[Help] Removing specific slots from the menu

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Timcampy

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Hello everyone!

I would like to know how to remove only these slots after choosing an item, it has no utility in my game (shown down below). I don't know the proper the name of it, so I can't search it on the net by myself. Some sort of a script is needed I guess... Thank you for your help! :)

 
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Andar

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Slots or options in the menu are usually the lines like save, item, status and so on.

Judging from your screenshot, what you really want is to remove parameters from the actors - in that case you should give us the names of those parameters as they were set in the default so we know which parameters you want to remove. You'll find those default names in the database : terms tab.

In most cases however this requires a rewrite of the status screen with a script, and if you want something special for your game, then you'll either have to write that script yourself or request/commission it - that is usually not done in a few minutes.

You might get lucky if someone wanted to remove the same parameters before and such a script already was made, but to decide that you'll have to tell us what exactly you want to remove by giving the default names.

Otherwise make a screenshot with unedited default actors and mark the places on it that should be removed - the screenshot above doesn't contain any markings, and it already has some default parts removed.
 

Timcampy

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Hi Andar! Thanks for your answer.

Ok, I see what you mean, I'll try to tell you as best as I can. First of all, I used the following script, found on Internet, in order to have a minimalist menu, like so:



#==============================================================================
# ** Window_MenuItemCategory
#==============================================================================

class Window_ItemCommand < Window_ItemCategory
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::item, :item)
add_command(Vocab::key_item, :key_item)
add_command(Vocab::save, :save, save_enabled)
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Call Menu Screen
#--------------------------------------------------------------------------
def call_menu
Sound.play_ok
SceneManager.call(Scene_Item)
end
end

#==============================================================================
# ** Scene_Item
#==============================================================================

class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
return on_cancel if Input.trigger?:) B)
end
#--------------------------------------------------------------------------
# * Create Category Window
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemCommand.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.set_handler:)ok, method:)on_category_ok))
end
#--------------------------------------------------------------------------
# * [Cancel]
#--------------------------------------------------------------------------
def on_cancel
Sound.play_cancel
return_scene
end
#--------------------------------------------------------------------------
# * Category [OK]
#--------------------------------------------------------------------------
def on_category_ok
case @category_window.current_symbol
when :item, :key_item
@item_window.activate
@item_window.select_last
when :save
SceneManager.call(Scene_Save)
when :game_end
SceneManager.call(Scene_End)
end
end
end




I'm not sure if it is what you asked for, but here's the actors window and the terms window:

"Terms" window:
 



"Actors" window:

I didn't give a name to the 2 firsts actors (it's the different players graphics) because I'd like to make a name inputting at the beginning of the game, so it's blank but it's filled ;)
 


I didn't do any else modifications in the scripts, only adding few scripts at different places, working by themselves (If you want a screenshot, tell me).

If this wasn't your expectations, please tell me where I can screenshot what you asked me.

Thanks again!
 

Andar

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What I asked you was to tell us what you want removed from the game.

"slots" is not something named in the game.

So please name those parts that you want to remove from the game and that you haven't been able to remove yet...

And I asked for screenshots where you mark those parts you want to remove.

So far in thescreenshots above there is only one part you said you want to remove: the display of the number of items in inventory.

That requires rewriting the item scene script - I don't know how to do that, but with that info someone else can probably jump in to give you a script how to do that.

If you want other parts removed, you have to name or mark them on your screenshots, because that removal is different for each element of all screens, and we need to know what exactly you want to remove to tell you how to do it.
 

Timcampy

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Here it is:

When opening the menu, this appears (I added an item potion so that I can show you the parts I want to remove):



Then, when I press the C button (which stands for Enter for people reading this topic) while the cursor is on "Items", it highlights the first object in the list, like this (nothing new to remove):



And now, the interesting part. When I press again the C button, it selects the first object "Potion" and displays this, in order to allow me to choose on which character I'd like to use the potion:



I don't want this window to open, I'd like the item to be used right away. (or with something like "Do you want to use "Potion" ? Yes No" if it isn't too complicated). So, how to skip this last step in the menu?
 

Celianna

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Find a script that lets you remove windows to that there is only one main character, and all items immediately get used without having to select the actor. Yes, it needs a script. Try looking for one-member parties, or single-player scripts.
 
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Timcampy

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Hi Celianna!

Here's what I found, it's the most interesting script which would help me to solve my problem, but when I paste it in a new script (above Main and stuff as it is said) and launch the game, it's telling me that there's an "unexpected keyword" and it's expecting $end at the line 96...

http://www.rpgmakervxace.net/topic/645-rgss2-to-rgss3-solo-player-menu/

Class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y) # 160, 0
super(x, y, 384, 416)
@actor = $game_party.members[0]
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw
# Actor name
# X Y Coordinates
draw_actor_name(@actor, 0, 0)
# Actor Class
# X Y Coordinates
draw_actor_class(@actor, 0, 120)
# Actor Face
# X Y Coordinates
draw_actor_face(@actor, 0, 24)
# Basic Info
# Include Level, state, HP and MP bar
# X Y Coordinates
draw_basic_info(160, 10)
# Parameters
# Include STR, AGI etc.
# X Y
draw_parameters(0, 140)
# Exp Info
# Include Current Exp and Exp needen for level
# X Y
draw_exp_info(170, 128)
# Equipments
# Sword, shield etc.
# X Y
draw_equipments(60, 240)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_parameters(x, y)
draw_actor_parameter(@actor, x, y + WLH * 0, 0)
draw_actor_parameter(@actor, x, y + WLH * 1, 1)
draw_actor_parameter(@actor, x, y + WLH * 2, 2)
draw_actor_parameter(@actor, x, y + WLH * 3, 3)
end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_equipments(x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
for i in 0..4
draw_item_name(@actor.equips, x + 16, y + WLH * (i + 1))
end
end
end
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
#s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s5, s6]) #s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
# @command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(3, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input:: B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2 # Skill, equipment, status
start_actor_selection
when 3 # Save
$scene = Scene_File.new(true, false, false)
when 4 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input:: B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
end
end
end
end
 

May you  (or anybody else who wants) help me to correct the few mistakes in it please? :)
 
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