Making a party member's stats not show up in battle?

Koi

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I have a character that's supposed to have hidden stats, being just question marks. Shaz has given me a wonderful little script for that, however, it doesn't go into Yanfly's battle script.

I don't know how difficult it would be to make a character's stats hidden in battle with that script, so I'm wondering instead if it would be easier just to delete the HP/MP gauges all together.

That would actually also be useful for my main playable character, since she does not use MP or TP.
 

Celianna

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

Koi

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Sorry, I forgot ._.
 
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You should always reference scripts when asking for support and give links to them otherwise experienced programmers find it hard to give you any support. If they have no code to look over, they have no way of assisting you.

As for deleting gauges all together, I wouldn't advise it personally. Working with the base code functions can often have adverse affects on other aspects of the game that aren't always present from the get go until you get further into it and find it hard to trace back to the source. However, hiding the bars themselves from both battles and menus is relatively simple and there are several scripts out there that can do that function including the one you have if I'm understanding what you stated in your original post.
 

Koi

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http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/

I am using this script.

I have looked up ways to take away the MP bar and TP bar. All I can ever seem to find is ways to take them away from the menu, or how to swap MP with TP, vice versa. So it is possible, buuuut I haven't found anything to help yet.

Basically, it'd be super great if there was some kind of thing I could put in actor or class notes that would hide or display HP/MP/TP bars.
 
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I'm fairly sure if I remember correctly that Yanfly's Ace Battle Engine had the ability to hide certain bars from certain actors built into it but I haven't used it in a while so I'd have to look it up again. As far as hiding HP/MP/TP for set characters, it took me about 2 minutes on google to come up with this script.
 

But if you still want to just turn off the gauges all together so they don't display for any characters instead of an actor by actor basis:

class Window_Base < Window def draw_actor_hp(actor, x, y, width = 0) end def draw_actor_mp(actor, x, y, width = 0) end def draw_actor_tp(actor, x, y, width = 0) endendPut that in a script on it's own and it should simply just remove all the bars.
Delete where appropriate if you want any of those bars to still display... However I still wouldn't recommend using that as a viable method and would look at switching them on and off on an individual basis.
 

Koi

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I'm fairly sure if I remember correctly that Yanfly's Ace Battle Engine had the ability to hide certain bars from certain actors built into it but I haven't used it in a while so I'd have to look it up again. As far as hiding HP/MP/TP for set characters, it took me about 2 minutes on google to come up with this script.

But if you still want to just turn off the gauges all together so they don't display for any characters instead of an actor by actor basis:

class Window_Base < Window def draw_actor_hp(actor, x, y, width = 0) end def draw_actor_mp(actor, x, y, width = 0) end def draw_actor_tp(actor, x, y, width = 0) endendPut that in a script on it's own and it should simply just remove all the bars.

Delete where appropriate if you want any of those bars to still display... However I still wouldn't recommend using that as a viable method and would look at switching them on and off on an individual basis.
I guess I'm really bad with Google then...

The script you found didn't do anything, though... :c Maybe it's incompatible?
 
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After installing it did you try putting:

\no_tp_displayinto the notebox of your actor and entering into a battle to see if that actors tp still displayed?

Did you try the same but with hp and mp?

Did you summon a script call at the beginning setup of your game to do this:

change_tp_display(false)so that the tp doesn't display at all?

If none of that works using that script, your battle engine from yanfly is likely taking precedence over this script, try putting it above and below yanfly's battle engine. Still nothing?

Try disabling yanfly's ability to control the scripts of the draw commands or better yet use yanfly's built in system to control the draw commands itself by replacing:

def draw_mp?; return true; endwith:

def draw_mp?; return false; endand going into the database/system and just unticking the display tp box so that it only displays hp for all players.

So far I've given you a dozen solutions, now I need you to try these out. The last one will guaranteed work so if all the other options don't work / you can't get them to work, either you need to work at them, or use that one.
 

Koi

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I unticked the display TP box so that covers that, but MP is still there.

I installed the script, put "\no_mp_display" and "\no_tp_display" in the actor notes (and I tried putting \no_hp_display in one of them because I want his stats to be completely invisible), and I also did that thing with Yanfly's script. But nope. MP still there.
 
