Leon Kennedy

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Hi there, are you looking to do some very quick self edits for different features in RPGMV? Well you came to the right place. First off for complete beginners that may be new to MV or may of used VXA but this is your first time with MV you will want to go to your project folder of the game you are making via "my documents>games>". Then click .js and then you would right click which ever script you are looking for and open with notepad or your preferred program to edit scripts. In notepad when you save you will want to save it as "Drop down options to save as all files instead of .txt, add .js at the end of scripts".


OR


You can copy the code you are editing into new notepad file, save as a .js file and name it whatever will help you remember what it does inside your .js>plugins folder and then activate it via maker like you would with any other plugin. This is the safer suggestion in case you want to use a lot of other plugins and is suggested to just be overall more stable. If you are planning to do this you can disregard what is posted below for the steps to edit core files directly.


Click for more info if you are going to edit core directly, as stated above you can skip the paragraph and click the next spoiler to just see the codes.

DO NOT CHANGE THE NAME OF RTP SCRIPTS. You will be served a quick error message before you can even begin your game when you playtest. Now that we have opening the .js files and how to save them out of the way let's move to the quick edits that are commonly requested in some shape or form.


Finding sections of the script: This is very simple, all like scripts get bunched together. Example if you see the script contain "Scene_Map" to locate all you have to do is scroll and see any scripts that start with "Scene_Map" then you will know you either have to scroll further down or further up in that certain section to find the line you are looking for.


IMPORTANT BEFORE YOU EDIT: As some plugins have dependencies some of these may bring you to an error screen and may require edits to that certain plugin to work. ALWAYS back up the script you are editing and place it anywhere you can use to replace the edited file if they edited file ends up not working. You can also just simply keep the script open in notepad and undo but backing up the script is still important in case you may accidentally x out your program.


If you forget to back up file and end up stuck with a errored script file: Don't panic, just make a new project via the maker and then go into that folder and it will give you a fresh default script. However this is last resort of course since to create a new project can take a couple minutes.


Click Spoiler for the script edits:











-----Make Pre-Battle Transition Quicker------


Via File rpg_scenes.js


Default:


Scene_Map.prototype.encounterEffectSpeed = function() {
return 60;
};


Edit:


Scene_Map.prototype.encounterEffectSpeed = function() {
return 0;
};


----Remove Gold Box and Counter From Menu---- [First off make sure that in your standard editor>system window the currency tab near the top is blank it comes with "G" by default.


Via File rpg_scenes.js


Default:


Scene_Menu.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
this.createGoldWindow();
this.createStatusWindow();
};


Edit:


Scene_Menu.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
this.createStatusWindow();
};


-----Faster fade in/fade out before/after battle----- [you can just use one side of each if you only desire to make faster fade in or fade out only]


Via File rpg_scenes.js


Default:


Scene_Map.prototype.fadeInForTransfer = function() {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0: case 1:
this.startFadeIn(this.fadeSpeed(), fadeType === 1);
break;
}
};


Scene_Map.prototype.fadeOutForTransfer = function() {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0: case 1:
this.startFadeOut(this.fadeSpeed(), fadeType === 1);
break;
}
};


Edit:


Scene_Map.prototype.fadeInForTransfer = function() {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0: case 1:
this.startFadeIn(this.fadeSpeed(), fadeType === 0);
break;
}
};


Scene_Map.prototype.fadeOutForTransfer = function() {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0: case 1:
this.startFadeOut(this.fadeSpeed(), fadeType === 0);
break;
}
};


---------Faster/Slower Animations In Battle----------


Via File rpg_sprites.js


Default:


Sprite_Animation.prototype.setupRate = function() {
this._rate = 4;
};



Edit:


Sprite_Animation.prototype.setupRate = function() {
this._rate = 2;
};


Note: Change number on this._rate as needed lower=faster and vice versa.


