Yanfly Autobattle Script - Move Cancel Text

● ARCHIVED · READ-ONLY
Started by deftrance 3 posts View original ↗
  1. Good evening,


    I am piecing together the stable of scripts to use for my first game and I am wanting to include Yanfly's AutoBattle script, however I would like  for the 'Press Cancel to turn off autobattle' display text to be shown at the top of the screen. I am figured out how to move it along the x axis, but not having any luck with the y-axis at this time. The script is included below.


    The current script is:

    Spoiler
    #==============================================================================


    #


    # ▼ Yanfly Engine Ace - Command Autobattle v1.01


    # -- Last Updated: 2011.12.26


    # -- Level: Normal


    # -- Requires: n/a


    #


    #==============================================================================


    $imported = {} if $imported.nil?


    $imported["YEA-CommandAutobattle"] = true


    #==============================================================================


    # ▼ Updates


    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


    # 2011.12.26 - Bug Fixed: Autobattle cancelled after each battle.


    # 2011.12.12 - Started Script and Finished.


    #


    #==============================================================================


    # ▼ Introduction


    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


    # Anyone remember the Autobattle command from RPG Maker 2000? Well, now it's


    # back and you can choose to tack it onto the Party Command Window or the Actor


    # Command Window. When autobattle is selected, it will let the game determine


    # what action to use for the party and/or actors depending on the game's A.I.


    #


    # Furthermore, there is an option to have Autobattle continously remain in


    # effect if selected from the Party Command Window. When Autobattle is selected


    # in the Actor Command Window, it'll cause the game to automatically choose an


    # action for that actor instead.


    #


    # In addition to this, there exists the functionality of having all battle


    # members but the first member autobattle. This feature can be turned off.


    #


    #==============================================================================


    # ▼ Instructions


    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


    # To install this script, open up your script editor and copy/paste this script


    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.


    #


    # Adjust the settings in the module to your liking.


    #


    #==============================================================================


    # ▼ 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.


    #


    #==============================================================================


    module YEA


    module AUTOBATTLE


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # - Party Autobattle Command Settings -


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # Adjust the command settings for Autobattle under the Party Command Window


    # here. If you decide to let Party Autobattle be continuous, it will keep


    # going until the player decides to cancel it with X.


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    ENABLE_PARTY_AUTOBATTLE = true # Enables autobattle in Party Window.


    PARTY_COMMAND_NAME = "Auto" # Text that appears for Autobattle.


    PARTY_SHOW_SWITCH = 0 # Switch used to show Autobattle.


    PARTY_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.


    # Note: For both of the switches, if they are set to 0, then the feature


    # will not be used at all. The command will always be shown and/or the


    # command will always be enabled.


    # These settings adjust continous autobattle. If enabled, these settings


    # will be applied. Otherwise, they won't be.


    ENABLE_CONTINOUS = true # If true, autobattle is continous.


    DISABLE_MESSAGE = "Press Cancel to turn off Autobattle."


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # - Actor Autobattle Command Settings -


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # Adjust the command settings for Autobattle under the Actor Command Window


    # here. Actors do not have continous autobattle. Instead, they just simply


    # choose whatever action the game decides is most suitable for them.


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    ENABLE_ACTOR_AUTOBATTLE = false # Enables autobattle in Party Window.


    ACTOR_COMMAND_NAME = "Auto" # Text that appears for Autobattle.


    ACTOR_SHOW_SWITCH = 0 # Switch used to show Autobattle.


    ACTOR_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.


    # Note: For both of the switches, if they are set to 0, then the feature


    # will not be used at all. The command will always be shown and/or the


    # command will always be enabled.


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # - Secondary Members Autobattle -


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # For those who only want to grant command control to the first actor in


    # battle, enable the setting below. All of the battle members who aren't


    # first in line will automatically choose their action for the turn.


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    ENABLE_SECONDARY_AUTOBATTLE = false


    end # AUTOBATTLE


    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.


