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Removing Stats from the RMXP Game ENTIRELY

Batman

Sponsor

Is there a way I can entirely remove MDEF, Str, Dex, Agi, and Int, ENTIRELY from my game? It's a survival horror game, and quite frankly those kinds of stats of completely unneccessary in my game. I need to make it so that those stupid numbers don't show up:

Menuscreenshot.png


By the way, I wanted to keep Attack and Defense but, if there's no way to remove the other numbers without removing those too, that's completely fine. Also it would be helpful if I could remove the "Lv" and "1" by Sams name...I'm using Moghunters menu scripts as well. But I figured the problem lies within the actual RPG Maker scripts, rather than Moghunters scripts.

Could anybody help me out? :)
 

Eventing_Guy

Awesome Bro

If I remember Corectly... Try script "Window_status" (DEFAULT RMXP SCRIPT)

To remove the stats OTHER then Attack + Def

You will see this... (About line 30 - 36)

draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)

Keep the FIRST 2... AND DELETE lines 32,33,34,35,36


To remove Level, look back at line 26 and delete it

Looks like this: draw_actor_level(@actor, 96, 32)
 

Batman

Sponsor

Thanks man! That totally worked...now how do I remove Shield, Helmet and Armor? They're still there, I just didn't put them in the layout hahaha, so they're still selectable, which looks silly because I don't use any of those items in the game...I assume achieving this would be as easy removing the stats :P

Menuscreenshot2.png
 

Eventing_Guy

Awesome Bro

Well... Im not to sure about the box being Highlighted like that... But Im guessing removing the the armors would get rid of it since they are not being writen into the code to show on THAT screen... :specs:

ANYWAY, :tongue:

It's LITERALLY THE SAME SCRIPT... "Window_status" (DEFAULT RMXP SCRIPT)


This time, (taking into account what was already removed) Lines 39 - 43
(Looks like this)

draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)

Delete the Last 3.
 
Go to Window_EquipRight. Find where it says:
Code:
 

  def refresh

    self.contents.clear

    @data = []

    @data.push($data_weapons[@actor.weapon_id])

    @data.push($data_armors[@actor.armor1_id])

    @data.push($data_armors[@actor.armor2_id])

    @data.push($data_armors[@actor.armor3_id])

    @data.push($data_armors[@actor.armor4_id])

    @item_max = @data.size

    self.contents.font.color = system_color

    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)

    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)

    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)

    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)

    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)

    draw_item_name(@data[0], 92, 32 * 0)

    draw_item_name(@data[1], 92, 32 * 1)

    draw_item_name(@data[2], 92, 32 * 2)

    draw_item_name(@data[3], 92, 32 * 3)

    draw_item_name(@data[4], 92, 32 * 4)

  end

 

Replace that snippet with this:
Code:
 

def refresh

    self.contents.clear

    @data = []

    @data.push($data_weapons[@actor.weapon_id])

    @data.push($data_armors[@actor.armor1_id])

    @item_max = @data.size

    self.contents.font.color = system_color

    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)

    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)

    draw_item_name(@data[0], 92, 32 * 0)

    draw_item_name(@data[1], 92, 32 * 1)

  end

 

That should work.
 

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