How to Remove MAT and MDF from Equip and Status menu in VX Ace?

Discussion in 'RGSS3 Script Requests' started by DeyJay5, May 4, 2019.

  1. DeyJay5

    DeyJay5 Veteran Veteran

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    Pretty straightforward problem. I would like to remove MAT and MDF from appearing on the menu screen in both the equip and status menu. Is there any way to do this by editing the base script? If so, would someone be kind enough to walk me through it or post a link.

    Thank you :)
     
    #1
  2. bgillisp

    bgillisp Global Moderators Global Mod

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    It can only be done via a script. I don't know of which one you will need but can put it in the right section so you can get it.

    I've moved this thread to RGSSx Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

    .
    Tech Support is for problems in running the maker.
     
    #2
  3. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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    upload_2019-5-4_13-24-19.png
    Status code:
    Code:
    #==============================================================================
    # ** Window_Status / Edits by ZirconStorms: replace Window_Status in your game.
    #------------------------------------------------------------------------------
    #  This window displays full status specs on the status screen.
    #==============================================================================
    
    class Window_Status < Window_Selectable
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(actor)
        super(0, 0, Graphics.width, Graphics.height)
        @actor = actor
        refresh
        activate
      end
      #--------------------------------------------------------------------------
      # * Set Actor
      #--------------------------------------------------------------------------
      def actor=(actor)
        return if @actor == actor
        @actor = actor
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        draw_block1   (line_height * 0)
        draw_horz_line(line_height * 1)
        draw_block2   (line_height * 2)
        draw_horz_line(line_height * 6)
        draw_block3   (line_height * 7)
        draw_horz_line(line_height * 13)
        draw_block4   (line_height * 14)
      end
      #--------------------------------------------------------------------------
      # * Draw Block 1
      #--------------------------------------------------------------------------
      def draw_block1(y)
        draw_actor_name(@actor, 4, y)
        draw_actor_class(@actor, 128, y)
        draw_actor_nickname(@actor, 288, y)
      end
      #--------------------------------------------------------------------------
      # * Draw Block 2
      #--------------------------------------------------------------------------
      def draw_block2(y)
        draw_actor_face(@actor, 8, y)
        draw_basic_info(136, y)
        draw_exp_info(304, y)
      end
      #--------------------------------------------------------------------------
      # * Draw Block 3
      #--------------------------------------------------------------------------
      def draw_block3(y)
        draw_parameters(32, y)
        draw_equipments(288, y)
      end
      #--------------------------------------------------------------------------
      # * Draw Block 4
      #--------------------------------------------------------------------------
      def draw_block4(y)
        draw_description(4, y)
      end
      #--------------------------------------------------------------------------
      # * Draw Horizontal Line
      #--------------------------------------------------------------------------
      def draw_horz_line(y)
        line_y = y + line_height / 2 - 1
        contents.fill_rect(0, line_y, contents_width, 2, line_color)
      end
      #--------------------------------------------------------------------------
      # * Get Color of Horizontal Line
      #--------------------------------------------------------------------------
      def line_color
        color = normal_color
        color.alpha = 48
        color
      end
      #--------------------------------------------------------------------------
      # * Draw Basic Information
      #--------------------------------------------------------------------------
      def draw_basic_info(x, y)
        draw_actor_level(@actor, x, y + line_height * 0)
        draw_actor_icons(@actor, x, y + line_height * 1)
        draw_actor_hp(@actor, x, y + line_height * 2)
        draw_actor_mp(@actor, x, y + line_height * 3)
      end
      #--------------------------------------------------------------------------
      # * Draw Parameters
      #--------------------------------------------------------------------------
      def draw_parameters(x, y)
        6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }
      end
      #--------------------------------------------------------------------------
      # * Draw Experience Information
      #--------------------------------------------------------------------------
      def draw_exp_info(x, y)
        s1 = @actor.max_level? ? "-------" : @actor.exp
        s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
        s_next = sprintf(Vocab::ExpNext, Vocab::level)
        change_color(system_color)
        draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
        draw_text(x, y + line_height * 2, 180, line_height, s_next)
        change_color(normal_color)
        draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
        draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
      end
      #--------------------------------------------------------------------------
      def draw_actor_param(actor, x, y, param_id)
        change_color(system_color)
        case param_id
        when 4,5
        when 6,7
        draw_text(x, y - (line_height * 2), 120, line_height, Vocab::param(param_id))
        change_color(normal_color)
        draw_text(x + 120, y - (line_height * 2), 36, line_height, actor.param(param_id), 2)
        else
        draw_text(x, y, 120, line_height, Vocab::param(param_id))
        change_color(normal_color)
        draw_text(x + 120, y, 36, line_height, actor.param(param_id), 2)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Equipment
      #--------------------------------------------------------------------------
      def draw_equipments(x, y)
        @actor.equips.each_with_index do |item, i|
          draw_item_name(item, x, y + line_height * i)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Description
      #--------------------------------------------------------------------------
      def draw_description(x, y)
        draw_text_ex(x, y, @actor.description)
      end
    end
    
