Removing 2 of the 6 stats from my game

Austintatious

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I want to only use Attack, Defense, Agility, and Magic Attack (Int). Is there any way to not only eliminate Luck and Magic Defense from the battle equation, but from the stat menu in-game entirely? I searched and couldn't find anything so I'm not feeling too optimistic...
 

mjshi

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Do you just want to eliminate these from showing up in equip/status/shop menus?
 

Austintatious

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Yes exactly. Well also I want to eliminate them from the damage equations, but I found tutorials for modifying that.

I basically want a game where the only stats the player has to worry about are HP, MP, Atk, Def, Int, and Spd.
 

mjshi

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You'd probably need a script (or modify existing game scripts). I don't think this is possible in the vanilla VX Ace.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Search through the script requests and script support forums. Similar questions have been asked in the past, and the solutions may get you on the way to making the necessary mods to the scripts. They may not remove the same stats as you're requesting, but the changes you'll need to make will be to the same parts of the script.


I'm afraid I can't tell you exactly what to change as I don't have Ace at work with me.
 

Moogle_X

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Try using this code snippet.

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Get Effect Change Rate by Luck
  #--------------------------------------------------------------------------
  def luk_effect_rate(user)
    1.0 # negate luck effect on adding states.
  end
end # class Game_Battler

#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #--------------------------------------------------------------------------
  def draw_parameters(x, y)
    #6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }
    draw_actor_param(@actor, x, y + line_height * 0, 2) # Attack
    draw_actor_param(@actor, x, y + line_height * 1, 3) # Defense
    draw_actor_param(@actor, x, y + line_height * 2, 4) # Magic
    draw_actor_param(@actor, x, y + line_height * 3, 6) # Agility
  end
end # class Window_Status

#==============================================================================
# ** Window_EquipStatus
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================

class Window_EquipStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_actor_name(@actor, 4, 0) if @actor
    #6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) }
    draw_item(0, line_height * 1, 0) # Max HP
    draw_item(0, line_height * 2, 1) # Max MP
    draw_item(0, line_height * 3, 2) # Attack
    draw_item(0, line_height * 4, 3) # Defense
    draw_item(0, line_height * 5, 4) # Magic
    draw_item(0, line_height * 6, 6) # Agility
  end
end
 

Andar

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FYI:


Removing MDF is not a problem because it does not have special functions in the engine, it's just a value to be used in skill damage formulae.


Luck however does have ingame functions (it affects the chances with states) - you can remove the display of luck easily, but not that the value is used.


Because of that I suggest that you set the luck value of actors and enemies in the database to 1. If you keep the different existing values, that will change balancing.
 

Austintatious

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Try using this code snippet.

class Game_Battler < Game_BattlerBase

  #--------------------------------------------------------------------------

  # * Get Effect Change Rate by Luck

  #--------------------------------------------------------------------------

  def luk_effect_rate(user)

    1.0 # negate luck effect on adding states.

  end

end # class Game_Battler

#==============================================================================

# ** Window_Status

#------------------------------------------------------------------------------

#  This window displays full status specs on the status screen.

#==============================================================================

class Window_Status < Window_Selectable

  #--------------------------------------------------------------------------

  # * Draw Parameters

  #--------------------------------------------------------------------------

  def draw_parameters(x, y)

    #6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }

    draw_actor_param(@actor, x, y + line_height * 0, 2) # Attack

    draw_actor_param(@actor, x, y + line_height * 1, 3) # Defense

    draw_actor_param(@actor, x, y + line_height * 2, 4) # Magic

    draw_actor_param(@actor, x, y + line_height * 3, 6) # Agility

  end

end # class Window_Status

#==============================================================================

# ** Window_EquipStatus

#------------------------------------------------------------------------------

#  This window displays actor parameter changes on the equipment screen.

#==============================================================================

class Window_EquipStatus < Window_Base

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    contents.clear

    draw_actor_name(@actor, 4, 0) if @actor

    #6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) }

    draw_item(0, line_height * 1, 0) # Max HP

    draw_item(0, line_height * 2, 1) # Max MP

    draw_item(0, line_height * 3, 2) # Attack

    draw_item(0, line_height * 4, 3) # Defense

    draw_item(0, line_height * 5, 4) # Magic

    draw_item(0, line_height * 6, 6) # Agility

  end

end
Thanks! Where exactly would I insert it into the existing scripts though?

Also thanks Andar for explaining that bit about the luck. Also thanks to everyone else for replying to my thread!
 

Austintatious

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Update: So that script Moogle_X provided worked for altering the equipment status menu, but the regular status menu was still showing the offending stats. I have the Luna Engine so that may be why it didn't work. In any case, here is what I changed in the Lunatic import Default status menu to get it to work:

    # -----------------------------------------------------------------        # This section displays the vocab for the status parameters.        # e.x. ATK/DEF/...etc.    # -----------------------------------------------------------------    #~       import["STATS"] = []#~       4.times do |i|#~         param_a = [#~           # text#~           "#{Vocab::param(i + 2)}",#~           # [offset x, offset y]#~           [0, i * 24],#~           # [text width, align]#~           [120, 0],#~           # [Red, Green, Blue, Alpha]#~           [54, 157, 225, 255],#~           # [Font name, Font size, Bold, Italic]#~           [Font.default_name, Font.default_size, Font.default_bold, Font.default_italic]#~         ]        #~ i=0#~ param_a = ["atk", [43,343], [432,342], [423,43,343,34],[" ", " ", " ", " "]      init=0      import["STATS"] = []      5.times do |i|        if i!=3 then          init += 1        param_a = [          # text          "#{Vocab::param(i + 2)}",          # [offset x, offset y]          [0, init * 24],          # [text width, align]          [120, 0],          # [Red, Green, Blue, Alpha]          [54, 157, 225, 255],          # [Font name, Font size, Bold, Italic]          [Font.default_name, Font.default_size, Font.default_bold, Font.default_italic]        ]Kind of a hacky workaround (I don't iterate all the way to luck, and when the iterator gets to MDF I just used a conditional to skip it) but it is serving me nicely. Before you mark this thread as solved, I have a quick question: do lots of scripts slow the game down significantly?
 

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