Jump to content
MasterMoes

Disabling the pass turn function in Yanfly's Battle Engine?

Recommended Posts

Hello again,

I'm wondering if there is a way to disable the "pass turn" feature in Yanfly's Battle Engine script. When you press the left and right keys, you can scroll through the actors and select their skills. The only problem is that 1) it lets the player skip turns when I want the player to have to make actions and 2) when you press the right arrow key while selecting the skills of the final actor, it begins the battle sequence, which often leads to accidentally skipping an actor's turn.

Here is the link to the script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/

Share this post


Link to post
Share on other sites
Posted (edited)

TheoAllen wrote this for that.

It disables the left and right arrow.

# TheoAllen
class Window_ActorCommand
 
  # --------------------------------------------------------------------------
  # Delete Handling
  # --------------------------------------------------------------------------
  def process_dir6
  end
 
  def process_dir4
  end
 
end

class Scene_Battle
  # --------------------------------------------------------------------------
  # Overwrites
  # --------------------------------------------------------------------------
  def create_actor_command_window
    scene_battle_create_actor_command_window_abe
  end
end

If you want it to be more complex than that, there will be a fair bit of code editing needed.

 

I know there is a script to confirm battle commands as well. Maybe try that in addition to this script. Yanfly Battle Command List

Edited by roninator2
  • Like 1

Share this post


Link to post
Share on other sites

Yanfly-Battle Command:
Yanfly - Battle Command List.rb
Or, alternatively, copy and paste this:
 

Spoiler

#==============================================================================
# 
# ¥ Yanfly Engine Ace - 
# -- Last Updated: 2012.12.18
# -- Level: Normal
# -- Requires: n/a
# 
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-BattleCommandList"] = true

#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.12.18 - Completely fixed the command hide switch bug.
# 2012.12.17 - Fixed Bug with command hide until switch.
# 2012.01.10 - Compatibility Update: Battle System FTB
# 2011.12.30 - Bug Fixed: Disappearing windows when no confirm window is used.
# 2011.12.26 - Bug Fixed: Actor Command Window disappears without Battle Engine
#              Ace installed.
# 2011.12.19 - Compatibility Update: Class System
#            - New Actor Command: Subclass List
# 2011.12.17 - Bug Fixed: Item command from Actor Command Window fixed.
# 2011.12.15 - Bug Fixed: Prevented multiple actions per battler.
# 2011.12.13 - Compatibility Update: Command Equip
#              Compatibility Update: Add-On: Command Party
# 2011.12.12 - Compatibility Update: Command Autobattle
# 2011.12.10 - Started Script and Finished.
#            - Compatibility Update: Combat Log Display
# 
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script allows you to change the order to commands that appear in battle
# for the Party Command Window and Actor Command Window. In addition to the
# ability to change the order commands appear, you may also add commands to the
# Actor Command Window that can trigger the usage of skills and/or items. The
# Confirm Command Window is also a new addition that appears at the end of the
# action select phase (after the last actor has made a choice) before entering
# the battle phase.
# 
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
# 
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <command list>
#  string
#  string
# </command list>
# These lines go inside of an actor's notebox to adjust the battle commands
# that appear in the actor's Actor Command Window. Refer to the module as to
# what to use for the strings. If a custom command list is used for an actor,
# it will take priority over its class's custom command list, which takes place
# over the default command list.
# 
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <command list>
#  string
#  string
# </command list>
# These lines go inside of a class's notebox to adjust the battle commands
# that appear in the actor's Actor Command Window. Refer to the module as to
# what to use for the strings. A custom command list for a class does not take
# priority over an actor's custom command list, but it does take priority over
# the default command list.
# 
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <command name: string>
# If this skill is being used as a command, it will use "string" to replace the
# skill's name in the command list window.
# 
# <command hide until learn>
# This hides the command until the actor has learned the respective skill for
# the command to appear in the actor's command list.
# 
# <command hide until usable>
# This hides the command until the actor is capable of using the command by
# meeting TP costs or MP costs.
# 
# <command hide until switch: x>
# This switch x is OFF, then the command remains hidden. If the switch is ON,
# then the command becomes enabled and appears in the command list.
# 
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the item notebox in the database.
# -----------------------------------------------------------------------------
# <command name: string>
# If this item is being used as a command, it will use "string" to replace the
# item's name in the command list window.
# 
# <command hide until usable>
# This hides the command until the actor is capable of using the command as
# long as that item is usable normally.
# 
# <command hide until switch: x>
# This switch x is OFF, then the command remains hidden. If the switch is ON,
# then the command becomes enabled and appears in the command list.
# 
#==============================================================================
# ¥ 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.
# 
# For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place
# this script under Ace Battle Engine.
# 
#==============================================================================