    #==============================================================================


    #==============================================================================


    # ■ BattleManager


    #==============================================================================


    module BattleManager


    #--------------------------------------------------------------------------


    # alias method: process_victory


    #--------------------------------------------------------------------------


    class <<self; alias battlemanager_process_victory_cab process_victory; end


    def self.process_victory


    SceneManager.scene.close_disable_autobattle_window


    return battlemanager_process_victory_cab


    end


    #--------------------------------------------------------------------------


    # alias method: process_abort


    #--------------------------------------------------------------------------


    class <<self; alias battlemanager_process_abort_cab process_abort; end


    def self.process_abort


    SceneManager.scene.close_disable_autobattle_window


    return battlemanager_process_abort_cab


    end


    #--------------------------------------------------------------------------


    # alias method: process_defeat


    #--------------------------------------------------------------------------


    class <<self; alias battlemanager_process_defeat_cab process_defeat; end


    def self.process_defeat


    SceneManager.scene.close_disable_autobattle_window


    return battlemanager_process_defeat_cab


    end


    end # BattleManager


    #==============================================================================


    # ■ Game_Temp


    #==============================================================================


    class Game_Temp


    #--------------------------------------------------------------------------


    # public instance variables


    #--------------------------------------------------------------------------


    attr_accessor :continous_autobattle


    end # Game_Temp


    #==============================================================================


    # ■ Game_BattlerBase


    #==============================================================================


    class Game_BattlerBase


    #--------------------------------------------------------------------------


    # alias method: auto_battle?


    #--------------------------------------------------------------------------


    alias game_battlerbase_auto_battle_cab auto_battle?


    def auto_battle?


    return true if continuous_autobattle?


    return true if secondary_auto_battle?


    return game_battlerbase_auto_battle_cab


    end


    #--------------------------------------------------------------------------


    # new method: continuous_autobattle?


    #--------------------------------------------------------------------------


    def continuous_autobattle?


    return false unless actor?


    return $game_temp.continous_autobattle


    end


    #--------------------------------------------------------------------------


    # new method: secondary_auto_battle?


    #--------------------------------------------------------------------------


    def secondary_auto_battle?


    return false unless actor?


    return false if index == 0


    return YEA::AUTOBATTLE::ENABLE_SECONDARY_AUTOBATTLE


    end


    end # Game_BattlerBase


    #==============================================================================


    # ■ Game_Unit


    #==============================================================================


    class Game_Unit


    #--------------------------------------------------------------------------


    # alias method: make_actions


    #--------------------------------------------------------------------------


    alias game_unit_make_actions_cab make_actions


    def make_actions


    game_unit_make_actions_cab


    refresh_autobattler_status_window


    end


    #--------------------------------------------------------------------------


    # new method: refresh_autobattler_status_window


    #--------------------------------------------------------------------------


    def refresh_autobattler_status_window


    return unless SceneManager.scene_is?(Scene_Battle)


    return unless self.is_a?(Game_Party)


    SceneManager.scene.refresh_autobattler_status_window


    end


    end # Game_Unit


    #==============================================================================


    # ■ Window_PartyCommand


    #==============================================================================


    class Window_PartyCommand < Window_Command


    #--------------------------------------------------------------------------


    # alias method: make_command_list


    #--------------------------------------------------------------------------


    alias window_partycommand_cab make_command_list


    def make_command_list


    window_partycommand_cab


    return if $imported["YEA-BattleCommandList"]


    add_autobattle_command if YEA::AUTOBATTLE::ENABLE_PARTY_AUTOBATTLE


    end


    #--------------------------------------------------------------------------


    # new method: add_autobattle_command


    #--------------------------------------------------------------------------


    def add_autobattle_command


    return unless show_autobattle?


    text = YEA::AUTOBATTLE::pARTY_COMMAND_NAME


    add_command(text, :autobattle, enable_autobattle?)