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Sorry I haven't replied in a week, I've been in hospital and just got out...

So to clarify, you did the things in this order:

- Installed the script I linked you
- Typed:

\no_mp_displayinto the actor's notebox.
- In Yanfly's script replaced:

def draw_mp?; return true; endwith:

def draw_mp?; return true; endand tested it all together because your last message wasn't very clear on if you actually did all these steps together or you attempted them individually.

If the script is installed correctly and you've added in that notetag into the actor's notebox then the mp would not display unless another script is handling it, which is exactly what yanfly's script does which is why it's important to change the above code. If it is still displaying, another one of your scripts is also handling the draw event and therefore without an accurate list of the scripts you are using in your project, nobody would be able to help you.
 

Koi

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Sorry I haven't replied in a week, I've been in hospital and just got out...

So to clarify, you did the things in this order:

- Installed the script I linked you

- Typed:

\no_mp_displayinto the actor's notebox.

- In Yanfly's script replaced:

def draw_mp?; return true; endwith:

def draw_mp?; return true; endand tested it all together because your last message wasn't very clear on if you actually did all these steps together or you attempted them individually.

If the script is installed correctly and you've added in that notetag into the actor's notebox then the mp would not display unless another script is handling it, which is exactly what yanfly's script does which is why it's important to change the above code. If it is still displaying, another one of your scripts is also handling the draw event and therefore without an accurate list of the scripts you are using in your project, nobody would be able to help you.
Oh I'm sorry! I hope you're doing alright D:

Well I'm going to guess you mean "return false" like you had in your previous post, so yes, I installed the script, changed that line, put in the right tags for the note boxes, still an MP bar.

I am using a lot of scripts, though. I could upload the game file if anyone wants to take a look to help :c

EDIT: I tried this with a new project, so absolutely clean slate, and it still doesn't work ._.
 
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It's something I've had wrong since I was a we little lad and unfortunately the problems have returned, second hospitalization in the last few months but I'm getting it taken care of. I feel great for the most part. Just waiting on the hospital to give me a date to go in for an operation but thanks for the concern.

As for regards to the code... I had a quick look over it and yeah, that was entirely my oversight. That won't work.

instead of making that true, false (which is what I meant and forgot to change the ctrl+v) you need to make an alteration to the draw event itself which is this part of code:

#--------------------------------------------------------------------------# overwrite method: draw_item#--------------------------------------------------------------------------def draw_item(index)return if index.nil?clear_item(index)actor = battle_members[index]rect = item_rect(index)return if actor.nil?draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)draw_actor_name(actor, rect.x, rect.y, rect.width-8)draw_actor_action(actor, rect.x, rect.y)draw_actor_icons(actor, rect.x, line_height*1, rect.width)gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUScontents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZEdraw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)if draw_tp?(actor) && draw_mp?(actor)dw = rect.width/2-2dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINEdraw_actor_tp(actor, rect.x+2, line_height*3, dw)dw = rect.width - rect.width/2 - 2draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)elsif draw_tp?(actor) && !draw_mp?(actor)draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)elsedraw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)endendThis code overwrites the default draw methods and therefore draws the bars. With some tweaking of this method you could get it to do what you want but with the script I mentioned before and the tags added, If you try moving it above or below Yanfly's script on your script list, I think if it's above it should overwrite yanfly's draw event... if it doesn't then you'd have to make changes to this draw event directly. His battle engine has features built in though where if your character has no skills that use mp, it should by default remove the mp bar and then it appears again if they have abilities that do. Same for tp... it's worth playing around with and seeing if those features function in a clean build and if they function in your own build. If they are functioning in the clean build and not your own build, it's still a script incompatibility and will just need some tweaking on whatever script is causing it.

There is no need to upload a full project, a list of scripts and their purpose would suffice (preferably with links) as it would give me a chance once I have more time (it's mine and my fiance's anniversary tomorrow and am quite busy atm so might be a few days yet), I will be able to look over the scripts you listed and if my above suggestions don't work, I can look at what script is likely causing the incompatibility. Though I'm fairly certain it is the Battle Engine itself that is doing it.
 

Koi

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It doesn't seem to be working... There's obviously something I'm doing wrong.

Okay, I'm gonna delete that new script and the actor notes attached, and reinstall the Yanfly Battle Engine for a clean slate in those respects.

