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Deleting 'Equip' in menu?

Hey there, I have a question that might be a tricky one to solve.
Is it possible to delete the 'Equip' heading in the menu in RPGM XP or any other heading for that matter?
Or course, if anyone does answer this I realize I will owe them more than just a thanks. ^^;
Thank you very much in advance.
 
in Scene_Menu find this:

Code:
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    
    ...
  
    case @command_window.index
      when 0  # Item
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to item picture
        $scene = Scene_Item.new
      when 1  # Skill
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # Equipment
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # Status
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # Saving
        # In case of saving prohibition
        if $game_system.save_disabled
          # Performing buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to saving picture
        $scene = Scene_Save.new
      when 5  # Game end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to game end picture
        $scene = Scene_End.new
      end

and change the lines you want to have different

so yours would be:
Code:
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = "Status"
    s4 = "Save"
    s5 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])

    ...

    case @command_window.index
      when 0  # Item
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to item picture
        $scene = Scene_Item.new
      when 1  # Skill
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # Status
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # Saving
        # In case of saving prohibition
        if $game_system.save_disabled
          # Performing buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to saving picture
        $scene = Scene_Save.new
      when 4  # Game end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to game end picture
        $scene = Scene_End.new
      end

I also recommend changing a line in the scenes that are after the one you remove or add to make it highlight the right choice after pressing Esc:
in Scene_Status and the others find a part similar to this:
Code:
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to menu screen
      $scene = Scene_Menu.new(3)
      return
    end

and in $scene = Scene_Menu.new(3) add 1 to the number if you added an option somewhere before that or subtract if you deleted it


I hope you can understand this...
 
Short Range":2b3zkb3n said:
I can't even find where that is. x_x

I'm sorry, I'm not good at finding stuff in the script editor. :/

try copying the entire script out the editor and bringing it into notepad or word,
then just use the search function

after you change it you can just past the new script where you want it
 
Okay, the script is in. I hope it works. Sorry for all your trouble. The only thing I can't find is the...

Code:
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to menu screen
      $scene = Scene_Menu.new(3)
      return
    end

The search didn't pick it up but I'll try to run the game anyway.

*Runs game.*

Instant crash when I press the 'X' button. :/
 
That tidbit is in Scene_Status, not in the menu script.

Here, I'll guide ya through it :smile:

With your changes, Scene_Menu should look like this:
Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = "Status"
    s4 = "Save"
    s5 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(3)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 4  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

You basically take out all of the things that have to do with "Equip", and move up "Status" and "End Game".

Then in "Scene_Status", line 52, you should see
Code:
      $scene = Scene_Menu.new(3)

This returns you to the menu, with choice 4 highlighted. But wait, you deleted "Equip", so choice 4 is actually "End Game" now. You want it to go back to status, so change the (3) to (2).

Similarly, in Scene_End, line 56, change (4) to (3).

Hopefully that made sense. Good luck with it!
 
It worked, thank you so much everyone! How could I ever thank you? This is a main aspect of my game so I couldn't leave it out. x3
The only weird thing was that on Line 56 in Scene_End it was 4 to 3 and not 5 to 4 but I'm not complaining. xD
Hopefully you guys might see a game from me soon. Just ask me if you need anything, I'll put all your names in my signature. :D
 
It's cool, I've been helping around here a lot. :smile:

The reason it's 4 to 3 when "Scene_End" is the 5th option, is because 0 counts as the first, so it's 0, 1, 2, 3, 4 rather than 1, 2, 3, 4, 5.
 
Oh okay, that would explain. I always make that mistake with maths too. xD

But seriously, if you ever need some assistance with charsets or story writing I think I can do a bit. Mostly on the story writing though. :P
 
My name in your signature? That's nice  :smile:
By the way, you don't even need to export the script somewhere else as k3v_man suggested, RMXP already has search and even replace function. Just press the right mouse button, it's in the menu :smile:
And I'm sorry for being so confusing in the other post... It's good that Regi was able to explain it better.
 
Maria1":2as2k5xs said:
My name in your signature? That's nice  :smile:
By the way, you don't even need to export the script somewhere else as k3v_man suggested, RMXP already has search and even replace function. Just press the right mouse button, it's in the menu :smile:
And I'm sorry for being so confusing in the other post... It's good that Regi was able to explain it better.

oh wow, i guess we never stop learning something new lol

i never new about that, =o
 

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