    end


    #--------------------------------------------------------------------------


    # new method: show_autobattle?


    #--------------------------------------------------------------------------


    def show_autobattle?


    return true if YEA::AUTOBATTLE::pARTY_SHOW_SWITCH <= 0


    return $game_switches[YEA::AUTOBATTLE::pARTY_SHOW_SWITCH]


    end


    #--------------------------------------------------------------------------


    # new method: enable_autobattle?


    #--------------------------------------------------------------------------


    def enable_autobattle?


    return true if YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH <= 0


    return $game_switches[YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH]


    end


    end # Window_PartyCommand


    #==============================================================================


    # ■ Window_ActorCommand


    #==============================================================================


    class Window_ActorCommand < Window_Command


    #--------------------------------------------------------------------------


    # alias method: make_command_list


    #--------------------------------------------------------------------------


    alias window_actorcommand_make_command_list_cab make_command_list


    def make_command_list


    return if @actor.nil?


    unless $imported["YEA-BattleCommandList"]


    add_autobattle_command if YEA::AUTOBATTLE::ENABLE_ACTOR_AUTOBATTLE


    end


    window_actorcommand_make_command_list_cab


    end


    #--------------------------------------------------------------------------


    # new method: add_autobattle_command


    #--------------------------------------------------------------------------


    def add_autobattle_command


    return unless show_autobattle?


    text = YEA::AUTOBATTLE::ACTOR_COMMAND_NAME


    add_command(text, :autobattle, enable_autobattle?)


    end


    #--------------------------------------------------------------------------


    # new method: show_autobattle?


    #--------------------------------------------------------------------------


    def show_autobattle?


    return true if YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH <= 0


    return $game_switches[YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH]


    end


    #--------------------------------------------------------------------------


    # new method: enable_autobattle?


    #--------------------------------------------------------------------------


    def enable_autobattle?


    return true if YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH <= 0


    return $game_switches[YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH]


    end


    end # Window_ActorCommand


    #==============================================================================


    # ■ Window_DisableAutobattle


    #==============================================================================


    class Window_DisableAutobattle < Window_Base


    #--------------------------------------------------------------------------


    # initialize


    #--------------------------------------------------------------------------


    def initialize


    super(64, 0, Graphics.width - 128, fitting_height(1))


    self.y = Graphics.height - fitting_height(1) + 12


    self.opacity = 0


    self.z = 1000


    hide


    refresh


    end


    #--------------------------------------------------------------------------


    # refresh


    #--------------------------------------------------------------------------


    def refresh


    contents.clear


    draw_background(contents.rect)


    text = YEA::AUTOBATTLE::DISABLE_MESSAGE


    draw_text(contents.rect, text, 1)


    end


    #--------------------------------------------------------------------------


    # draw_background


    #--------------------------------------------------------------------------


    def draw_background(rect)


    temp_rect = rect.clone


    temp_rect.width /= 2


    contents.gradient_fill_rect(temp_rect, back_color2, back_color1)


    temp_rect.x = temp_rect.width


    contents.gradient_fill_rect(temp_rect, back_color1, back_color2)


    end


    #--------------------------------------------------------------------------


    # back_color1


    #--------------------------------------------------------------------------


    def back_color1; return Color.new(0, 0, 0, 192); end


    #--------------------------------------------------------------------------


    # back_color2


    #--------------------------------------------------------------------------


    def back_color2; return Color.new(0, 0, 0, 0); end


    end # Window_DisableAutobattle


    #==============================================================================


    # ■ Scene_Battle


    #==============================================================================


    class Scene_Battle < Scene_Base


    #--------------------------------------------------------------------------


    # alias method: create_all_windows


    #--------------------------------------------------------------------------


    alias scene_battle_create_all_windows_cab create_all_windows


    def create_all_windows


    $game_temp.continous_autobattle = false


    scene_battle_create_all_windows_cab


    create_disable_autobattle_window


    end


    #--------------------------------------------------------------------------


    # alias method: create_party_command_window


    #--------------------------------------------------------------------------


    alias create_party_command_window_cab create_party_command_window


    def create_party_command_window


    create_party_command_window_cab


    @party_command_window.set_handler:)autobattle, method:)command_pautobattle))


    end


    #--------------------------------------------------------------------------


    # new method: command_pautobattle


    #--------------------------------------------------------------------------


    def command_pautobattle


    for member in $game_party.battle_members


    next unless member.inputable?


