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