module YEA
  module BATTLE_COMMANDS
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Party Command Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts the commands for the Party Command Window. Rearrange
    # commands as you see fit or add in new ones. Here's a list of which
    # command does what:
    # 
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # :fight           Enters the command selection phase for actors. Default.
    # :escape          Party attempts to escape from battle. Default.
    # 
    # :combatlog       Requires YEA - Combat Log Display.
    # :autobattle      Requires YEA - Command Autobattle.
    # :party           Requires YEA - Party System Add-On: Command Party.
    # 
    # And that's all of the currently available commands. This list will be
    # updated as more scripts become available.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This array arranges the order of which the commands appear in the Party
    # Command window.
    PARTY_COMMANDS =[
      :fight,
      :autobattle,
      :party,
    # :custom1,
    # :custom2,
      :escape,
    ] # Do not remove this.
    
    #--------------------------------------------------------------------------
    # - Party Command Custom Commands -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # For those who use scripts to that may produce unique effects in battle,
    # use this hash to manage the custom commands for the Party Command Window.
    # You can disable certain commands or prevent them from appearing by using
    # switches. If you don't wish to bind them to a switch, set the proper
    # switch to 0 for it to have no impact.
    #--------------------------------------------------------------------------
    CUSTOM_PARTY_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
      :custom1 => [ "Custom Name",            0,         0, :command_name1],
      :custom2 => [ "Custom Name",           13,         0, :command_name2],
    } # Do not remove this.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Actor Command Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section only adjusts the default commands for actors. If you wish
    # for an actor to have a unique command list, use the notetags listed in
    # the instructions to apply them. The custom command lists for actors will
    # override this command list.
    # 
    # Here's a list of which command does what:
    # 
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # "ATTACK"         Normal attack for actor. Default.
    # "SKILL LIST"     All of the skill types the actor can use. Default.
    # "DEFEND"         Set defend action for actor. Default.
    # "ITEMS"          Opens up the item menu for the actor. Default.
    # 
    # "SKILL TYPE X"   Specifically puts in skill type X if actor has it.
    # "SKILL X"        Uses Skill X in that slot.
    # "ITEM X"         Uses Item X in that slot.
    # 
    # "AUTOBATTLE"     Requires YEA - Command Autobattle.
    # "EQUIP"          Requires YEA - Command Equip
    # "SUBCLASS LIST"  Requires YEA - Class System. Adds subclass skill types.
    # 
    # And that's all of the currently available commands. This list will be
    # updated as more scripts become available.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This array arranges the order of which the commands appear in the Actor
    # Command window if the actor does not have a custom command list.
    DEFAULT_ACTOR_COMMANDS =[
    # "AUTOBATTLE",
      "ATTACK",
      "SKILL LIST",
      "SUBCLASS LIST",
      "DEFEND",
      "ITEMS",
      "EQUIP",
    ] # Do not remove this.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Confirm Command Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # The confirm window is something new that's been added. It shows after the
    # last actor has made a decision as to what actions the player wishes to
    # take for the turn Here's a list of which command does what:
    # 
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # :execute         Start the battle turn. Comes with this script.
    # 
    # :combatlog       Requires YEA - Combat Log Display.
    # 
    # And that's all of the currently available commands. This list will be
    # updated as more scripts become available.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    USE_CONFIRM_WINDOW = true    # Set to false if you don't wish to use it.
    