    member.make_auto_battle_actions


    end


    $game_temp.continous_autobattle = YEA::AUTOBATTLE::ENABLE_CONTINOUS


    @disable_autobattle_window.show if $game_temp.continous_autobattle


    refresh_autobattler_status_window


    turn_start


    end


    #--------------------------------------------------------------------------


    # new method: create_disable_autobattle_window


    #--------------------------------------------------------------------------


    def create_disable_autobattle_window


    @disable_autobattle_window = Window_DisableAutobattle.new


    end


    #--------------------------------------------------------------------------


    # alias method: update


    #--------------------------------------------------------------------------


    alias scene_battle_update_cab update


    def update


    scene_battle_update_cab


    update_continous_autobattle_window


    end


    #--------------------------------------------------------------------------


    # alias method: update_basic


    #--------------------------------------------------------------------------


    alias scene_battle_update_basic_cab update_basic


    def update_basic


    scene_battle_update_basic_cab


    update_continous_autobattle_window


    end


    #--------------------------------------------------------------------------


    # new method: update_continous_autobattle_window


    #--------------------------------------------------------------------------


    def update_continous_autobattle_window


    return unless @disable_autobattle_window.visible


    opacity = $game_message.visible ? 0 : 255


    @disable_autobattle_window.contents_opacity = opacity


    close_disable_autobattle_window if Input.press?:) B)


    end


    #--------------------------------------------------------------------------


    # new method: close_disable_autobattle_window


    #--------------------------------------------------------------------------


    def close_disable_autobattle_window


    Sound.play_cancel if Input.press?:) B) && @disable_autobattle_window.visible


    $game_temp.continous_autobattle = false


    @disable_autobattle_window.hide


    end


    #--------------------------------------------------------------------------


    # alias method: create_actor_command_window


    #--------------------------------------------------------------------------


    alias create_actor_command_window_cab create_actor_command_window


    def create_actor_command_window


    create_actor_command_window_cab


    @actor_command_window.set_handler:)autobattle, method:)command_aautobattle))


    end


    #--------------------------------------------------------------------------


    # new method: command_aautobattle


    #--------------------------------------------------------------------------


    def command_aautobattle


    BattleManager.actor.make_auto_battle_actions


    next_command


    end


    #--------------------------------------------------------------------------


    # new method: refresh_autobattler_status_window


    #--------------------------------------------------------------------------


    def refresh_autobattler_status_window


    for member in $game_party.battle_members


    next unless member.auto_battle?


    @status_window.draw_item(member.index)


    end


    end


    end # Scene_Battle


    #==============================================================================


    #


    # ▼ End of File


    #


    #==============================================================================
    My brain tells me it is in this block of text...

    Spoiler
    def initialize


    super(64, 0, Graphics.width - 128, fitting_height(1))


    self.y = Graphics.height - fitting_height(1) + 120


    self.opacity = 0


    self.z = 1000


    hide


    refresh


    end
    ...but I haven't been able to get the text to re-position along the y axis to the top of the screen. Hopefully I'm just overlooking it and its a quick fix! Thanks folks.
  2. deftrance said:
    Good evening,

    I am piecing together the stable of scripts to use for my first game and I am wanting to include Yanfly's AutoBattle script, however I would like  for the 'Press Cancel to turn off autobattle' display text to be shown at the top of the screen. I am figured out how to move it along the x axis, but not having any luck with the y-axis at this time. The script is included below.