-------------Remove HP/MP Gauges ----------------


Via File rpg_windows.js


Default:


Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
width = width || 186;
var color1 = this.hpGaugeColor1();
var color2 = this.hpGaugeColor2();
this.drawGauge(x, y, width, actor.hpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.hpA, x, y, 44);
this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width,
this.hpColor(actor), this.normalColor());
};


Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
width = width || 186;
var color1 = this.mpGaugeColor1();
var color2 = this.mpGaugeColor2();
this.drawGauge(x, y, width, actor.mpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.mpA, x, y, 44);
this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width,
this.mpColor(actor), this.normalColor());
};


Edit:


Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
width = width || 186;
var color1 = this.hpGaugeColor1();
var color2 = this.hpGaugeColor2();
// this.drawGauge(x, y, width, actor.hpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.hpA, x, y, 44);
this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width,
this.hpColor(actor), this.normalColor());
};


Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
width = width || 186;
var color1 = this.mpGaugeColor1();
var color2 = this.mpGaugeColor2();
// this.drawGauge(x, y, width, actor.mpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.mpA, x, y, 44);
this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width,
this.mpColor(actor), this.normalColor());
};


-----------Remove Lvl Text-----------------


via rpg_windows.js


Default:


Window_Base.prototype.drawActorLevel = function(actor, x, y) {
this.changeTextColor(this.systemColor());
this.drawText(TextManager.levelA, x, y, 48);
this.resetTextColor();
this.drawText(actor.level, x + 84, y, 36, 'right');
};


Edit:


Window_Base.prototype.drawActorLevel = function(actor, x, y) {
this.changeTextColor(this.systemColor());
// this.drawText(TextManager.levelA, x, y, 48);
this.resetTextColor();
// this.drawText(actor.level, x + 84, y, 36, 'right');
};


------------Remove HP/MP Text-----------------


via rpg_windows.js


Default:


Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
var lineHeight = this.lineHeight();
var x2 = x + 180;
var width2 = Math.min(200, width - 180 - this.textPadding());
this.drawActorName(actor, x, y);
this.drawActorLevel(actor, x, y + lineHeight * 1);
this.drawActorIcons(actor, x, y + lineHeight * 2);
this.drawActorClass(actor, x2, y);
this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
};


Edit:


Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
var lineHeight = this.lineHeight();
var x2 = x + 180;
var width2 = Math.min(200, width - 180 - this.textPadding());
this.drawActorName(actor, x, y);
this.drawActorLevel(actor, x, y + lineHeight * 1);
this.drawActorIcons(actor, x, y + lineHeight * 2);
this.drawActorClass(actor, x2, y);
// this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
// this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
};


--------Remove Damage Pop Up In Battle------------------


via rpg_sprites.js


Default:



Sprite_Battler.prototype.update = function() {
Sprite_Base.prototype.update.call(this);
if (this._battler) {
this.updateMain();
this.updateAnimation();
this.updateDamagePopup();
this.updateSelectionEffect();
} else {
this.bitmap = null;
}
};


Edit:



Sprite_Battler.prototype.update = function() {
Sprite_Base.prototype.update.call(this);
if (this._battler) {
this.updateMain();
this.updateAnimation();
// this.updateDamagePopup();
this.updateSelectionEffect();
} else {
this.bitmap = null;
}
};


----------Remove Stats From Status Menu------------- [Please read notes below for more details on code.]


Via rpg_windows.js


Default:


Window_Status.prototype.drawParameters = function(x, y) {
var lineHeight = this.lineHeight();
for (var i = 0; i < 6; i++) {
var paramId = i + 2;
var y2 = y + lineHeight * i;
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(paramId), x, y2, 160);
this.resetTextColor();
this.drawText(this._actor.param(paramId), x + 160, y2, 60, 'right');
}
};


Edit:

Window_Status.prototype.drawParameters = function(x, y) {
var lineHeight = this.lineHeight();
var paramsToDraw = [2, 3, 6]; // This would draw just ATK, DEF, AGI for example
for (var i = 0; i < paramsToDraw.length; i++) {
var y2 = y + lineHeight * i;
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(paramsToDraw), x, y2, 160);
this.resetTextColor();
this.drawText(this._actor.param(paramsToDraw), x + 160, y2, 60, 'right');
}
};

