I'd like to ONLY use TP for skill costs. Is there any way to completely remove the MP bar from my menu, battle screen and stat screens?
Edit: To clarify as to why I want to do this, I want to have the method of using skills charge as turns pass in battle. This is built into TP, but it's not built into MP, so I don't need MP.
How can I remove the MP stat from my game?
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even M.Atk and M.Def in status?
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even M.Atk and M.Def in status?
What? I don't need to do anything with M.ATK and M.DEF. Just MP... -
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That works in regular menus but it doesn't work with custom scenes, like Galv's Magic Shards plugin. It'll still display "Max MP". -
custom scenes need to be edited in their plugins, and it depends on the plugin writer if he/she used simple properties or if you need to edit the js file for the changes
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change the GALV_MagicShards.js file in the line 1144
Window_ShardStatus.prototype.refresh = function() {
this.contents.clear();
if (this._actor) {
//this.drawActorName(this._actor, this.textPadding(), 0);
for (var i = 0; i < 8; i++) {
this.drawItem(0, this.lineHeight() * i, i);
}
}
};
to
Code:Window_ShardStatus.prototype.refresh = function() { this.contents.clear(); if (this._actor) { this.drawItem(0, this.lineHeight() * 0, 0) //this.drawActorName(this._actor, this.textPadding(), 0); for (var i = 2; i < 8; i++) { this.drawItem(0, this.lineHeight() * (i-1), i) } } }; -
Hmm... While that would work, what about if I add new plugins with custom scenes? Then I have to figure out what to edit for each one...
Here's a different question: Is it possible to make MP behave like TP? Cause TP can be easily removed altogether. -
It is easier to edit each plugin you add to your project than to change MP behaviour that deep in the engine.
And yes, each plugin that creates a new scene may need to be edited. No way around it. -
If you are keen on using plugins, what about trying Yanfly's skill related plugins?
instead of fully removing MP, work towards the skills cost (EG cooldown) http://yanfly.moe/yep/