    # This array arranges the order of which the commands appear in the Party
    # Command window.
    CONFIRM_COMMANDS =[
      :execute,
      :combatlog,
    # :custom1,
    # :custom2,
    ] # Do not remove this.
    
    # This sets what text appears for the execute command.
    EXECUTE_VOCAB = "Execute"
    
    #--------------------------------------------------------------------------
    # - Confirm Command Custom Commands -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # For those who use scripts to that may produce unique effects in battle,
    # use this hash to manage the custom commands for the Confirm Command
    # Window. You can disable certain commands or prevent them from appearing
    # by using switches. If you don't wish to bind them to a switch, set the
    # proper switch to 0 for it to have no impact.
    #--------------------------------------------------------------------------
    CUSTOM_CONFIRM_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
      :custom1 => [ "Custom Name",            0,          0, :command_name1],
      :custom2 => [ "Custom Text",           13,          0, :command_name2],
    } # Do not remove this.
    
  end # BATTLE_COMMANDS
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.
#==============================================================================

module YEA
  module REGEXP
  module BASEITEM
    
    COMMAND_LIST_ON  = /<(?:COMMAND_LIST|command list)>/i
    COMMAND_LIST_OFF = /<\/(?:COMMAND_LIST|command list)>/i
    
  end # BASEITEM
  module USABLEITEM
    
    COMMAND_NAME = /<(?:COMMAND NAME|command name):[ ](.*)>/i
    COMMAND_HIDE_LEARN = 
      /<(?:COMMAND_HIDE_UNTIL_LEARN|command hide until learn)>/i
    COMMAND_HIDE_USABLE = 
      /<(?:COMMAND_HIDE_UNTIL_USABLE|command hide until usable)>/i
    COMMAND_HIDE_SWITCH = 
      /<(?:COMMAND_HIDE_UNTIL_SWITCH|command hide until switch):[ ](\d+)>/i
    
  end # USABLEITEM
  end # REGEXP
end # YEA

#==============================================================================
# ¡ DataManager
#==============================================================================

module DataManager
  
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_bcl load_database; end
  def self.load_database
    load_database_bcl
    load_notetags_bcl
  end
  
  #--------------------------------------------------------------------------
  # new method: load_notetags_bcl
  #--------------------------------------------------------------------------
  def self.load_notetags_bcl
    groups = [$data_actors, $data_classes, $data_skills, $data_items]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_bcl
      end
    end
  end
  
end # DataManager

#==============================================================================
# ¡ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_commands
  
  #--------------------------------------------------------------------------
  # common cache: load_notetags_bcl
  #--------------------------------------------------------------------------
  def load_notetags_bcl
    @battle_commands = []
    @command_list = false
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::COMMAND_LIST_ON
        @command_list = true
      when YEA::REGEXP::BASEITEM::COMMAND_LIST_OFF
        @command_list = false
      else
        next unless @command_list
        @battle_commands.push(line.to_s.upcase)
      #---
      end
    } # self.note.split
    #---
    if @battle_commands == [] and self.is_a?(RPG::Class)
      @battle_commands = YEA::BATTLE_COMMANDS::DEFAULT_ACTOR_COMMANDS
    end
  end
  
end # RPG::BaseItem

#==============================================================================
# ¡ RPG::UsableItem
#==============================================================================

class RPG::UsableItem < RPG::BaseItem
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :command_name
  attr_accessor :command_hide_until_learn
  attr_accessor :command_hide_until_usable
  attr_accessor :command_hide_until_switch
  
  #--------------------------------------------------------------------------
  # common cache: load_notetags_bcl
  #--------------------------------------------------------------------------
  def load_notetags_bcl
    @command_name = @name.clone
    @command_hide_until_switch = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::USABLEITEM::COMMAND_NAME
        @command_name = $1.to_s
      when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_LEARN
        @command_hide_until_learn = true
      when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE
        @command_hide_until_usable = true
      when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_SWITCH
        @command_hide_until_switch = $1.to_i
      #---
      end
    } # self.note.split
    #---
  end
  
end # RPG::UsableItem

#==============================================================================
# ¡ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  
  #--------------------------------------------------------------------------
  # new method: battle_commands
  #--------------------------------------------------------------------------
  def battle_commands
    return self.actor.battle_commands unless actor.battle_commands == []
    return self.class.battle_commands
  end
  
