[Solved] Removing Information from Default Menu

Discussion in 'RPG Maker MV' started by Andreyla, Mar 15, 2018.

  1. Andreyla

    Andreyla I'm 98% popcorn Veteran

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    Hey everyone,
    I was just wondering if anyone has a solution for removing information from the menu. For example, my game only has one playable character and no battles, so status, skills, equip, formation etc aren't needed and wouldn't fit the game.
    Is there a way I can have only inventory, save, options, help and exit on the menu?
    I'm not sure if this is a support problem or a scripting problem. I've had a look through Yanfly's and SRD's plugins and nothing seems to mention it.
    Is this something that would have to be removed from the RPG Maker engine itself?

    Any thoughts would be greatly appreciated :kiss:
     
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  2. Frogboy

    Frogboy I'm not weak to fire Veteran

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    The System tab in the editor has options to remove many of these menu options.
     
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  3. Andreyla

    Andreyla I'm 98% popcorn Veteran

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    Oh thank you @Frogboy, that partly fixed the problem. The character profile is still showing up in the menu though, showing his health, mp etc. Is there not a way to remove that too? Or replace it with just a picture of the character or something?
     
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  4. Nolonar

    Nolonar Veteran Veteran

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    You'll need a plugin for that.
    Coincidentally, I already wrote a plugin like that because my game also has only 1 playable character and no battles.

    Code:
    Scene_Menu.prototype.create = function() {
        Scene_MenuBase.prototype.create.call(this);
        this.createCommandWindow();
        this.createGoldWindow();
    };
    Scene_Menu.prototype.start = function() {
        Scene_MenuBase.prototype.start.call(this);
    };
    Scene_ItemBase.prototype.createActorWindow = function() {
        this._actorWindow = { // Dummy window
            selectForItem: function() {},
            show: function() {},
            activate: function() {},
            refresh: function() {},
            index: function() { return 0; }
        };
    };
    Scene_Item.prototype.user = function() {
        return $gameParty.members()[0];
    };
    Scene_Item.prototype.onItemOk = function() {
        $gameParty.setLastItem(this.item());
        if (this.canUse()) {
            this.useItem();
        } else {
            SoundManager.playBuzzer();
        }
    };
    Window_ItemCategory.prototype.maxCols = function() { // We don't need to see weapons or equipment from here
        return 2;
    };
    Window_ItemCategory.prototype.makeCommandList = function() {
        this.addCommand(TextManager.item,    'item');
        this.addCommand(TextManager.keyItem, 'keyItem');
    };
    
    The above code is a stripped down version of my original code, so it's possible that it won't work outright.
    If it doesn't, just tell me and I'll see if I can fix it.
     
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  5. Andreyla

    Andreyla I'm 98% popcorn Veteran

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    Awseome! Thank you! Do you have a script for removing the gold too by any chance? Or is that all you have?
     
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  6. Nolonar

    Nolonar Veteran Veteran

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    I actually also got rid of the Gold Window for my own project. I just put it back because I wasn't sure if you wanted it or not.

    Simply remove the following line (4th line):
    Code:
    this.createGoldWindow();
    It's that easy because no other code ever accesses it.
     
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  7. Andreyla

    Andreyla I'm 98% popcorn Veteran

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    Thanks so much! I really appreciate it
     
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