It's actually quite similar to that in the turn based counterpart, except that:
1. As nothing other than inputting action slots can happen during the "input" phase in the turn based counterpart, the exact input sequence is always fixed there, whereas
in the TPBS some party members can become inputable or uninputable at anytime, especially when it comes to active TPBS.
2. At any given frame in TPBS, players are still supposed to start from inputting the 1st action slot of the 1st inputable party member to inputting the last action slot of the last party member.
3. If players are inputting the action slots of a party member, and then they cancel inputting all those action slots of of that party member, among all the other inputable party members,
those whose party member indices are greater rather than less than the previously inputting one will be selected first, and the party command window will be setup in case no other inputable party member exists.
This is because BattleManager.selectPreviousCommand will call BattleManager.selectPreviousActor, which will still call BattleManager.changeCurrentActor with argument forward as true, which is the same as what BattleManager.selectNextActor, which is called by BattleManager.selectNextCommand, does:
BattleManager.selectPreviousCommand = function() {
if (this._currentActor) {
if (this._currentActor.selectPreviousCommand()) {
return;
}
this.cancelActorInput();
}
this.selectPreviousActor();
};
4. Also, unlike the turn based counterpart, if another inputable party member is selected for inputting actions due to cancelling inputs of another inputable party member,
the newly selected one will still input his/her/its 1st action slot first, then proceed the same sequence until the last action slot is inputted.
5. As a corollary, once an inputable party member has inputted all his/her/its action slots,
there's no way to cancel those input because he/she/it'll proceed to casting and then executing those actions, and this is unlike the turn based counterpart, where players can cancel party members who've inputted all their action slots, as long as the phase is still "input".
6. In the turn based counterpart, the only way to activate or deactivate any input window is by the ok and cancel commands issued by players, whereas
in TPBS this can also be affected by whether the currently inputting party member becomes not inputable, due to Scene_Battle.prototype.changeInputWindow, which will only be called if some input windows need to be activated/deactivated:
Scene_Battle.prototype.changeInputWindow = function() {
this.hideSubInputWindows();
if (BattleManager.isInputting()) {
if (BattleManager.actor()) {
this.startActorCommandSelection();
} else {
this.startPartyCommandSelection();
}
} else {
this.endCommandSelection();
}
};
In short, other than hiding the skill, item, actor and enemy windows:
- If there are inputable party members and 1 of them becomes selected to input action slots, the actor command window will be setup with the status window selecting that actor
- If there are inputable party members and all of them become not selected to input action slots, the party command window will be setup with the status window deselected
- If there are no more inputable party members, all the input windows will be closed and the status window will be deselected
Bear in mind that how the above points work in details are too advanced to be covered here.