  #--------------------------------------------------------------------------
  # new method: next_command_valid?
  #--------------------------------------------------------------------------
  def next_command_valid?
    if $imported["YEA-BattleSystem-FTB"] && BattleManager.btype?(:ftb)
      return false
    end
    return false if @action_input_index >= @actions.size - 1
    return true
  end
  
end # Game_Actor

#==============================================================================
# ¡ Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # overwrite method: make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
      case command
      when :fight
        add_command(Vocab::fight, :fight)
      when :escape
        add_command(Vocab::escape, :escape, BattleManager.can_escape?)
      when :combatlog
        next unless $imported["YEA-CombatLogDisplay"]
        add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
      when :autobattle
        next unless $imported["YEA-CommandAutobattle"]
        add_autobattle_command
      when :party
        next unless $imported["YEA-PartySystem"]
        next unless $imported["YEA-CommandParty"]
        add_party_command
      else
        process_custom_command(command)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: process_custom_command
  #--------------------------------------------------------------------------
  def process_custom_command(command)
    return unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
    show = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][2]
    continue = show <= 0 ? true : $game_switches[show]
    return unless continue
    text = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][0]
    switch = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][1]
    enabled = switch <= 0 ? true : $game_switches[switch]
    add_command(text, command, enabled)
  end
  
end # Window_PartyCommand

#==============================================================================
# ¡ Window_ConfirmCommand
#==============================================================================

class Window_ConfirmCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    deactivate
    hide
  end
  
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 128; end
  
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; return 4; end
  
  #--------------------------------------------------------------------------
  # overwrite method: make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
      case command
      when :execute
        text = YEA::BATTLE_COMMANDS::EXECUTE_VOCAB
        add_command(text, :execute)
      when :combatlog
        next unless $imported["YEA-CombatLogDisplay"]
        add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
      else
        process_custom_command(command)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: process_custom_command
  #--------------------------------------------------------------------------
  def process_custom_command(command)
    return unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
    show = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][2]
    continue = show <= 0 ? true : $game_switches[show]
    return unless continue
    text = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][0]
    switch = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][1]
    enabled = switch <= 0 ? true : $game_switches[switch]
    add_command(text, command, enabled)
  end
  
  #--------------------------------------------------------------------------
  # setup
  #--------------------------------------------------------------------------
  def setup
    clear_command_list
    make_command_list
    refresh
    select(0)
    activate
    self.openness = 255
    show
  end
  
  #--------------------------------------------------------------------------
  # process_handling
  #--------------------------------------------------------------------------
  if $imported["YEA-BattleEngine"]
  def process_handling
    return unless open? && active
    return process_dir4 if Input.repeat?(:LEFT)
    return super
  end
  
  #--------------------------------------------------------------------------
  # process_dir4
  #--------------------------------------------------------------------------
  def process_dir4
    Sound.play_cursor
    Input.update
    deactivate
    call_handler(:dir4)
  end
  end # $imported["YEA-BattleEngine"]
  
end # Window_ConfirmCommand

#==============================================================================
# ¡ Window_ActorCommand
#==============================================================================