    upload_2019-5-4_13-14-15.png
    What do you plan to do with the empty space left in that Equip Status window?
     
    Last edited: Aug 3, 2019
    #3
    Ebanyle likes this.
  4. DeyJay5

    DeyJay5 Veteran Veteran

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    Thanks that script worked but only for the status screen. MAT and MDEF still show up on the equip menu screen. How do I remedy this?
     
    #4
  5. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Well, he did ask u about the blank space. I guess he didn't include it yet in the equip scene waiting for u to answer that?
     
    #5
  6. DeyJay5

    DeyJay5 Veteran Veteran

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    Oh, sorry I should have read properly. Regarding the equip status window, I dont really care about an empty space so long as theres no gaps between the wording. Thank you :)
     
    #6
  7. Roninator2

    Roninator2 Gamer Veteran

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    This is all you need.
    Code:
    class Window_Base < Window
      def draw_actor_param(actor, x, y, param_id)
        change_color(system_color)
        case param_id
        when 4,5
        when 6,7
        draw_text(x, y - (line_height * 2), 120, line_height, Vocab::param(param_id))
        change_color(normal_color)
        draw_text(x + 120, y - (line_height * 2), 36, line_height, actor.param(param_id), 2)
        else
        draw_text(x, y, 120, line_height, Vocab::param(param_id))
        change_color(normal_color)
        draw_text(x + 120, y, 36, line_height, actor.param(param_id), 2)
        end
      end
    end
    
    class Window_EquipStatus < Window_Base
      def draw_item(x, y, param_id)
        case param_id
        when 2,3
          draw_param_name(x + 4, y, param_id)
          draw_current_param(x + 94, y, param_id) if @actor
          draw_right_arrow(x + 126, y)
          draw_new_param(x + 150, y, param_id) if @temp_actor
        when 4,5
        when 6,7
          draw_param_name(x + 4, y - (line_height * 2), param_id)
          draw_current_param(x + 94, y - (line_height), param_id) if @actor
          draw_right_arrow(x + 126, y - (line_height * 2))
          draw_new_param(x + 150, y - (line_height), param_id) if @temp_actor
        end
      end
      def draw_current_param(x, y, param_id)
        change_color(normal_color)
        case param_id
        when 2,3
          draw_text(x, y, 32, line_height, @actor.param(param_id), 2)
        when 4,5
        when 6,7
          draw_text(x, y - (line_height), 32, line_height, @actor.param(param_id), 2)
        end
      end
      def draw_new_param(x, y, param_id)
        new_value = @temp_actor.param(param_id)
        case param_id
        when 2,3
          change_color(param_change_color(new_value - @actor.param(param_id)))
          draw_text(x, y, 32, line_height, new_value, 2)
        when 4,5
        when 6,7
          change_color(param_change_color(new_value - @actor.param(param_id)))
          draw_text(x, y - (line_height), 32, line_height, new_value, 2)
        end
      end
    end
     
    #7
  8. DeyJay5

    DeyJay5 Veteran Veteran

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    Thank you so much for the script, but I'm not entirely sure where to put it and what exactly I need to replace. Sorry I'm not good at scripting.
     
    #8
  9. Roninator2

    Roninator2 Gamer Veteran

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    Well, not to sound smug but, you know the way you install any other script? it's just the same. Put this below materials and above main.
    In it's own slot.
     
    #9

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