I'm sorry, I'm just the kind of person that needs very specific directions... and I know next to nothing about RGSS3.
 

Xypher

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find

  #--------------------------------------------------------------------------  # overwrite method: draw_item  #--------------------------------------------------------------------------  def draw_item(index)    return if index.nil?    clear_item(index)    actor = battle_members[index]    rect = item_rect(index)    return if actor.nil?    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)    draw_actor_name(actor, rect.x, rect.y, rect.width-8)    draw_actor_action(actor, rect.x, rect.y)    draw_actor_icons(actor, rect.x, line_height*1, rect.width)    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)    if draw_tp?(actor) && draw_mp?(actor)      dw = rect.width/2-2      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE      draw_actor_tp(actor, rect.x+2, line_height*3, dw)      dw = rect.width - rect.width/2 - 2      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)    elsif draw_tp?(actor) && !draw_mp?(actor)      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)    else      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)    end  end
in yanfly battle engine ace

and add a

    return if actor.id == x
replace x with the id of the actor you want to hide stats for.

between

    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
so it looks like this

Code:
  #--------------------------------------------------------------------------  # overwrite method: draw_item  #--------------------------------------------------------------------------  def draw_item(index)    return if index.nil?    clear_item(index)    actor = battle_members[index]    rect = item_rect(index)    return if actor.nil?    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)    draw_actor_name(actor, rect.x, rect.y, rect.width-8)    draw_actor_action(actor, rect.x, rect.y)    draw_actor_icons(actor, rect.x, line_height*1, rect.width)    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    return if actor.id == 1    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)    if draw_tp?(actor) && draw_mp?(actor)      dw = rect.width/2-2      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE      draw_actor_tp(actor, rect.x+2, line_height*3, dw)      dw = rect.width - rect.width/2 - 2      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)    elsif draw_tp?(actor) && !draw_mp?(actor)      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)    else      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)    end  end
 

Koi

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find

  #--------------------------------------------------------------------------  # overwrite method: draw_item  #--------------------------------------------------------------------------  def draw_item(index)    return if index.nil?    clear_item(index)    actor = battle_members[index]    rect = item_rect(index)    return if actor.nil?    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)    draw_actor_name(actor, rect.x, rect.y, rect.width-8)    draw_actor_action(actor, rect.x, rect.y)    draw_actor_icons(actor, rect.x, line_height*1, rect.width)    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)    if draw_tp?(actor) && draw_mp?(actor)      dw = rect.width/2-2      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE      draw_actor_tp(actor, rect.x+2, line_height*3, dw)      dw = rect.width - rect.width/2 - 2      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)    elsif draw_tp?(actor) && !draw_mp?(actor)      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)    else      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)    end  endin yanfly battle engine ace

and add a

    return if actor.id == xreplace x with the id of the actor you want to hide stats for.

between

    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)so it looks like this

  #--------------------------------------------------------------------------  # overwrite method: draw_item  #--------------------------------------------------------------------------  def draw_item(index)    return if index.nil?    clear_item(index)    actor = battle_members[index]    rect = item_rect(index)    return if actor.nil?    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)    draw_actor_name(actor, rect.x, rect.y, rect.width-8)    draw_actor_action(actor, rect.x, rect.y)    draw_actor_icons(actor, rect.x, line_height*1, rect.width)    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE    return if actor.id == 1    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)    if draw_tp?(actor) && draw_mp?(actor)      dw = rect.width/2-2      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE      draw_actor_tp(actor, rect.x+2, line_height*3, dw)      dw = rect.width - rect.width/2 - 2      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)    elsif draw_tp?(actor) && !draw_mp?(actor)      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)    else      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)    end  end
So I put that in, changed that X to "2" and I got this error message when a battle started :c



I also tried making all of the X's in that bit 2s, just in case you meant for me to do that, but it gave me a different error message anyway.
 

Xypher

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i suggest uploading your project somewhere, there is no Window_MACIM_Help anywhere within yanfly's scripts.
 

Koi

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Could I put it on Mediafire and put the link here?

EDIT: Suddenly it's not working at all! Even putting in the original Yanfly script! D:

EDIT 2: I have made a separate thread for this problem specifically.
 
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