I want to make a game that is a mystery. I want no combat, no weapons, armors, skills and that kind of thing. I want to keep the item portion for key items, and basic items. Also I don't want my characters to have a class. What scripts do I need to change or remove in order to acheive this. Also I don't want the level or experience to show up either.
How do you remove Skills, Weapons, Troops, Enemy, and Actor Class?
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I want to make a game that is a mystery. I want no combat, no weapons, armors, skills and that kind of thing. I want to keep the item portion for key items, and basic items. Also I don't want my characters to have a class. What scripts do I need to change or remove in order to acheive this. Also I don't want the level or experience to show up either.
Well if you don't lay regions down, there won't be encounters, so no need to worry about that. Also if you don't assign a class to a Actor, they wont have a class.
As for equipment, and such, if you go to the menu default script, you can delete the listings for all those commands. You could make it so you only have the item, and save command in the menu, if you wanted.
I personally removed the save command from the menu that way, as I don't want to allow saving "everywhere"(I'm gonna use priests in towns, and save points in non towns for saving) in my game. -
What about weapons and armor from the item menu? I just want items and key items.
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Here you go:
Code:class Window_ItemCategory < Window_HorzCommand def make_command_list add_command(Vocab::item, :item) add_command(Vocab::key_item, :key_item) endendclass Window_MenuCommand < Window_Command def self.init_command_position @@last_command_symbol = nil end def initialize super(0, 0) select_last end def window_width return 160 end def visible_line_number item_max end def make_command_list add_main_commands add_save_command add_game_end_command end def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) end def add_original_commands end def add_save_command add_command(Vocab::save, :save, save_enabled) end def add_game_end_command add_command(Vocab::game_end, :game_end) end def main_commands_enabled $game_party.exists end def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end def save_enabled !$game_system.save_disabled end def process_ok @@last_command_symbol = current_symbol super end def select_last select_symbol(@@last_command_symbol) endendclass Scene_Menu < Scene_MenuBase def start super create_command_window create_gold_window create_status_window end def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) endendclass Window_MenuStatus < Window_Selectable def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) end def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) endend -
Thanks, but I still have weapons and armor showing up when I click on the item in the menu.
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I edited my post. You can't see them now.
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Thanks.... That solves my problem.
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You're welcome and glad the script helps.
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