violentpurge09 0 Report post Posted April 30, 2011 (edited) I Need to remove the Attack Option from the battle screen menu. and the Number from the SP bar. And is there a way to make it so the enemy troop is variable 19. Edited April 30, 2011 by violentpurge09 Share this post Link to post Share on other sites
kellessdee 48 Report post Posted May 1, 2011 (edited) So you don't want the attack option, that should be easy and you don't want the sp number value showing? just the bar? And the enemy troop is always determined by the variable number? I will take a look into this for you, it should be easy EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen? EDIT2: Done, lemme know if it doesn't work or if you need anything changed Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19. #============================================================================== # ** Window_ActorCommand #------------------------------------------------------------------------------ # This window is used to select actor commands, such as "Attack" or "Skill". #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(128, [], 1, 3) self.active = false end #-------------------------------------------------------------------------- # * Setup # actor : actor #-------------------------------------------------------------------------- def setup(actor) @commands = [Vocab::skill, Vocab::guard, Vocab::item] # Skill command name is valid? @commands[0] = actor.class.skill_name if actor.class.skill_name_valid @item_max =3 refresh self.index = 0 end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Encounter Processing #-------------------------------------------------------------------------- def update_encounter return if $game_player.encounter_count > 0 # Check steps return if $game_map.interpreter.running? # Event being executed? return if $game_system.encounter_disabled # Encounters forbidden? troop_id = $game_variables[19] return if $data_troops[troop_id] == nil # Troop is invalid? $game_troop.setup(troop_id) $game_troop.can_escape = true $game_temp.battle_proc = nil $game_temp.next_scene = "battle" preemptive_or_surprise end end Next, depending if you want the SP number removed from JUST battles, put this in materials #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Otherwise, if you want the mp value removed from ALL MP bars; use this one #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line: # self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) in whichever of those last two scripts you chose. Edited May 1, 2011 by kellessdee Share this post Link to post Share on other sites
violentpurge09 0 Report post Posted May 2, 2011 So you don't want the attack option, that should be easy and you don't want the sp number value showing? just the bar? And the enemy troop is always determined by the variable number? I will take a look into this for you, it should be easy EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen? EDIT2: Done, lemme know if it doesn't work or if you need anything changed Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19. #============================================================================== # ** Window_ActorCommand #------------------------------------------------------------------------------ # This window is used to select actor commands, such as "Attack" or "Skill". #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(128, [], 1, 3) self.active = false end #-------------------------------------------------------------------------- # * Setup # actor : actor #-------------------------------------------------------------------------- def setup(actor) @commands = [Vocab::skill, Vocab::guard, Vocab::item] # Skill command name is valid? @commands[0] = actor.class.skill_name if actor.class.skill_name_valid @item_max =3 refresh self.index = 0 end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Encounter Processing #-------------------------------------------------------------------------- def update_encounter return if $game_player.encounter_count > 0 # Check steps return if $game_map.interpreter.running? # Event being executed? return if $game_system.encounter_disabled # Encounters forbidden? troop_id = $game_variables[19] return if $data_troops[troop_id] == nil # Troop is invalid? $game_troop.setup(troop_id) $game_troop.can_escape = true $game_temp.battle_proc = nil $game_temp.next_scene = "battle" preemptive_or_surprise end end Next, depending if you want the SP number removed from JUST battles, put this in materials #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Otherwise, if you want the mp value removed from ALL MP bars; use this one #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line: # self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) in whichever of those last two scripts you chose. Thank you Share this post Link to post Share on other sites
violentpurge09 0 Report post Posted May 3, 2011 So you don't want the attack option, that should be easy and you don't want the sp number value showing? just the bar? And the enemy troop is always determined by the variable number? I will take a look into this for you, it should be easy EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen? EDIT2: Done, lemme know if it doesn't work or if you need anything changed Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19. #============================================================================== # ** Window_ActorCommand #------------------------------------------------------------------------------ # This window is used to select actor commands, such as "Attack" or "Skill". #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(128, [], 1, 3) self.active = false end #-------------------------------------------------------------------------- # * Setup # actor : actor #-------------------------------------------------------------------------- def setup(actor) @commands = [Vocab::skill, Vocab::guard, Vocab::item] # Skill command name is valid? @commands[0] = actor.class.skill_name if actor.class.skill_name_valid @item_max =3 refresh self.index = 0 end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Encounter Processing #-------------------------------------------------------------------------- def update_encounter return if $game_player.encounter_count > 0 # Check steps return if $game_map.interpreter.running? # Event being executed? return if $game_system.encounter_disabled # Encounters forbidden? troop_id = $game_variables[19] return if $data_troops[troop_id] == nil # Troop is invalid? $game_troop.setup(troop_id) $game_troop.can_escape = true $game_temp.battle_proc = nil $game_temp.next_scene = "battle" preemptive_or_surprise end end Next, depending if you want the SP number removed from JUST battles, put this in materials #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Otherwise, if you want the mp value removed from ALL MP bars; use this one #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 120) draw_actor_mp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = normal_color end end Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line: # self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) in whichever of those last two scripts you chose. Issue the commands are messed up and there is no Escape option. Currently Skill = Attack (could we change this one to escape??) Guard = Skill (Which is fine, I figured out how to change the command label) Item = Gaurd (Also Fine) and the music restarts after battle is over. how do we change this? sorry to be such a bother but i wanna put a demo out in a few days :) Share this post Link to post Share on other sites
kellessdee 48 Report post Posted May 3, 2011 Whoops, my bad I forgot to change the actual code that makes you select your commands class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Update Actor Command Selection #-------------------------------------------------------------------------- def update_actor_command_selection if Input.trigger?(Input::B) Sound.play_cancel prior_actor elsif Input.trigger?(Input::C) case @actor_command_window.index when 0 # Skill Sound.play_decision start_skill_selection when 1 # Guard Sound.play_decision @active_battler.action.set_guard next_actor when 2 # Item Sound.play_decision start_item_selection end end end end You will probably want to change the labels back however, so it will be skill/guard/item as for escape, it should be in the party commands at the beginning of combat...are you using a different battle script? Share this post Link to post Share on other sites
violentpurge09 0 Report post Posted May 3, 2011 Whoops, my bad I forgot to change the actual code that makes you select your commands class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Update Actor Command Selection #-------------------------------------------------------------------------- def update_actor_command_selection if Input.trigger?(Input::B) Sound.play_cancel prior_actor elsif Input.trigger?(Input::C) case @actor_command_window.index when 0 # Skill Sound.play_decision start_skill_selection when 1 # Guard Sound.play_decision @active_battler.action.set_guard next_actor when 2 # Item Sound.play_decision start_item_selection end end end end You will probably want to change the labels back however, so it will be skill/guard/item as for escape, it should be in the party commands at the beginning of combat...are you using a different battle script? It works now. Share this post Link to post Share on other sites