0 --> Max HP (MHP)
1 --> Max MP (MMP)
2 --> Attack (ATK)
3 --> Defense (DEF)
4 --> Magic Attack (MAT)
5 --> Magic Defense (MDF)
6 --> Agility (AGI)
7 --> Luck (LUK)

So if you just wanted to leave out luck you would enter for "(var i = 0; i < 5; i++) {" but if you understand this you wouldn't be able to edit defense to disappear and still have any stat afterwards as in higher number on the table posted above.


---------Continue BGS into Battle-------------- [Note if you have battle bgm both will play of course]


Via rpg_scenes.js AND rpg_managers.js


First is rpg_scenes .js edit


Default:


Scene_Map.prototype.stopAudioOnBattleStart = function() {
if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) {
AudioManager.stopBgm();
}
AudioManager.stopBgs();
AudioManager.stopMe();
AudioManager.stopSe();
};


Edit:


Scene_Map.prototype.stopAudioOnBattleStart = function() {
if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) {
AudioManager.stopBgm();
}
// AudioManager.stopBgs();
AudioManager.stopMe();
AudioManager.stopSe();
};


rpg_managers edit


Default:


BattleManager.playBattleBgm = function() {
AudioManager.playBgm($gameSystem.battleBgm());
AudioManager.stopBgs();
};


Edit:


BattleManager.playBattleBgm = function() {
AudioManager.playBgm($gameSystem.battleBgm());
// AudioManager.stopBgs();
};


--------Remove Starting and Ending Battle Messages--------- [Blank has emerged!, blank was victorious!]


Via rpg_managers


Start battle message


Default:


BattleManager.startBattle = function() {
this._phase = 'start';
$gameSystem.onBattleStart();
$gameParty.onBattleStart();
$gameTroop.onBattleStart();
this.displayStartMessages();
};


Edit:


BattleManager.startBattle = function() {
this._phase = 'start';
$gameSystem.onBattleStart();
$gameParty.onBattleStart();
$gameTroop.onBattleStart();
// this.displayStartMessages();
};


Ending Battle Message:


Default:


BattleManager.displayVictoryMessage = function() {
$gameMessage.add(TextManager.victory.format($gameParty.name()));
};


Edit:


BattleManager.displayVictoryMessage = function() {
// $gameMessage.add(TextManager.victory.format($gameParty.name()));
};


------Remove Battle Commentary Box-------[Blank did this damage!, Blank healed for this much!]


Via rpg_windows


Default:


Window_BattleLog.prototype.addText = function(text) {
this._lines.push(text);
this.refresh();
this.wait();
};


Edit:


Window_BattleLog.prototype.addText = function(text) {
// this._lines.push(text);
// this.refresh();
// this.wait();
};


-------Remove Attack, Skill, Guard or Item From Actors Battle Phase--------


via rpg_windows


For Example will remove guard.


Default:


Window_ActorCommand.prototype.makeCommandList = function() {
if (this._actor) {
this.addAttackCommand();
this.addSkillCommands();
this.addGuardCommand();
this.addItemCommand();
}
};


Window_ActorCommand.prototype.makeCommandList = function() {
if (this._actor) {
this.addAttackCommand();
this.addSkillCommands();
// this.addGuardCommand();
this.addItemCommand();
}
};


Notes: Simply add // on each line you don't want in battle phase as I did above, remove the // from guard if you would like that available again.