class Window_ActorCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # alias method: setup
  #--------------------------------------------------------------------------
  alias window_actorcommand_setup_bcl setup
  def setup(actor)
    window_actorcommand_setup_bcl(actor)
    show
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    return if @actor.nil?
    @stype_list = []
    for command in @actor.battle_commands
      case command.upcase
      #---
      when /ATTACK/i
        add_attack_command
      when /SKILL LIST/i
        add_skill_commands
      when /DEFEND/i
        add_guard_command
      when /ITEMS/i
        add_item_command
      #---
      when /SKILL TYPE[ ](\d+)/i
        add_skill_type_command($1.to_i)
      when /SKILL[ ](\d+)/i
        add_skill_id_command($1.to_i)
      when /ITEM[ ](\d+)/i
        add_item_id_command($1.to_i)
      #---
      when /AUTOBATTLE/i
        next unless $imported["YEA-CommandAutobattle"]
        add_autobattle_command
      when /EQUIP/i
        next unless $imported["YEA-CommandEquip"]
        add_equip_command
      when /SUBCLASS LIST/i
        add_subclass_skill_types
      #---
      else; next        
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: add_skill_commands
  #--------------------------------------------------------------------------
  def add_skill_commands
    @actor.added_skill_types.each do |stype_id|
      next if @stype_list.include?(stype_id)
      next if include_subclass_type?(stype_id)
      add_skill_type_command(stype_id)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: include_subclass_type?
  #--------------------------------------------------------------------------
  def include_subclass_type?(stype_id)
    return false unless $imported["YEA-ClassSystem"]
    return @actor.subclass_skill_types.include?(stype_id)
  end
  
  #--------------------------------------------------------------------------
  # new method: add_subclass_skill_types
  #--------------------------------------------------------------------------
  def add_subclass_skill_types
    return unless $imported["YEA-ClassSystem"]
    return if @actor.subclass.nil?
    @actor.subclass_skill_types.sort.each do |stype_id|
      next if @stype_list.include?(stype_id)
      add_skill_type_command(stype_id)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: add_skill_type_command
  #--------------------------------------------------------------------------
  def add_skill_type_command(stype_id)
    return unless @actor.added_skill_types.include?(stype_id)
    return if @stype_list.include?(stype_id)
    @stype_list.push(stype_id)
    name = $data_system.skill_types[stype_id]
    add_command(name, :skill, true, stype_id)
  end
  
  #--------------------------------------------------------------------------
  # new method: add_skill_id_command
  #--------------------------------------------------------------------------
  def add_skill_id_command(skill_id)
    return if $data_skills[skill_id].nil?
    return unless add_use_skill?(skill_id)
    name = $data_skills[skill_id].command_name
    add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id)
  end
  
  #--------------------------------------------------------------------------
  # new method: add_use_skill?
  #--------------------------------------------------------------------------
  def add_use_skill?(skill_id)
    skill = $data_skills[skill_id]
    return false if hide_until_learn?(skill)
    return false if hide_until_usable?(skill)
    return false if hide_until_switch?(skill)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: hide_until_learn?
  #--------------------------------------------------------------------------
  def hide_until_learn?(skill)
    return false unless skill.command_hide_until_learn
    return false if @actor.skill_learn?(skill)
    return false if @actor.added_skills.include?(skill.id)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: hide_until_usable?
  #--------------------------------------------------------------------------
  def hide_until_usable?(skill)
    return false unless skill.command_hide_until_usable
    return false if @actor.usable?(skill)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: hide_until_switch?
  #--------------------------------------------------------------------------
  def hide_until_switch?(skill)
    return false unless skill.command_hide_until_switch > 0
    return false if $game_switches[skill.command_hide_until_switch]
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: use_skill_valid?
  #--------------------------------------------------------------------------
  def use_skill_valid?(skill_id)
    skill = $data_skills[skill_id]
    return false unless @actor.skill_conditions_met?(skill)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: add_item_id_command
  #--------------------------------------------------------------------------
  def add_item_id_command(item_id)
    return if $data_items[item_id].nil?
    return unless add_use_item?(item_id)
    name = $data_items[item_id].command_name
    add_command(name, :use_item, use_item_valid?(item_id), item_id)
  end
  
  #--------------------------------------------------------------------------
  # new method: add_use_item?
  #--------------------------------------------------------------------------
  def add_use_item?(item_id)
    item = $data_items[item_id]
    return false if hide_until_usable?(item)
    return false if hide_until_switch?(item)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: use_item_valid?
  #--------------------------------------------------------------------------
  def use_item_valid?(item_id)
    item = $data_items[item_id]
    return false unless @actor.item_conditions_met?(item)
    return true
  end
  
end # Window_ActorCommand

#==============================================================================
# ¡ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_all_windows
  #--------------------------------------------------------------------------
  alias scene_battle_create_all_windows_bcl create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_bcl
    create_confirm_command_window
  end
  
