CardeMaker

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So, i'm making a game in an normal scenario, without magic stuff, I've already removed some stuff from game menu, but, no matter what i make, i just can't get of Magic Attack and Magic Defense in the status menu, even leaving the parameter name blank in database, making every class have the less attributes as possible, it just don't go away from my game
here's a status menu print with these two haunting me
1628708255177.png
is there any way to remove them from menu? if it's only possible with plugins, is there a plugin that don't change status menu too much visually?
 

ATT_Turan

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There are other threads about removing stats you can look up - you need to go into the function that displays it in your menu and make it skip over those numbers as it iterates through the parameters.

Here's an example - copy this into a text editor, save it as a .js file, and include it as a plugin in your game. If you find other places in your game where it still displays the parameters, find the similar piece of code for those windows and do the same thing.

Code:
Window_Status.prototype.drawParameters = function(x, y) {
    var lineHeight = this.lineHeight();
    for (var i = 0; i < 6; i++) {
        if (var==2 || var == 3)
            continue;
        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');
    }
};

The pertinent part is if (var==2 || var==3) continue; - that skips over those two parameters instead of printing lines for them.
 

CardeMaker

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Here's an example - copy this into a text editor, save it as a .js file, and include it as a plugin in your game. If you find other places in your game where it still displays the parameters, find the similar piece of code for those windows and do the same thing.
Well, i did it, but i don't know why, but nothing happens, that two lines still on the status menu T_T
i think maybe that's because i'm using YEP Main Menu Manager
 
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ATT_Turan

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Ah, you didn't say you were using a plugin, but also that plugin wouldn't have anything to do with the screen you're referencing. If you're also using the Status Menu Core, that would be related - but you should be able to search for the same function in that plugin and apply the change there.

Although the code I supplied should still work if you put it in the plugin manager beneath the Status Menu Core. It would break other things, like the custom formatting options, so you'd want to modify the SMC instead, but you should see a change.
 

CardeMaker

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Ah, you didn't say you were using a plugin, but also that plugin wouldn't have anything to do with the screen you're referencing. If you're also using the Status Menu Core, that would be related - but you should be able to search for the same function in that plugin and apply the change there.
Well, i don't know why, i'm pretty sure that i did everything right, but it didn't changed anything in status menu, i guess that's just my luck
 

ATT_Turan

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Did you do what I said, and put that line into the same function in the Status Core plugin?
 

ATT_Turan

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Alright, then I probably made a mistake :wink:

I'll check it out.

Edit: Lol, sorry @CardeMaker, stupid typo because I was watching TV while answering you originally. That should be (i==2 || i==3), not var. This is one of those times I wish JavaScript were less permissive...a decent language would've thrown an error at that line and I would've slapped my forehead :stickytongue:

The trick is, we need to add more to compensate for the missing lines when drawing the rest. So:
Code:
Window_Status.prototype.drawParameters = function(x, y) {
    var lineHeight = this.lineHeight();
    for (var i = 0; i < 6; i++) {
        if (i==2 || i == 3)
            continue;
        var paramId = i + 2;
        var y2 = y + lineHeight * (i<2 ? i : i-2);
        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');
    }
};

It works in my tests.
 
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CardeMaker

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Alright, then I probably made a mistake :wink:

I'll check it out.

Edit: Lol, sorry @CardeMaker, stupid typo because I was watching TV while answering you originally. That should be (i==2 || i==3), not var. This is one of those times I wish JavaScript were less permissive...a decent language would've thrown an error at that line and I would've slapped my forehead :stickytongue:

The trick is, we need to add more to compensate for the missing lines when drawing the rest. So:
Code:
Window_Status.prototype.drawParameters = function(x, y) {
    var lineHeight = this.lineHeight();
    for (var i = 0; i < 6; i++) {
        if (i==2 || i == 3)
            continue;
        var paramId = i + 2;
        var y2 = y + lineHeight * (i<2 ? i : i-2);
        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');
    }
};

It works in my tests.
WOW IT WORKED!! Thanks a lot!!!
 

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