Request: Hide/Disable stats

Rigor Mortex

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I wasn't sure what else to tag this with, and didn't want to abuse the feature. That said, this is a request for a script: there are two stats I decided not to use in the manner that the basic program has them.

The first is Magic Defense; I'm going with a basic form of damage calculation, and decided Magic Defense would only make things more complicated. I did, however, choose to rename it "Level" and use it for some skills' calculation (setting each class so that it goes up to 99 at the most). Since it's silly to see a character's "Level" twice, I would like to hide it from all status screens/make it invisible.

The second is Luck. Again, I decided how it affected rates made it too complicated (also irritating) to balance, and actually want to remove it from calculating effect change rate. However, I wasn't sure how to make it so that Luck had no effect on them, and I plan to either still use it for some Thief skills, or hide it like I do Magic Defense.
 
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Andar

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In the case of MDF, the only reason for a script is to disable its display in the status screen - that parameter has no function ingame other than to be used in damage formulas, and those can be edited without scripts. If you can live with an empty value on status screens, you don't need scripts.


Luck is used by the game engine, so you need not only scripts to remove it from display but also scripts to remove it from the game functions.
 

Rigor Mortex

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In the case of MDF, the only reason for a script is to disable its display in the status screen - that parameter has no function ingame other than to be used in damage formulas, and those can be edited without scripts. If you can live with an empty value on status screens, you don't need scripts.

Luck is used by the game engine, so you need not only scripts to remove it from display but also scripts to remove it from the game functions.
I did just say I did not wish for MDF to be visible. Your answer means this is going to be a script request. I've edited the original post to reflect this.
 
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Yato

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class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------


# * Get Effect Change Rate by Luck


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


def luk_effect_rate(user)


1.0


end


end


class Window_Status < Window_Selectable


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


# * Draw Parameters


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


def draw_parameters(x, y)


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


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


end


end


class Window_EquipStatus < Window_Base


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


# * Refresh


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


def refresh


contents.clear


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


3.times {|i| draw_item(0, line_height * (2 + i), 2 + i) }


draw_item(0, line_height * 5, 6)


end


end

This will work for the default menu. If you're using a custom status or equip menu, chances are this will not work right. Link to any menu scripts you are using, and I'll gladly update this to work with it.
 
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Rigor Mortex

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That works great, Racheal! I don't have any menu-altering scripts, though.
 

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