---------Remove Escape From Battle Options---------


Via rpg_windows.js


Default:


Window_PartyCommand.prototype.makeCommandList = function() {
this.addCommand(TextManager.fight, 'fight');
this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());
};


Edit:


Window_PartyCommand.prototype.makeCommandList = function() {
this.addCommand(TextManager.fight, 'fight');
// this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());
};


------Change Save Slots Visible-------------[shows 4 by default then you can scroll down for more, this increase amount shown immediately]


via rpg_windows.js


Default:


Window_SavefileList.prototype.maxVisibleItems = function() {
return 4;
};


Edited:


Window_SavefileList.prototype.maxVisibleItems = function() {
return 6;
};


Note: Change number by return to change amount of slots visible, Minimum=0. Suggested maximum= 20


---------Change Options Window Size In Menu-----------[the options menu with volume levels and always dash etc]


via rpg_windows


Default:


Window_Options.prototype.windowWidth = function() {
return 400;
};


Edited:


Window_Options.prototype.windowWidth = function() {
return 600;
};


Note: Suggested minimum 300, max 800. Change number by return as shown above


---------Change Equip Menu Size--------------


via rpg_windows


Default:


Window_EquipStatus.prototype.windowHeight = function() {
return this.fittingHeight(this.numVisibleRows());
};


Window_EquipStatus.prototype.windowHeight = function() {
return 345;
};


Note: return 312 = return this.fittingHeight(this.numVisibleRows()); not sure what minimum/max is play around with settings as you want.


-----Remove Weapon, Armor or Key Item From Item Menu-------
Via rpg_windows



Key Item Used as Example, two areas need edited.


Default:


Window_ItemCategory.prototype.makeCommandList = function() {
this.addCommand(TextManager.item, 'item');
this.addCommand(TextManager.weapon, 'weapon');
this.addCommand(TextManager.armor, 'armor');
this.addCommand(TextManager.keyItem, 'keyItem');
};


Edited:


Window_ItemCategory.prototype.makeCommandList = function() {
this.addCommand(TextManager.item, 'item');
this.addCommand(TextManager.weapon, 'weapon');
this.addCommand(TextManager.armor, 'armor');
// this.addCommand(TextManager.keyItem, 'keyItem');
};


Default:


Window_ItemCategory.prototype.maxCols = function() {
return 4;
};


Edited:


Window_ItemCategory.prototype.maxCols = function() {
return 3;
};


Notes: Maxcols controls columns, add // next to a addcommand as show above to remove a command.
Try to match MaxCols with how many options you have or you end up with a blank space.



-----------Change Dash Speed-----------------
via rpg_objects



Default:


Game_CharacterBase.prototype.realMoveSpeed = function() {
return this._moveSpeed + (this.isDashing() ? 1 : 0);
};


Edited:


Game_CharacterBase.prototype.realMoveSpeed = function() {
return this._moveSpeed + (this.isDashing() ? 2 : 0);
};


Notes: Example above is x2 faster of a dash. Settings for this aren't completely clear so this
is another you will have to play around with to get something you like.



------Change Text Size Of Entire Game------
Via rpg_windows.js



Default:


Window_Base.prototype.standardFontSize = function() {
return 28;
};


Edited:


Window_Base.prototype.standardFontSize = function() {
return 30;
};


Notes: Change number next to return to change size, suggested minimum 20 max 32.


---------Remove Class From Menu---------
via rpg_windows.js



Default:


Window_Base.prototype.drawActorClass = function(actor, x, y, width) {
width = width || 168;
this.resetTextColor();
this.drawText(actor.currentClass().name, x, y, width);
};


Edited:


Window_Base.prototype.drawActorClass = function(actor, x, y, width) {
width = width || 168;
this.resetTextColor();
// this.drawText(actor.currentClass().name, x, y, width);
};



---------------Increase Standard Padding-----------[This one is hard to explain so heres some pictures to make it simple]


via rpg_windows.js


Default:


padding.png


Window_Base.prototype.standardPadding = function() {
return 18;
};


Edited:


padding2.png



Window_Base.prototype.standardPadding = function() {
return 52;
};


Note: Simply increase number by return as show for larger shaded area around text box or decrease for less also this is for entire game boxes not just title screen.


