How to make a Custom Battle Scene with Forced Inputs
BMM_Archive · July 15, 2026
Original Source
- Original title: How to make a Custom Battle Scene with Forced Inputs
- Original author: RyokuHasu
- Original date: June 3, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/how-to-make-a-custom-battle-scene-with-forced-inputs.27762/
- Source forum path: Game Development Engines > RPG Maker Tutorials > RMVXAce Tutorials
Summary
This will ONLY work with the DEFAULT battle system. In this Tutorial I will show you how I made a "Tutorial" battle where the player could only use the commands he was told to use. This is a a general guild and you may have to change it to fit your own needs however all the information oh how to get one going is here. Copy the Scene_Battle script and paste it in section for Script inserts {
Archived First Post
In this Tutorial I will show you how I made a "Tutorial" battle where the player could only use the commands he was told to use. This is a a general guild and you may have to change it to fit your own needs however all the information oh how to get one going is here.
Copy the <span style="color: #ff0000">Scene_Battle script and paste it in section for Script inserts

Rename it to <span style="color: #ff0000">Scene_Tutorial
Create Tutorial Battle Troop in the <span style="color: #ff0000">FIRST SLOT

Next Create your Instructions for the player for each turn.





Next add in event command to change a variable for each prompt given, using the<span style="color: #ff0000"> FIRST VARIABLE




Lastly before we Edit the Scripts Create an Event to Launch the tutorial battle

Now we are ready to start Editing the Scripts!
in the Script <span style="color: #ff0000">Game_Interpreter use Ctrl+F to find "Battle Processing" (line 1095 in stock scripts)
change the line
SceneManager.call(Scene_Battle)to
if troop_id == 1 SceneManager.call(Scene_Tutorial)else SceneManager.call(Scene_Battle)endnext in your <span style="color: #ff0000">Scene_Tutorial
Find "def post_start"
Below "super" add
BattleManager.save_bgm_and_bgsBattleManager.play_battle_bgmFind "def pre_terminate"
Bellow "super" add
BattleManager.replay_bgm_and_bgsNow that all that's left is to Block out all actions except the one we want
<span style="color: #ff0000">**Form this point on the tutorial is based on the Images included. This is subject for you to change for your own personal needs
Find "def command_attack" and replace the whole block with
def command_attack if $game_variables[1] == 1 BattleManager.actor.input.set_attack select_enemy_selection else start_actor_command_selection endendFind "def command_skill" and replace the whole block with
def command_skill if $game_variables[1] == 3 && @actor_command_window.current_ext == 3 @skill_window.actor = BattleManager.actor @skill_window.stype_id = @actor_command_window.current_ext @skill_window.refresh @skill_window.show.activate else start_actor_command_selection end end** "@actor_command_window.current_ext == 3" can change if you are using multiple skill types and want one specific type used
Find "def command_guard" and replace the block with
def command_guard if $game_variables[1] == 4 BattleManager.actor.input.set_guard next_command else start_actor_command_selection endendFind "def command_item" and replace the block with
def command_item if $game_variables[1] == 2 @item_window.refresh @item_window.show.activate else start_actor_command_selection endendCongrats on your new Forced Inputs Tutorial Battle Scene!
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