[Solved] Removing Information from Default Menu

Andreyla

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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:
 

Andreyla

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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?
 

Nolonar

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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.
 

Andreyla

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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?
 

Nolonar

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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.
 

Andreyla

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Thanks so much! I really appreciate it
 

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