Remove MAT and MDF

ScoopJohn

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How do i remove the MAT and MDF parameters for my game? I am trying to do a minimalistic type rpg and i don't need those parameters.
 

MeowFace

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Visually or Systematically?


For visual you will need to edit the script part where it draws the parameters onto the screen.


The default code is under Window_Base,


look for


def draw_actor_param(actor, x, y, param_id)
change_color(system_color)
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


and add


return if param_id == (put the parameter id you want the script to ignore here)


right below the def method before other codes.


eg


  def draw_actor_param(actor, x, y, param_id)
    return if param_id == 4
    return if param_id == 5
    change_color(system_color)
    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






To remove the parameter systematically will require you to edit the script part under Game_BattlerBase


You should be able to find the method definitions there for each parameters in there. Simply  comment it out(add # infront) will do.


eg


# def mat; param(4); end
# def mdf; param(5); end


But note that if you have other scripts that need the method or is scanning/looking for it in any script calls, the game will crash. So make sure you remove all related codes that point to them as well.
 
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Sixth

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There is no need to remove them from the mechanics at all.


Just don't use them in your damage formulas and nothing will use them anyway.


Also, doing that with the visual code in that method, it will not draw them, that is correct.


But it will leave those lines empty. So, it draws the first 2 params, skips two lines (which will be empty on the status screen) and draws the rest of the params after the two empty lines.


Using the below code should fix that:

class Window_Status < Window_Selectable

def draw_parameters(x, y)
[2,3,6,7].each_with_index do |p_i,i|
draw_actor_param(@actor, x, y + line_height * i, p_i)
end
end

end

class Window_EquipStatus < Window_Base

def refresh
contents.clear
draw_actor_name(@actor, 4, 0) if @actor
[2,3,6,7].each_with_index do |p_i,i|
draw_item(0, line_height * (1 + i), p_i)
end
end

end

I doubt that this will work with any script which change the visuals of the status/equip menu, but if you don't use those, you are safe.


Just put the above snippet between the Main and Materials script slots.
 
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ScoopJohn

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Thanks, i was just looking to remove it visually.
 

MeowFace

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You're welcome!
 

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