Here's a script I put together for VX games that use the default battle system. It adds two commands to the party command menu: "auto" and "guard". Just copy it into the project above "Main"
Auto basically has all of the actors (who are able to select a command) choose attack on the first enemy available. I guess I could have implemented a more sophisticated algorithm to essentially let an AI decide the best move to make, but...well didn't feel like it.
Guard has all inputtable actors use guard.
Lastly, I have added command memorization, so if you chose "auto" last round, it'll set itself to "auto" this round.
I wrote this script because I got bored of hitting attack again and again, especially in games where random encounters are easy and abundant. And then there are the games where you have GoR scenes, but it was too difficult to die without hitting guard a bunch of times.
Not tested thoroughly so save your game often but if it works properly it should save a lot of effort.
Code:
class Game_Party
attr_accessor :last_command
alias :custom_init_party :initialize
def initialize
custom_init_party
@last_command = nil
end
end
class Window_PartyCommand < Window_Command
def initialize
s1 = Vocab::fight
s2 = Vocab::escape
s3 = "オート"
s4 = "防御"
super(128, [s1, s3, s4, s2], 1, 4)
draw_item(0, true)
draw_item(1, true)
draw_item(2, true)
draw_item(3, $game_troop.can_escape)
self.active = false
end
def select_last
$game_party.last_command.nil? ? @index = 0 : @index = $game_party.last_command
end
end
class Scene_Battle
def start_party_command_selection
if $game_temp.in_battle
@status_window.refresh
@status_window.index = @actor_index = -1
@active_battler = nil
@info_viewport.visible = true
@message_window.visible = false
@party_command_window.active = true
@party_command_window.select_last
@actor_command_window.active = false
$game_party.clear_actions
if $game_troop.surprise or not $game_party.inputable?
start_main
end
end
end
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when 0 # 戦う
Sound.play_decision
@status_window.index = @actor_index = -1
$game_party.last_command = 0
next_actor
when 1
Sound.play_decision
$game_party.members.each { |actor|
next unless actor.inputable?
actor.action.set_attack
actor.action.target_index = 0
}
$game_party.last_command = 1
start_main
when 2
Sound.play_decision
$game_party.members.each { |actor|
next unless @active_battler.inputable?
actor.action.set_guard
}
$game_party.last_command = 2
start_main
when 3 # 逃げる
if $game_troop.can_escape == false
Sound.play_buzzer
return
end
Sound.play_decision
$game_party.last_command = 3
process_escape
end
end
end
end
Isn't the issue on your end and not the product's end?
I imagine you'd end up with nothing usable even if I packed it up.