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

DeyJay5

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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 :)
 

bgillisp

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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.
 

ZirconStorms

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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:

DeyJay5

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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?
 

TheoAllen

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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?
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?
 

DeyJay5

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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 :)
 

Roninator2

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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
 

DeyJay5

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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.
 

Roninator2

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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.
 

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