Attempting to not have MP shown in battle for non-MP user

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bluebomber25

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I'm Using Yanfly's Core, Menu, and Battle engines, and am looking to have MP behave in the same way that TP does.
If you don't have a skill that is powered by that resource, the gauge doesn't show. It works fine when the main menu is opened, but the battle screen shows HP and MP, even though there are no skills assigned to that actor or class AT ALL.

Is there a way to have these gauges appear ONLY when there is a corresponding skill active for an actor?
 

Dragon Brother

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Try one of Galv's scripts, it renames all stats for different classes, You can change it to stamina or anything else, this is My plan I have for at least one of My games, I will not fault You for using it as well.

 

TheoAllen

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even though there are no skills assigned to that actor or class AT ALL.
Here is your problem.
Try to assign at least ONE SKILL that uses TP. And check the checkbox display TP in the system tab.
 

bluebomber25

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Try one of Galv's scripts, it renames all stats for different classes, You can change it to stamina or anything else, this is My plan I have for at least one of My games, I will not fault You for using it as well.

Thank you for responding, But I am not looking to rename any parameters. I am looking to have them be completely hidden/removed in the battle scenes.
 

bluebomber25

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Here is your problem.
Try to assign at least ONE SKILL that uses TP. And check the checkbox display TP in the system tab.
Done, and desired result achieved!
As a secondary question, is there a way to have ONLY HP displayed in the battle scene?
 

TheoAllen

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Try this untested patch. Put it directly below YEA Battle Engine
Code:
class Window_BattleStatus
  def draw_item(index)
    return if index.nil?
    clear_item(index)
    actor = battle_members[index]
    rect = item_rect(index)
    return if actor.nil?
    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
    draw_actor_name(actor, rect.x, rect.y, rect.width-8)
    draw_actor_action(actor, rect.x, rect.y)
    draw_actor_icons(actor, rect.x, line_height*1, rect.width)
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
    if draw_tp?(actor) && draw_mp?(actor)
      draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
      dw = rect.width/2-2
      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
      draw_actor_tp(actor, rect.x+2, line_height*3, dw)
      dw = rect.width - rect.width/2 - 2
      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
    elsif draw_tp?(actor) && !draw_mp?(actor)
      draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
    elsif draw_mp?(actor)
      draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
    else
      draw_actor_hp(actor, rect.x+2, line_height*3, rect.width-4)
    end
  end
end
 

bluebomber25

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Just tested your patch.
My dude, you nailed it!
I guess this can be put into the master list now? =)
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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