This is my first Tutorial!!!
Okay, I have just figured out how to remove that window at the start of each of your turns. The window says Fight and Escape. In some RPGs, there is no window like that and at the start of each turn it switches to the Actor Command WIndow (Fight, Skill, Guard, Item).
Step 1: Go to Scene_Battle 1 and where it says "# Make Actor Command Window", add a new option called "Escape". So it should look like this:
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = "Run"
@actor_command_window = Window_Command.new(150, [s1, s2, s3, s4, s5)
^^ Ignore 150. That is whatever the width of your command window is.
Then, right under that code add this script:
# If it's not possible to escape
if $game_temp.battle_can_escape == false
@actor_command_window.disable_item(4)
end
^^ If Escape is disabled for a certain battle, disable the Escape command.
Step 2: Go to Scene_Battle 2 and where it says "# Start Party Command Phase", change it to this:
# Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
start_phase3
#start_phase2
^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".
Step 3: Go to Scene_Battle 3 and where it says "def update_phase3_basic_command", under that change it to this:
if Input.trigger?(Input::B) and not @actor_index == 0 # And if not 1st Actor
^^ If it's the 1st Battler's turn, pressing Back is disabled.
Step 4: Go to Scene_Battle 3 and where it says "# Branch by actor command window cursor position", add a new option and add this code so it looks like this:
when 4 # escape
# If it's not possible to escape
if $game_temp.battle_can_escape == false
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# Escape processing
update_phase2_escape
^^ The Actor blink effect OFF parts of the code are very important. Without them, the actor will still be flashing white when you fail to escape.
Step 5: Go to Scene_Battle 4 and where it says "# Start Party Command Phase", change it to this:
# Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
start_phase3
#start_phase2
return
^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".
And there you have it. The Party Command Window is removed and at the start of each of your turns it switches to the Actor Command Window.