  #--------------------------------------------------------------------------
  # alias method: create_party_command_window
  #--------------------------------------------------------------------------
  alias create_party_command_window_bcl create_party_command_window
  def create_party_command_window
    create_party_command_window_bcl
    process_custom_party_commands
  end
  
  #--------------------------------------------------------------------------
  # new method: process_custom_party_commands
  #--------------------------------------------------------------------------
  def process_custom_party_commands
    for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
      next unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
      called_method = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][3]
      @party_command_window.set_handler(command, method(called_method))
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: create_actor_command_window
  #--------------------------------------------------------------------------
  alias create_actor_command_window_bcl create_actor_command_window
  def create_actor_command_window
    create_actor_command_window_bcl
    @actor_command_window.set_handler(:use_skill, method(:command_use_skill))
    @actor_command_window.set_handler(:use_item, method(:command_use_item))
  end
  
  #--------------------------------------------------------------------------
  # alias method: start_actor_command_selection
  #--------------------------------------------------------------------------
  alias start_actor_command_selection_bcl start_actor_command_selection
  def start_actor_command_selection
    @confirm_command_window.hide unless @confirm_command_window.nil?
    start_actor_command_selection_bcl
    @actor_command_window.show
  end
  
  #--------------------------------------------------------------------------
  # new method: command_use_skill
  #--------------------------------------------------------------------------
  def command_use_skill
    @skill = $data_skills[@actor_command_window.current_ext]
    BattleManager.actor.input.set_skill(@skill.id)
    BattleManager.actor.last_skill.object = @skill
    status_redraw_target(BattleManager.actor)
    if $imported["YEA-BattleEngine"]
      $game_temp.battle_aid = @skill
      if @skill.for_opponent?
        select_enemy_selection
      elsif @skill.for_friend?
        select_actor_selection
      else
        next_command
        $game_temp.battle_aid = nil
      end
    else
      if !@skill.need_selection?
        next_command
      elsif @skill.for_opponent?
        select_enemy_selection
      else
        select_actor_selection
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: command_use_item
  #--------------------------------------------------------------------------
  def command_use_item
    @item = $data_items[@actor_command_window.current_ext]
    BattleManager.actor.input.set_item(@item.id)
    status_redraw_target(BattleManager.actor)
    if $imported["YEA-BattleEngine"]
      $game_temp.battle_aid = @item
      if @item.for_opponent?
        select_enemy_selection
      elsif @item.for_friend?
        select_actor_selection
      else
        next_command
        $game_temp.battle_aid = nil
      end
    else
      if !@item.need_selection?
        next_command
      elsif @item.for_opponent?
        select_enemy_selection
      else
        select_actor_selection
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_actor_ok
  #--------------------------------------------------------------------------
  alias scene_battle_on_actor_ok_bcl on_actor_ok
  def on_actor_ok
    scene_battle_on_actor_ok_bcl
    return if !@confirm_command_window.nil? && @confirm_command_window.visible
    @actor_command_window.show
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_actor_cancel
  #--------------------------------------------------------------------------
  alias scene_battle_on_actor_cancel_bcl on_actor_cancel
  def on_actor_cancel
    scene_battle_on_actor_cancel_bcl
    case @actor_command_window.current_symbol
    when :use_skill, :use_item
      @help_window.hide
      @status_window.show
      @actor_command_window.activate
      status_redraw_target(BattleManager.actor)
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_enemy_ok
  #--------------------------------------------------------------------------
  alias scene_battle_on_enemy_ok_bcl on_enemy_ok
  def on_enemy_ok
    scene_battle_on_enemy_ok_bcl
    return if !@confirm_command_window.nil? && @confirm_command_window.visible
    @actor_command_window.show
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_enemy_cancel
  #--------------------------------------------------------------------------
  alias scene_battle_on_enemy_cancel_bcl on_enemy_cancel
  def on_enemy_cancel
    scene_battle_on_enemy_cancel_bcl
    case @actor_command_window.current_symbol
    when :use_skill, :use_item
      @help_window.hide
      @status_window.show
      @actor_command_window.activate
      status_redraw_target(BattleManager.actor)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: status_redraw_target
  #--------------------------------------------------------------------------
  def status_redraw_target(target)
    return unless target.actor?
    @status_window.draw_item($game_party.battle_members.index(target))
  end
  
