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violentpurge09

Battle Screen Edit

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I Need to remove the Attack Option from the battle screen menu.

and the Number from the SP bar.

 

And is there a way to make it so the enemy troop is variable 19.

Edited by violentpurge09

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So you don't want the attack option, that should be easy

and you don't want the sp number value showing? just the bar?

And the enemy troop is always determined by the variable number?

 

I will take a look into this for you, it should be easy

 

EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen?

 

EDIT2: Done, lemme know if it doesn't work or if you need anything changed

Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19.

 

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
#  This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(128, [], 1, 3)
   self.active = false
 end
 #--------------------------------------------------------------------------
 # * Setup
 #     actor : actor
 #--------------------------------------------------------------------------
 def setup(actor)
   @commands = [Vocab::skill,
                Vocab::guard,
                Vocab::item]
   # Skill command name is valid?
   @commands[0] = actor.class.skill_name if actor.class.skill_name_valid 
   @item_max =3
   refresh
   self.index = 0
 end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
 #--------------------------------------------------------------------------
 # * Encounter Processing
 #--------------------------------------------------------------------------
 def update_encounter
   return if $game_player.encounter_count > 0        # Check steps
   return if $game_map.interpreter.running?          # Event being executed?
   return if $game_system.encounter_disabled         # Encounters forbidden?
   troop_id = $game_variables[19]
   return if $data_troops[troop_id] == nil           # Troop is invalid?
   $game_troop.setup(troop_id)
   $game_troop.can_escape = true
   $game_temp.battle_proc = nil
   $game_temp.next_scene = "battle"
   preemptive_or_surprise
 end
end

 

 

Next, depending if you want the SP number removed from JUST battles, put this in materials

 

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Otherwise, if you want the mp value removed from ALL MP bars; use this one

 

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window 
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line:

# self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)

in whichever of those last two scripts you chose.

Edited by kellessdee

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So you don't want the attack option, that should be easy

and you don't want the sp number value showing? just the bar?

And the enemy troop is always determined by the variable number?

 

I will take a look into this for you, it should be easy

 

EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen?

 

EDIT2: Done, lemme know if it doesn't work or if you need anything changed

Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19.

 

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
#  This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(128, [], 1, 3)
   self.active = false
 end
 #--------------------------------------------------------------------------
 # * Setup
 #     actor : actor
 #--------------------------------------------------------------------------
 def setup(actor)
   @commands = [Vocab::skill,
                Vocab::guard,
                Vocab::item]
   # Skill command name is valid?
   @commands[0] = actor.class.skill_name if actor.class.skill_name_valid 
   @item_max =3
   refresh
   self.index = 0
 end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
 #--------------------------------------------------------------------------
 # * Encounter Processing
 #--------------------------------------------------------------------------
 def update_encounter
   return if $game_player.encounter_count > 0        # Check steps
   return if $game_map.interpreter.running?          # Event being executed?
   return if $game_system.encounter_disabled         # Encounters forbidden?
   troop_id = $game_variables[19]
   return if $data_troops[troop_id] == nil           # Troop is invalid?
   $game_troop.setup(troop_id)
   $game_troop.can_escape = true
   $game_temp.battle_proc = nil
   $game_temp.next_scene = "battle"
   preemptive_or_surprise
 end
end

 

 

Next, depending if you want the SP number removed from JUST battles, put this in materials

 

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Otherwise, if you want the mp value removed from ALL MP bars; use this one

 

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window 
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line:

# self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)

in whichever of those last two scripts you chose.

 

Thank you

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So you don't want the attack option, that should be easy

and you don't want the sp number value showing? just the bar?

And the enemy troop is always determined by the variable number?

 

I will take a look into this for you, it should be easy

 

EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen?

 

EDIT2: Done, lemme know if it doesn't work or if you need anything changed

Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19.

 

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
#  This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(128, [], 1, 3)
   self.active = false
 end
 #--------------------------------------------------------------------------
 # * Setup
 #     actor : actor
 #--------------------------------------------------------------------------
 def setup(actor)
   @commands = [Vocab::skill,
                Vocab::guard,
                Vocab::item]
   # Skill command name is valid?
   @commands[0] = actor.class.skill_name if actor.class.skill_name_valid 
   @item_max =3
   refresh
   self.index = 0
 end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
 #--------------------------------------------------------------------------
 # * Encounter Processing
 #--------------------------------------------------------------------------
 def update_encounter
   return if $game_player.encounter_count > 0        # Check steps
   return if $game_map.interpreter.running?          # Event being executed?
   return if $game_system.encounter_disabled         # Encounters forbidden?
   troop_id = $game_variables[19]
   return if $data_troops[troop_id] == nil           # Troop is invalid?
   $game_troop.setup(troop_id)
   $game_troop.can_escape = true
   $game_temp.battle_proc = nil
   $game_temp.next_scene = "battle"
   preemptive_or_surprise
 end
end

 

 

Next, depending if you want the SP number removed from JUST battles, put this in materials

 

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Otherwise, if you want the mp value removed from ALL MP bars; use this one

 

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window 
 #--------------------------------------------------------------------------
 # * Draw MP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : Width
 #--------------------------------------------------------------------------
 def draw_actor_mp(actor, x, y, width = 120)
   draw_actor_mp_gauge(actor, x, y, width)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
   self.contents.font.color = normal_color
 end
end

 

 

Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line:

# self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)

in whichever of those last two scripts you chose.

 

 

Issue the commands are messed up and there is no Escape option.

Currently

Skill = Attack (could we change this one to escape??)

Guard = Skill (Which is fine, I figured out how to change the command label)

Item = Gaurd (Also Fine)

 

and the music restarts after battle is over. how do we change this?

 

sorry to be such a bother but i wanna put a demo out in a few days :)

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Whoops, my bad I forgot to change the actual code that makes you select your commands

 

 

class Scene_Battle < Scene_Base
 #--------------------------------------------------------------------------
 # * Update Actor Command Selection
 #--------------------------------------------------------------------------
 def update_actor_command_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     prior_actor
   elsif Input.trigger?(Input::C)
     case @actor_command_window.index
     when 0  # Skill
       Sound.play_decision
start_skill_selection
     when 1  # Guard
       Sound.play_decision
@active_battler.action.set_guard
next_actor
     when 2  # Item
       Sound.play_decision
start_item_selection
     end
   end
 end
end

 

You will probably want to change the labels back however, so it will be skill/guard/item

 

as for escape, it should be in the party commands at the beginning of combat...are you using a different battle script?

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Whoops, my bad I forgot to change the actual code that makes you select your commands

 

 

class Scene_Battle < Scene_Base
 #--------------------------------------------------------------------------
 # * Update Actor Command Selection
 #--------------------------------------------------------------------------
 def update_actor_command_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     prior_actor
   elsif Input.trigger?(Input::C)
     case @actor_command_window.index
     when 0  # Skill
       Sound.play_decision
start_skill_selection
     when 1  # Guard
       Sound.play_decision
@active_battler.action.set_guard
next_actor
     when 2  # Item
       Sound.play_decision
start_item_selection
     end
   end
 end
end

 

You will probably want to change the labels back however, so it will be skill/guard/item

 

as for escape, it should be in the party commands at the beginning of combat...are you using a different battle script?

 

It works now.

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