-------Remove Sound Options------------[Remove BGM, BGS, ME or SE Volume options from options
screen for more lightweight screen.]
via rpg_windows



Default:


Window_Options.prototype.addVolumeOptions = function() {
this.addCommand(TextManager.bgmVolume, 'bgmVolume');
this.addCommand(TextManager.bgsVolume, 'bgsVolume');
this.addCommand(TextManager.meVolume, 'meVolume');
this.addCommand(TextManager.seVolume, 'seVolume');
};


Edit:


Window_Options.prototype.addVolumeOptions = function() {
this.addCommand(TextManager.bgmVolume, 'bgmVolume');
this.addCommand(TextManager.bgsVolume, 'bgsVolume');
this.addCommand(TextManager.meVolume, 'meVolume');
// this.addCommand(TextManager.seVolume, 'seVolume');
};


Notes: // whichever one you want removed as shown above.


--------Remove Party Images From Save File----------------[Removes the display of your party/
main character from save menu]
via rpg_windows.js



Default:


Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) {
if (info.characters) {
for (var i = 0; i < info.characters.length; i++) {
var data = info.characters; <------------------NOTE: ADD [ i ] with no spaces at end before ;, it will not show.
this.drawCharacter(data[0], data[1], x + i * 48, y);
}
}
};


Edit:


Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) {
if (info.characters) {
for (var i = 0; i < info.characters.length; i++) {
var data = info.characters;
// this.drawCharacter(data[0], data[1], x + i * 48, y);
}
}
};


-----------Change Visible Text Columns----------- [Another one hard to explain so will
show pictures]
via rpg_windows



Default:


visibletextcolumn.png


Window_Message.prototype.numVisibleRows = function() {
return 4;
};


Edited:


visibletextcolumn1.png


Window_Message.prototype.numVisibleRows = function() {
return 12;
};


Notes: Increase number by return to increase columns, don't worry about size issues box will
adjust but I believe 14 is the entire page so you can't go further and 0 will display nothing.



-------Change Text Highlight Box Size------------[Be careful as this effects the size of highlight box for entire game.]


via rpg_windows.js


Default:


Window_Selectable.prototype.itemRect = function(index) { var rect = new Rectangle(); var maxCols = this.maxCols(); rect.width = this.itemWidth(); rect.height = this.itemHeight(); rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; return rect;};


Edit:


Window_Selectable.prototype.itemRect = function(index) { var rect = new Rectangle(); var maxCols = this.maxCols(); rect.width = this.itemWidth= 250; rect.height = this.itemHeight= 250; rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; return rect;};


Notes: Adjust the numbers next to itemwidth or height to change size.


Sprite_Battler.prototype.initMembers = function() {
this.anchor.x = 0.5;
this.anchor.y = 1; <------- [maybe change this to 0.5 as the lower the number for this the closer it is to the bottom]
this._battler = null;
this._damages = [];
this._homeX = 0;
this._homeY = 0;
this._offsetX = 0;
this._offsetY = 0;
this._targetOffsetX = NaN;
this._targetOffsetY = NaN;
this._movementDuration = 0;
this._selectionEffectCount = 0;
};


-----------------Change enemy or player battler position----------------------------


via rpg_sprites.js


Enemy


Default:


Sprite_Battler.prototype.initMembers = function() { this.anchor.x = 0.5; this.anchor.y = 1; this._battler = null; this._damages = []; this._homeX = 0; this._homeY = 0; this._offsetX = 0; this._offsetY = 0; this._targetOffsetX = NaN; this._targetOffsetY = NaN; this._movementDuration = 0; this._selectionEffectCount = 0;};


Edit:


Sprite_Battler.prototype.initMembers = function() { this.anchor.x = 0.5; this.anchor.y = 2; this._battler = null; this._damages = []; this._homeX = 0; this._homeY = 0; this._offsetX = 0; this._offsetY = 0; this._targetOffsetX = NaN; this._targetOffsetY = NaN; this._movementDuration = 0; this._selectionEffectCount = 0;};


