Monogatari Remove MP value

Discussion in 'RGSSx Script Support' started by Kazuki, Jun 13, 2015.

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  1. Kazuki

    Kazuki Veteran Veteran

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  2. Kazuki

    Kazuki Veteran Veteran

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  3. Kazuki

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    bump
     
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  4. Another Fen

    Another Fen Veteran Veteran

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    Hello,

    First, you'll have to modify some of the graphics used in the menu in order to remove the MP text and bar background. The files are located in the Graphics/Menu folder:

    Equip/Layout_L.png
    Main/Par_Layout.png
    Skill/Actor_Layout.png
    Status/Layout.png
    Actor_Layout_1.png
    Actor_Layout_2.png


    To remove the numbers and bars, you can insert this script below the menu script:

    Code:
    class Actor_Equip_Status   #--------------------------------------------------------------------------  # * Actor_Equip_Status#refresh_parameter  # REDEFINED: Remove MP (1) from the Equipment Parameter Display.  # ● Create Face  #--------------------------------------------------------------------------     def refresh_parameter    set_old_parameter    @parameter.bitmap.clear    @old_temp_actor = $game_temp.temp_actor_equip    x = 180    for p in [0, *2..7] #0...8      y = 24 * p      refresh_number(@parameter,@parameter_number,p,@parameter_cw,@parameter_ch,x,y,0)    end          if $game_temp.temp_actor_equip != nil      x = 180 - (@parameter_cw * 7)      for p in [0, *2..7] #0...8        y = 24 * p        refresh_number(@parameter,@parameter_number,p,@parameter_cw,@parameter_ch,x,y,1)      end         end  endendclass Actor_Menu_Parameter   #--------------------------------------------------------------------------  # * Actor_Menu_Parameter#refresh_mp  # REDEFINED: Remove MP from the Menu Actor Status Windows.  # ● Refresh MP  #--------------------------------------------------------------------------      def refresh_mp    @mp_number.bitmap.clear#~     number = @actor.mp.abs.to_s.split(//)#~     number_cw = @number_image_1_cw#~     number_ch = @number_image_1_ch#~     for i in 0..number.size - 1#~       number_abs = number[i].to_i#~       nsrc_rect = Rect.new(number_cw * number_abs, 0, number_cw , number_ch)#~       @mp_number.bitmap.blt(number_cw  *  i, 0, @number_image_1, nsrc_rect)        #~     end  end   #--------------------------------------------------------------------------  # * Actor_Menu_Parameter#refresh_mp2  # REDEFINED: Remove Maximum MP from the Menu Actor Status Windows.  # ● Refresh MP2  #--------------------------------------------------------------------------      def refresh_mp2    @mp2_number.bitmap.clear#~     number = @actor.mmp.abs.to_s.split(//)#~     number_cw = @number_image_2_cw#~     number_ch = @number_image_2_ch#~     for i in 0..number.size - 1#~       number_abs = number[i].to_i#~       nsrc_rect = Rect.new(number_cw * number_abs, 0, number_cw , number_ch)#~       @mp2_number.bitmap.blt(number_cw  *  i, 0, @number_image_2, nsrc_rect)        #~     end  end  #--------------------------------------------------------------------------  # * Actor_Menu_Parameter#update_flow_mp  # REDEFINED: Remove the Flowing MP Bar from the Menu Actor Status Windows.  # ● Update Flow MP  #--------------------------------------------------------------------------          def update_flow_mp    @mp_meter.bitmap.clear#~     par_width = @par_meter_cw * @actor.mp / @actor.mmp rescue nil#~     par_width = 0 if par_width == nil#~     m_scr = Rect.new(@par_meter_flow,@par_meter_ch, par_width, @par_meter_ch)#~     @mp_meter.bitmap.blt(0,0,@par_meter_image, m_scr)#~     @par_meter_flow += 3#~     @par_meter_flow = 0 if @par_meter_flow > @par_meter_flow_max  end   endclass Actor_Skill_Status   #--------------------------------------------------------------------------  # * Actor_Skill_Status#refresh_mp_meter  # REDEFINED: Remove the MP Bar from the Actors Skill Status Menu.  # ● Refresh MP Meter  #--------------------------------------------------------------------------     def refresh_mp_meter    @mp_meter_old[0] = @actor.mp    @mp_meter_old[1] = @actor.mmp    @mp_meter.bitmap.clear#~     width_range = @meter_cw * @actor.mp / @actor.mmp rescue nil#~     width_range = 0  if width_range == nil#~     m_rect = Rect.new(0,@meter_ch,width_range,@meter_ch)#~     @mp_meter.bitmap.blt(0,0,@meter_image,m_rect)  end     #--------------------------------------------------------------------------  # * Actor_Skill_Status#refresh_parameter  # REDEFINED: Remove the MP Value from the Actors Skill Status Menu.  # ● Create Face  #--------------------------------------------------------------------------     def refresh_parameter    set_old_parameter        @parameter.bitmap.clear        value = @actor.level    x = 112    y = 8    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)         value = @actor.hp    x = 218    y = 2    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y) #~     value = @actor.mp#~     x = 238#~     y = 22#~     refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)        end  endclass Status_Parameter   #--------------------------------------------------------------------------  # * Status_Parameter#refresh_meter  # REDEFINED: Remove the MP Meter from the Status Menu.  # * Refresh Meter  #--------------------------------------------------------------------------               def refresh_meter    @meter.bitmap.clear    max_par = MAX_PARAMETER_VALUE    value = @actor.hp    value_max = @actor.mhp    pos = [0,0]    draw_meter(value,value_max,0,pos[0],pos[1])#~     value = @actor.mp#~     value_max = @actor.mmp#~     pos = [120,0]#~     draw_meter(value,value_max,1,pos[0],pos[1])    value = @actor.tp    value_max = @actor.max_tp    pos = [240,0]    draw_meter(value,value_max,2,pos[0],pos[1])             value = @actor.atk    value_max = max_par    pos = [0,34]    draw_meter(value,value_max,3,pos[0],pos[1])          value = @actor.mat    value_max = max_par    pos = [120,34]    draw_meter(value,value_max,3,pos[0],pos[1])              value = @actor.agi    value_max = max_par    pos = [240,34]    draw_meter(value,value_max,3,pos[0],pos[1])          value = @actor.def    value_max = max_par    pos = [0,68]    draw_meter(value,value_max,3,pos[0],pos[1])          value = @actor.mdf    value_max = max_par    pos = [120,68]    draw_meter(value,value_max,3,pos[0],pos[1])              value = @actor.luk    value_max = max_par    pos = [240,68]    draw_meter(value,value_max,3,pos[0],pos[1])          @meter_flow[0] += 5    @meter_flow[0] = 0 if @meter_flow[0] > @meter_flow[1]  endendclass Window_Status   #--------------------------------------------------------------------------  # * Window_Status#draw_actor_hp_mp_tp  # REDEFINED: Remove the MP Value from the Status Menu.  # ● Draw Actor HP MP TP  #--------------------------------------------------------------------------    def draw_actor_hp_mp_tp    self.contents.font.size = 16    par = @actor.hp.truncate    draw_text(5,80,80,32, par.to_s,2)          par = @actor.mhp.truncate    draw_text(50,80,80,32, par.to_s,2)           #~     par = @actor.mp.truncate#~     draw_text(123,80,80,32, par.to_s,2)      #~     par = @actor.mmp.truncate#~     draw_text(168,80,80,32, par.to_s,2)            par = @actor.tp.truncate    draw_text(244,80,80,32, par.to_s,2)          par = @actor.max_tp.truncate    draw_text(282,80,80,32, par.to_s,2)         endendclass Members_Menu   #--------------------------------------------------------------------------  # * Members_Menu#refresh_mp_meter  # REDEFINED: Remove the MP Bar from the Target Selection Windows.  # ● Refresh MP Meter  #--------------------------------------------------------------------------     def refresh_mp_meter    @mp_meter_old[0] = @actor.mp    @mp_meter_old[1] = @actor.mmp    @mp_meter.bitmap.clear#~     width_range = @meter_cw * @actor.mp / @actor.mmp rescue nil#~     width_range = 0 if width_range == nil#~     m_rect = Rect.new(0,@meter_ch,width_range,@meter_ch)#~     @mp_meter.bitmap.blt(0,0,@meter_image,m_rect)  end     #--------------------------------------------------------------------------  # * Members_Menu#refresh_parameter  # REDEFINED: Remove the MP Value from the Target Selection Windows.  # ● Create Face  #--------------------------------------------------------------------------     def refresh_parameter    set_old_parameter        @parameter.bitmap.clear        value = @actor.level    x = 146    y = 8    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)       value = @actor.hp    x = 72    y = 24    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y) #~     value = @actor.mp#~     x = 146#~     y = 24#~     refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)      end  endclass Actor_Menu_Status   #--------------------------------------------------------------------------  # * Actor_Menu_Status#refresh_parameter  # REDEFINED: Remove the MP Value from the Skill Target Actor Status Window.  # ● Create Face  #--------------------------------------------------------------------------     def refresh_parameter    set_old_parameter    @parameter.bitmap.clear          value = @actor.level    x = 67    y = 24    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)        value = @actor.tp    x = 140    y = 24    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)        value = @actor.hp    x = 70    y = 46    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)     value = @actor.mhp    x = 140    y = 46    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)      #~     value = @actor.mp#~     x = 70#~     y = 46 + 22 * 1#~     refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)#~  #~     value = @actor.mmp#~     x = 140#~     y = 46 + 22 * 1#~     refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)     value = @actor.atk    x = 70    y = 46 + 22 * 2    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)          value = @actor.def    x = 70    y = 46 + 22 * 3    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)          value = @actor.agi    x = 70    y = 46 + 22 * 4    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)          value = @actor.mat    x = 140    y = 46 + 22 * 2    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)          value = @actor.mdf    x = 140    y = 46 + 22 * 3    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)          value = @actor.luk    x = 140    y = 46 + 22 * 4    refresh_number(@parameter,@parameter_number,value,@parameter_cw,@parameter_ch,x,y)  endendclass Window_MenuStatus_Party   #--------------------------------------------------------------------------  # * Window_MenuStatus_Party#draw_item  # REDEFINED: Remove the MP Value from the Formation Selection Window.  # ● Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    draw_item_background(index)    draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)    self.contents.font.color = Color.new(255,155,55,255)    draw_text(rect.x + 60,rect.y + 23,64,32,"LV",2)    draw_text(rect.x + 60,rect.y + 43,64,32,"HP",2)#~     draw_text(rect.x + 60,rect.y + 63,64,32,"MP",2)        draw_text(rect.x + 140,rect.y + 23,64,32,"Atk",2)    draw_text(rect.x + 140,rect.y + 43,64,32,"Def",2)    draw_text(rect.x + 140,rect.y + 63,64,32,"Agi",2)            draw_text(rect.x + 220,rect.y + 23,64,32,"Mag",2)    draw_text(rect.x + 220,rect.y + 43,64,32,"Mdf",2)    draw_text(rect.x + 220,rect.y + 63,64,32,"Luk",2)              self.contents.font.color = Color.new(255,255,255,255)    draw_text(rect.x + 105,rect.y,105,32,actor.name,0)    draw_text(rect.x + 105,rect.y + 23,64,32,actor.level,2)    draw_text(rect.x + 105,rect.y + 43,64,32,actor.mhp,2)#~     draw_text(rect.x + 105,rect.y + 63,64,32,actor.mmp,2)                draw_text(rect.x + 185,rect.y + 23,64,32,actor.atk,2)    draw_text(rect.x + 185,rect.y + 43,64,32,actor.def,2)    draw_text(rect.x + 185,rect.y + 63,64,32,actor.agi,2)           draw_text(rect.x + 265,rect.y + 23,64,32,actor.mat,2)    draw_text(rect.x + 265,rect.y + 43,64,32,actor.mdf,2)    draw_text(rect.x + 265,rect.y + 63,64,32,actor.luk,2)            endend
    This script merely redefines the methods that are responsible for drawing MP values. It does not move the other parameters around to fill the resulting gap at the moment.
     
    Last edited by a moderator: Jun 19, 2015
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  5. Kazuki

    Kazuki Veteran Veteran

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    Thanks Another Fen, it worked on all the pages i wanted them in. I edited the exclusion of the MP meter before I made this post. The only page it didn't apply it to was the "Formation" page. What do you think I should do to fix this?
     
    Last edited by a moderator: Jun 18, 2015
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  6. Shaz

    Shaz Veteran Veteran

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


    Kazuki, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.


    Maybe posting in the right place would have gotten you help faster ;)
     
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  7. Another Fen

    Another Fen Veteran Veteran

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    Oh, overlooked that one it seems...

    Updated the code above.
     
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  8. Kazuki

    Kazuki Veteran Veteran

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    Thanks, it worked even on the Formation page. I am going to close this topic now.
     
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