Hello and greetings! I would like to remove my "skills" command/window from the menu, as well as remove the "Status" window/command. I would also like to remove the "Equip" command/window and make it so that you equip weapons and armor from the "items" window. If you know any scripts/can script one, please let me know right here. Oh, I should also mention that I'm using "DT's One Person Menu". Thanks :)
Removing the "Skills" window and removing the "Equip" window
● ARCHIVED · READ-ONLY
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Please link to the one-person-menu script you're using. Most existing solutions to removing part of the menu (this has been asked before, you can search for the solutions) assume that you're using the default menus - those solution might not be compatible if you have a different menu script installed...
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The menu script I'm using can be found here: http://rmrk.net/index.php?topic=45477.0Please link to the one-person-menu script you're using. Most existing solutions to removing part of the menu (this has been asked before, you can search for the solutions) assume that you're using the default menus - those solution might not be compatible if you have a different menu script installed...
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Piece of cake :) Your request is done :D
Please click the spoiler for the whole new code.
SpoilerCode:#===============================================================================## DT's One Person Menu # Author: DoctorTodd# Date (02/19/2012)# Type: (Menu)# Version: (1.0.0) (VXA)# Level: (Simple)# Email: BeaconGames2011@gmail.com##===============================================================================## NOTES: 1)This script will only work with ace, you may find my VX version on# RMRK.net and the rpg maker web forums.##===============================================================================## Description: A menu that is modified to work as if you are only using one# actor.## Credits: Me (DoctorTodd)##===============================================================================## Instructions# Paste above main.##===============================================================================## Contact me for commercial use, other wise just credit me and don't repost# without my permission. ##===============================================================================## Editing begins 40 and ends on 59.##===============================================================================module DTOPM #Window skin to use, place in system. WINDOW = ('Window') #Status Window X SX = 200 #Status Window Y SY = 75 #Gold window X GX = 40 #Gold Window Y GY = 242 #Command Window X CX = 40 #Command Window Y CY = 75endclass Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command(Vocab::status, :status, main_commands_enabled) endendclass Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_background create_command_window create_status_window create_gold_window end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = (DTOPM::GX) @gold_window.y = (DTOPM::GY) @gold_window.windowskin = Cache.system(DTOPM::WINDOW) @gold_window.height = 55 end #-------------------------------------------------------------------------- # * Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY)) @status_window.windowskin = Cache.system(DTOPM::WINDOW) end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:status, method(:command_status)) @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)) @command_window.x = (DTOPM::CX) @command_window.y = (DTOPM::CY) end end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Status] Command #-------------------------------------------------------------------------- def command_status @actor = $game_party.members[0] SceneManager.call(Scene_Status) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end#===================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays the characters status on the menu screen.#==============================================================================class Window_MenuInfo < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 300, 221) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @actor = $game_party.members[0] draw_actor_face(@actor, 0, 0) draw_actor_name(@actor, 110, 5) draw_actor_level(@actor, 190, 5) draw_actor_hp(@actor, 110 ,40) draw_actor_mp(@actor, 110 , 65) draw_actor_param(@actor, 0, 100, 0) draw_actor_param(@actor, 0, 124, 1) draw_actor_param(@actor, 0, 148, 2) draw_actor_param(@actor, 0, 172, 3) draw_actor_graphic(@actor, 220, 160) draw_actor_icons(@actor, 190, 180, width = 96) endend