Player [Note shadow is seperate from player so when you move player you must also move shadow or comment it out]


Sprite_Actor.prototype.createMainSprite = function() {
this._mainSprite = new Sprite_Base();
this._mainSprite.anchor.x = 0.5;
this._mainSprite.anchor.y = 1;
this.addChild(this._mainSprite);
this._effectTarget = this._mainSprite;
};


Edit:


Sprite_Actor.prototype.createMainSprite = function() {
this._mainSprite = new Sprite_Base();
this._mainSprite.anchor.x = 0.5;
this._mainSprite.anchor.y = 2;
this.addChild(this._mainSprite);
this._effectTarget = this._mainSprite;
};


Shadow


Default:


Sprite_Actor.prototype.createShadowSprite = function() {
this._shadowSprite = new Sprite();
this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2');
this._shadowSprite.anchor.x = 0.5;
this._shadowSprite.anchor.y = 0.5;
this._shadowSprite.y = -2;
this.addChild(this._shadowSprite);
};


Edit:


Sprite_Actor.prototype.createShadowSprite = function() {
this._shadowSprite = new Sprite();
this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2');
this._shadowSprite.anchor.x = 0.5;
this._shadowSprite.anchor.y = 1;
this._shadowSprite.y = -2;
this.addChild(this._shadowSprite);
};


-------------------Change Battle Command and status window size--------------------[All 3 must be edited]


via rpg _windows.js


default:


Window_BattleStatus.prototype.numVisibleRows = function() {
return 4;
};


edit:


Window_BattleStatus.prototype.numVisibleRows = function() {
return 2;
};


Default:


Window_PartyCommand.prototype.numVisibleRows = function() {
return 4;
};


Edit:


Window_PartyCommand.prototype.numVisibleRows = function() {
return 2;
};


Default:


Window_ActorCommand.prototype.numVisibleRows = function() {
return 4;
};


Edit:


Window_ActorCommand.prototype.numVisibleRows = function() {
return 2;
};

 
Last edited:

BloodletterQ

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This is sure to come in handy. If other edits come up, can I expect you to update this topic? I mean one of the most basic requests is removing a stat from being displayed like luck for example.
 
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Leon Kennedy

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This is sure to come in handy. If other edits come up, can I expect you to update this topic?

Yes of course, if people feel generous and want to have other core script edits they know of added thats fine as well. These I've just learned either from trial and error or seeing someone else post like 80x and then going and doing myself xD. Also do you mean removing the luck stat from status screen ?
 
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BloodletterQ

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Yes of course, if people feel generous and want to have other core script edits they know of added thats fine as well. These I've just learned either from trial and error or seeing someone else post like 80x and then going and doing myself xD. Also do you mean removing the luck stat from status screen ?

Yes. It is commonly requested.
 

Leon Kennedy

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Been seeing a lot of ppl in past few months asking for scripts that are already listed here so figured i might as well bump
 

Ozirisz

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One more tip for editing the scripts:
In the js file, clone the original line/function (simple copy paste) what you want to modify, and comment out with the // or /* */ signs.
If there was a problem, you can easily rollback the editing only comment out the edited code and remove the comment from the original code.
It will be useful if you modify more than one thing per file.
But the backup of the original files are also very important!
One more tip for editing the scripts:
In the js file, clone the original line/function (simple copy paste) what you want to modify, and comment out with the // or /* */ signs.
If there was a problem, you can easily rollback the editing only comment out the edited code and remove the comment from the original code.
It will be useful if you modify more than one thing per file.
But the backup of the original files are also very important!
 

