it closely:

def initialize super(64, 0, Graphics.width - 128, fitting_height(1)) self.y = Graphics.height - fitting_height(1) + 120 self.opacity = 0 self.z = 1000 hide refreshendWhat you want to change is this line of text:

self.y = Graphics.height - fitting_height(1) + 120And you will want to change it to:

self.y = 0And you should get your desired result :)
 

deftrance

Villager
Member
Joined
Jun 6, 2014
Messages
6
Reaction score
1
First Language
English
Primarily Uses
I see... Yes, that works splendidly and it also explains why my edits did not. I had assumed incorrectly that the y axis's 0 would be the bottom left corner of the screen. Thank you very much for your assistance! :)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,018
Members
137,563
Latest member
MinyakaAeon
Top