class Scene_Battle < Scene_Base
def start_party_command_selection
unless scene_changing?
refresh_status
@status_window.unselect
@status_window.open
if BattleManager.input_start
@actor_command_window.close
command_fight
else
@party_command_window.deactivate
turn_start
end
end
end
def create_actor_command_window
@actor_command_window = Window_ActorCommand.new
@actor_command_window.viewport = @info_viewport
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
#@actor_command_window.set_handler(:escape, method(:command_escape))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.x = Graphics.width
end
end
class Window_ActorCommand < Window_Command
def make_command_list
return unless @actor
add_attack_command
add_skill_commands
add_guard_command
add_item_command
#add_escape_command
end
def add_escape_command
#add_command(Vocab::escape, :escape, BattleManager.can_escape?)
end
end