Leon Kennedy

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Idk if a mod could move this comment to #2 but I've tried to add more edits to main post and it states the post has to much info. But just like above click spoiler for edits

----Remove Save Successful Sound-------Via rpg_scenes

Default:

Scene_Save.prototype.onSaveSuccess = function() {
SoundManager.playSave();
StorageManager.cleanBackup(this.savefileId());
this.popScene();
};

Edit:

Scene_Save.prototype.onSaveSuccess = function() {
// SoundManager.playSave();
StorageManager.cleanBackup(this.savefileId());
this.popScene();
};

----Remove Load Screen Successful Sound------Via rpg_scenes

Default:

Scene_Load.prototype.onLoadSuccess = function() {
SoundManager.playLoad();
this.fadeOutAll();
this.reloadMapIfUpdated();
SceneManager.goto(Scene_Map);
this._loadSuccess = true;
};

Edit:

Scene_Load.prototype.onLoadSuccess = function() {
// SoundManager.playLoad();
this.fadeOutAll();
this.reloadMapIfUpdated();
SceneManager.goto(Scene_Map);
this._loadSuccess = true;
};

------------Remove ETC From Main Menu--------------- Via RPG_Windows

For Example I'll remove Saving but just comment out anything on the list to remove.

Default:

Window_MenuCommand.prototype.makeCommandList = function() {
this.addMainCommands();
this.addFormationCommand();
this.addOriginalCommands();
this.addOptionsCommand();
this.addSaveCommand();
this.addGameEndCommand();
};

Edit:

Window_MenuCommand.prototype.makeCommandList = function() {
this.addMainCommands();
this.addFormationCommand();
this.addOriginalCommands();
this.addOptionsCommand();
// this.addSaveCommand();
this.addGameEndCommand();
};

-----Remove Actor's Action Commands-----Via rpg_windows

Comment out what you want gone.

Default:

Window_ActorCommand.prototype.makeCommandList = function() {
if (this._actor) {
this.addAttackCommand();
this.addSkillCommands();
this.addGuardCommand();
this.addItemCommand();
}
};

Edit:

Window_ActorCommand.prototype.makeCommandList = function() {
if (this._actor) {
this.addAttackCommand();
this.addSkillCommands();
// this.addGuardCommand();
this.addItemCommand();
}
};
 

Leon Kennedy

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Added a different way to remove stats, please disregard note below that piece of code thanks to @Aloe Guvner he figured out a way to draw the exact stats you want so you aren't limited in your choices. I can not edit the post as it is to large, but for some odd reason it let me replace the code.
 

BloodletterQ

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Kind of curious if you'd be open to other plugin edits being suggested outside of the RTP or prefer a separate topic for it. I have one myself for rpg_sprites:

Sprite_Actor.prototype.updateMotionCount = function() {
if (this._motion && ++this._motionCount >= this.motionSpeed()) {
if (this._motion.loop) {
this._pattern = (this._pattern + 1) % 4;
} else if (this._pattern < 2) {
this._pattern++;
} else if (this. pattern = 13) { // Condition based on victory pose.
this.pattern = (this.pattern + 1) % 4; // Keeps victory pose on last frame.
} else {
this.refreshMotion();
}
this._motionCount = 0;
}
};

This makes it so that the victory pose stays on the last frame. Also want to set "victory: { index: 13, loop: true }" to false.,
 

Leon Kennedy

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Kind of curious if you'd be open to other plugin edits being suggested outside of the RTP or prefer a separate topic for it. I have one myself for rpg_sprites:



This makes it so that the victory pose stays on the last frame. Also want to set "victory: { index: 13, loop: true }" to false.,

Well if I were you I'd make another because I can't even edit this topic the first post reached maximum chars.
 

Dragonkissed

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Well if I were you I'd make another because I can't even edit this topic the first post reached maximum chars.

You said you can't edit the post to add/change anything, but does it allow you to open the edit option at all to see the text like a normal post edit pop up window? If so, then maybe try making a new topic, use Copy/Paste the first post, but in the last line add
~Not finished, Please don't post yet~ and keep posting section by section until everything is posted. Then you can add anything you wanted and also polish anything you wanted to change. Maybe split the first post in half so this way it won't be too much text in the future if you want/need to edit? I'm not sure if that is possible or not, but I hope it helps.
 

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