How do you remove Skills, Weapons, Troops, Enemy, and Actor Class?

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Started by colorfulpoet 9 posts View original ↗
  1. 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. 
  2. colorfulpoet said:
    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.
  3. What about weapons and armor from the item menu? I just want items and key items. 
  4. 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
  5. Thanks, but I still have weapons and armor showing up when I click on the item in the menu.
  6. I edited my post. You can't see them now.
  7. Thanks.... That solves my problem. 
  8. You're welcome and glad the script helps.
  9. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.