    The current script is:

    Spoiler
    #==============================================================================

    #

    # ▼ Yanfly Engine Ace - Command Autobattle v1.01

    # -- Last Updated: 2011.12.26

    # -- Level: Normal

    # -- Requires: n/a

    #

    #==============================================================================

    $imported = {} if $imported.nil?

    $imported["YEA-CommandAutobattle"] = true

    #==============================================================================

    # ▼ Updates

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # 2011.12.26 - Bug Fixed: Autobattle cancelled after each battle.

    # 2011.12.12 - Started Script and Finished.

    #

    #==============================================================================

    # ▼ Introduction

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # Anyone remember the Autobattle command from RPG Maker 2000? Well, now it's

    # back and you can choose to tack it onto the Party Command Window or the Actor

    # Command Window. When autobattle is selected, it will let the game determine

    # what action to use for the party and/or actors depending on the game's A.I.

    #

    # Furthermore, there is an option to have Autobattle continously remain in

    # effect if selected from the Party Command Window. When Autobattle is selected

    # in the Actor Command Window, it'll cause the game to automatically choose an

    # action for that actor instead.

    #

    # In addition to this, there exists the functionality of having all battle

    # members but the first member autobattle. This feature can be turned off.

    #

    #==============================================================================

    # ▼ Instructions

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # To install this script, open up your script editor and copy/paste this script

    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.

    #

    # Adjust the settings in the module to your liking.

    #

    #==============================================================================

    # ▼ 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.

    #

    #==============================================================================

    module YEA

    module AUTOBATTLE

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Party Autobattle Command Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Adjust the command settings for Autobattle under the Party Command Window

    # here. If you decide to let Party Autobattle be continuous, it will keep

    # going until the player decides to cancel it with X.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    ENABLE_PARTY_AUTOBATTLE = true # Enables autobattle in Party Window.

    PARTY_COMMAND_NAME = "Auto" # Text that appears for Autobattle.

    PARTY_SHOW_SWITCH = 0 # Switch used to show Autobattle.

    PARTY_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.

    # Note: For both of the switches, if they are set to 0, then the feature

    # will not be used at all. The command will always be shown and/or the

    # command will always be enabled.

    # These settings adjust continous autobattle. If enabled, these settings

    # will be applied. Otherwise, they won't be.

    ENABLE_CONTINOUS = true # If true, autobattle is continous.

    DISABLE_MESSAGE = "Press Cancel to turn off Autobattle."

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Actor Autobattle Command Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Adjust the command settings for Autobattle under the Actor Command Window

    # here. Actors do not have continous autobattle. Instead, they just simply

    # choose whatever action the game decides is most suitable for them.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    ENABLE_ACTOR_AUTOBATTLE = false # Enables autobattle in Party Window.

    ACTOR_COMMAND_NAME = "Auto" # Text that appears for Autobattle.

    ACTOR_SHOW_SWITCH = 0 # Switch used to show Autobattle.

    ACTOR_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.

    # Note: For both of the switches, if they are set to 0, then the feature

    # will not be used at all. The command will always be shown and/or the

    # command will always be enabled.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Secondary Members Autobattle -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # For those who only want to grant command control to the first actor in

    # battle, enable the setting below. All of the battle members who aren't

    # first in line will automatically choose their action for the turn.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    ENABLE_SECONDARY_AUTOBATTLE = false

    end # AUTOBATTLE

    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.

    #==============================================================================

    #==============================================================================

    # ■ BattleManager

    #==============================================================================

    module BattleManager

    #--------------------------------------------------------------------------

    # alias method: process_victory

    #--------------------------------------------------------------------------

    class <<self; alias battlemanager_process_victory_cab process_victory; end

    def self.process_victory

    SceneManager.scene.close_disable_autobattle_window

    return battlemanager_process_victory_cab

    end

    #--------------------------------------------------------------------------

    # alias method: process_abort

    #--------------------------------------------------------------------------

    class <<self; alias battlemanager_process_abort_cab process_abort; end

    def self.process_abort

    SceneManager.scene.close_disable_autobattle_window

    return battlemanager_process_abort_cab

    end

    #--------------------------------------------------------------------------

    # alias method: process_defeat

    #--------------------------------------------------------------------------

    class <<self; alias battlemanager_process_defeat_cab process_defeat; end

    def self.process_defeat

    SceneManager.scene.close_disable_autobattle_window

    return battlemanager_process_defeat_cab

    end

    end # BattleManager

    #==============================================================================

    # ■ Game_Temp

    #==============================================================================

    class Game_Temp

    #--------------------------------------------------------------------------

    # public instance variables

    #--------------------------------------------------------------------------

    attr_accessor :continous_autobattle

    end # Game_Temp

    #==============================================================================

    # ■ Game_BattlerBase

    #==============================================================================

    class Game_BattlerBase

    #--------------------------------------------------------------------------

    # alias method: auto_battle?

    #--------------------------------------------------------------------------

    alias game_battlerbase_auto_battle_cab auto_battle?

    def auto_battle?

    return true if continuous_autobattle?

    return true if secondary_auto_battle?

    return game_battlerbase_auto_battle_cab

    end

    #--------------------------------------------------------------------------

    # new method: continuous_autobattle?

    #--------------------------------------------------------------------------

    def continuous_autobattle?

    return false unless actor?

    return $game_temp.continous_autobattle

    end

    #--------------------------------------------------------------------------

    # new method: secondary_auto_battle?

    #--------------------------------------------------------------------------

    def secondary_auto_battle?

    return false unless actor?

    return false if index == 0

    return YEA::AUTOBATTLE::ENABLE_SECONDARY_AUTOBATTLE

    end

    end # Game_BattlerBase

    #==============================================================================

    # ■ Game_Unit

    #==============================================================================

    class Game_Unit

    #--------------------------------------------------------------------------

    # alias method: make_actions

    #--------------------------------------------------------------------------

    alias game_unit_make_actions_cab make_actions

    def make_actions

    game_unit_make_actions_cab

    refresh_autobattler_status_window

    end

    #--------------------------------------------------------------------------

    # new method: refresh_autobattler_status_window

    #--------------------------------------------------------------------------

    def refresh_autobattler_status_window

    return unless SceneManager.scene_is?(Scene_Battle)

    return unless self.is_a?(Game_Party)

    SceneManager.scene.refresh_autobattler_status_window

    end

    end # Game_Unit

    #==============================================================================

    # ■ Window_PartyCommand

    #==============================================================================

    class Window_PartyCommand < Window_Command

    #--------------------------------------------------------------------------

    # alias method: make_command_list

    #--------------------------------------------------------------------------

    alias window_partycommand_cab make_command_list

    def make_command_list

    window_partycommand_cab

    return if $imported["YEA-BattleCommandList"]

    add_autobattle_command if YEA::AUTOBATTLE::ENABLE_PARTY_AUTOBATTLE

    end

    #--------------------------------------------------------------------------

    # new method: add_autobattle_command

    #--------------------------------------------------------------------------

    def add_autobattle_command

    return unless show_autobattle?

    text = YEA::AUTOBATTLE::pARTY_COMMAND_NAME

    add_command(text, :autobattle, enable_autobattle?)

    end

    #--------------------------------------------------------------------------

    # new method: show_autobattle?

    #--------------------------------------------------------------------------

    def show_autobattle?

    return true if YEA::AUTOBATTLE::pARTY_SHOW_SWITCH <= 0

    return $game_switches[YEA::AUTOBATTLE::pARTY_SHOW_SWITCH]

    end

    #--------------------------------------------------------------------------

    # new method: enable_autobattle?

    #--------------------------------------------------------------------------

    def enable_autobattle?

    return true if YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH <= 0

    return $game_switches[YEA::AUTOBATTLE::pARTY_ENABLE_SWITCH]

    end

    end # Window_PartyCommand

    #==============================================================================

    # ■ Window_ActorCommand

    #==============================================================================

    class Window_ActorCommand < Window_Command

    #--------------------------------------------------------------------------

    # alias method: make_command_list

    #--------------------------------------------------------------------------

    alias window_actorcommand_make_command_list_cab make_command_list

    def make_command_list

    return if @actor.nil?

    unless $imported["YEA-BattleCommandList"]

    add_autobattle_command if YEA::AUTOBATTLE::ENABLE_ACTOR_AUTOBATTLE

    end

    window_actorcommand_make_command_list_cab

    end

    #--------------------------------------------------------------------------

    # new method: add_autobattle_command

    #--------------------------------------------------------------------------

    def add_autobattle_command

    return unless show_autobattle?

    text = YEA::AUTOBATTLE::ACTOR_COMMAND_NAME

    add_command(text, :autobattle, enable_autobattle?)

    end

    #--------------------------------------------------------------------------

    # new method: show_autobattle?

    #--------------------------------------------------------------------------

    def show_autobattle?

    return true if YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH <= 0

    return $game_switches[YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH]

    end

    #--------------------------------------------------------------------------

    # new method: enable_autobattle?

    #--------------------------------------------------------------------------

    def enable_autobattle?

    return true if YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH <= 0

    return $game_switches[YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH]

    end

    end # Window_ActorCommand

    #==============================================================================

    # ■ Window_DisableAutobattle

    #==============================================================================

    class Window_DisableAutobattle < Window_Base

    #--------------------------------------------------------------------------

    # initialize

    #--------------------------------------------------------------------------

    def initialize

    super(64, 0, Graphics.width - 128, fitting_height(1))

    self.y = Graphics.height - fitting_height(1) + 12

    self.opacity = 0

    self.z = 1000

    hide

    refresh

    end

    #--------------------------------------------------------------------------

    # refresh

    #--------------------------------------------------------------------------

    def refresh

    contents.clear

    draw_background(contents.rect)

    text = YEA::AUTOBATTLE::DISABLE_MESSAGE

    draw_text(contents.rect, text, 1)

    end

    #--------------------------------------------------------------------------

    # draw_background

    #--------------------------------------------------------------------------

    def draw_background(rect)

    temp_rect = rect.clone

    temp_rect.width /= 2

    contents.gradient_fill_rect(temp_rect, back_color2, back_color1)

    temp_rect.x = temp_rect.width

    contents.gradient_fill_rect(temp_rect, back_color1, back_color2)

    end

    #--------------------------------------------------------------------------

    # back_color1

    #--------------------------------------------------------------------------

    def back_color1; return Color.new(0, 0, 0, 192); end

    #--------------------------------------------------------------------------

    # back_color2

    #--------------------------------------------------------------------------

    def back_color2; return Color.new(0, 0, 0, 0); end

    end # Window_DisableAutobattle

    #==============================================================================

    # ■ Scene_Battle

    #==============================================================================

    class Scene_Battle < Scene_Base

    #--------------------------------------------------------------------------

    # alias method: create_all_windows

    #--------------------------------------------------------------------------

    alias scene_battle_create_all_windows_cab create_all_windows

    def create_all_windows

    $game_temp.continous_autobattle = false

    scene_battle_create_all_windows_cab

    create_disable_autobattle_window

    end

    #--------------------------------------------------------------------------

    # alias method: create_party_command_window

    #--------------------------------------------------------------------------

    alias create_party_command_window_cab create_party_command_window

    def create_party_command_window

    create_party_command_window_cab

    @party_command_window.set_handler:)autobattle, method:)command_pautobattle))

    end

    #--------------------------------------------------------------------------

    # new method: command_pautobattle

    #--------------------------------------------------------------------------

    def command_pautobattle

    for member in $game_party.battle_members

    next unless member.inputable?

    member.make_auto_battle_actions

    end

    $game_temp.continous_autobattle = YEA::AUTOBATTLE::ENABLE_CONTINOUS

    @disable_autobattle_window.show if $game_temp.continous_autobattle

    refresh_autobattler_status_window

    turn_start

    end

    #--------------------------------------------------------------------------

    # new method: create_disable_autobattle_window

    #--------------------------------------------------------------------------

    def create_disable_autobattle_window

    @disable_autobattle_window = Window_DisableAutobattle.new

    end

    #--------------------------------------------------------------------------

    # alias method: update

    #--------------------------------------------------------------------------

    alias scene_battle_update_cab update

    def update

    scene_battle_update_cab

    update_continous_autobattle_window

    end

    #--------------------------------------------------------------------------

    # alias method: update_basic

    #--------------------------------------------------------------------------

    alias scene_battle_update_basic_cab update_basic

    def update_basic

    scene_battle_update_basic_cab

    update_continous_autobattle_window

    end

    #--------------------------------------------------------------------------

    # new method: update_continous_autobattle_window

    #--------------------------------------------------------------------------

    def update_continous_autobattle_window

    return unless @disable_autobattle_window.visible

    opacity = $game_message.visible ? 0 : 255

    @disable_autobattle_window.contents_opacity = opacity

    close_disable_autobattle_window if Input.press?:) B)

    end

    #--------------------------------------------------------------------------

    # new method: close_disable_autobattle_window

    #--------------------------------------------------------------------------

    def close_disable_autobattle_window

    Sound.play_cancel if Input.press?:) B) && @disable_autobattle_window.visible

    $game_temp.continous_autobattle = false

    @disable_autobattle_window.hide

    end

    #--------------------------------------------------------------------------

    # alias method: create_actor_command_window

    #--------------------------------------------------------------------------

    alias create_actor_command_window_cab create_actor_command_window

    def create_actor_command_window

    create_actor_command_window_cab

    @actor_command_window.set_handler:)autobattle, method:)command_aautobattle))

    end

    #--------------------------------------------------------------------------

    # new method: command_aautobattle

    #--------------------------------------------------------------------------

    def command_aautobattle

    BattleManager.actor.make_auto_battle_actions

    next_command

    end

    #--------------------------------------------------------------------------

    # new method: refresh_autobattler_status_window

    #--------------------------------------------------------------------------

    def refresh_autobattler_status_window

    for member in $game_party.battle_members

    next unless member.auto_battle?

    @status_window.draw_item(member.index)

    end

    end

    end # Scene_Battle

    #==============================================================================

    #

    # ▼ End of File

    #

    #==============================================================================
    Spoiler
    My brain tells me it is in this block of text...

    def initialize

    super(64, 0, Graphics.width - 128, fitting_height(1))

    self.y = Graphics.height - fitting_height(1) + 120

    self.opacity = 0

    self.z = 1000

    hide

    refresh

    end
    ...but I haven't been able to get the text to re-position along the y axis to the top of the screen. Hopefully I'm just overlooking it and its a quick fix! Thanks folks.

    You looked at the right block of text so let's look at it closely:

    def initialize super(64, 0, Graphics.width - 128, fitting_height(1)) self.y = Graphics.height - fitting_height(1) + 120 self.opacity = 0 self.z = 1000 hide refreshendWhat you want to change is this line of text:

    self.y = Graphics.height - fitting_height(1) + 120And you will want to change it to:

    self.y = 0And you should get your desired result :)
  3. I see... Yes, that works splendidly and it also explains why my edits did not. I had assumed incorrectly that the y axis's 0 would be the bottom left corner of the screen. Thank you very much for your assistance! :)