  #--------------------------------------------------------------------------
  # new method: create_confirm_command_window
  #--------------------------------------------------------------------------
  def create_confirm_command_window
    return unless YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
    @confirm_command_window = Window_ConfirmCommand.new
    @confirm_command_window.viewport = @info_viewport
    @confirm_command_window.set_handler(:execute, method(:command_execute))
    @confirm_command_window.set_handler(:cancel, method(:on_confirm_cancel))
    @confirm_command_window.set_handler(:dir4, method(:on_confirm_cancel))
    @confirm_command_window.unselect
    @confirm_command_window.x = Graphics.width
    process_custom_confirm_commands
    process_confirm_compatibility_commands
  end
  
  #--------------------------------------------------------------------------
  # new method: process_custom_confirm_commands
  #--------------------------------------------------------------------------
  def process_custom_confirm_commands
    for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
      next unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
      called_method = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][3]
      @party_command_window.set_handler(command, method(called_method))
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: process_confirm_compatibility_commands
  #--------------------------------------------------------------------------
  def process_confirm_compatibility_commands
    #---
    if $imported["YEA-CombatLogDisplay"]
      @confirm_command_window.set_handler(:combatlog, method(:open_combatlog))
    end
    #---
  end
  
  #--------------------------------------------------------------------------
  # new method: start_confirm_command_selection
  #--------------------------------------------------------------------------
  def start_confirm_command_selection
    if $imported["YEA-BattleEngine"]
      @status_window.show
      redraw_current_status
      @status_aid_window.hide
    end
    @status_window.unselect
    @actor_command_window.hide
    @confirm_command_window.setup
  end
  
  #--------------------------------------------------------------------------
  # new method: on_confirm_cancel
  #--------------------------------------------------------------------------
  def on_confirm_cancel
    @confirm_command_window.hide unless @confirm_command_window.nil?
    @actor_command_window.show
    @actor_command_window.setup(BattleManager.actor)
    @status_window.select(BattleManager.actor.index)
    prior_command unless BattleManager.actor.inputable?
  end
  
  #--------------------------------------------------------------------------
  # alias method: next_command
  #--------------------------------------------------------------------------
  alias scene_battle_next_command_bcl next_command
  def next_command
    if prompt_next_actor?
      scene_battle_next_command_bcl
    elsif YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
      start_confirm_command_selection
    else
      turn_start
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: prompt_next_actor?
  #--------------------------------------------------------------------------
  def prompt_next_actor?
    index = @status_window.index
    last_index = $game_party.battle_members.size - 1
    for member in $game_party.battle_members.reverse
      break if member.inputable?
      last_index -= 1
    end
    if index >= last_index
      actor = $game_party.battle_members[index]
      return true if prompt_ftb_action?(actor)
      return true if actor.next_command_valid?
      return false if YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
    end
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: prompt_ftb_action?
  #--------------------------------------------------------------------------
  def prompt_ftb_action?(actor)
    return false unless $imported["YEA-BattleEngine"]
    return false unless $imported["YEA-BattleSystem-FTB"]
    return false unless BattleManager.btype?(:ftb)
    return actor.current_action.valid?
  end
  
  #--------------------------------------------------------------------------
  # new method: command_execute
  #--------------------------------------------------------------------------
  def command_execute
    @confirm_command_window.close
    turn_start
  end
  
  #--------------------------------------------------------------------------
  # new method: command_name1
  #--------------------------------------------------------------------------
  def command_name1
    # Do nothing.
  end
  
  #--------------------------------------------------------------------------
  # new method: command_name2
  #--------------------------------------------------------------------------
  def command_name2
    # Do nothing.
  end
  
end # Scene_Battle

#==============================================================================
# 
# ¥ End of File
# 
#==============================================================================

 

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted