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HOW TO HIDE HP/MP ON SPECIFIC CHARACTERS FROM MENU

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For a very long time, I have been trying to find a way to hide the HP/MP for several characters from the menu screen. The reason for this is because in the game I am making, there is no use for them. Though, I still want to keep the main character's HP/MP, which is the first character.

A lot of times, characters switch, but the main character always stays at the top of the menu.

Is there a way that this is possible, because it seems when I try to hide it through modifying scripts, it moves all the HP/MP bars off instead of character by character.

Thank you for your time.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Which RPG Maker?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
What Locke said.
GRR I always forget to tell which one I have - I'm using RPGMaker XP
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
XP is the only one I don't have on my development laptop, but there should be a class in the default scripts called Window_MenuStatus or something similar.

In the refresh method for that class, there should be calls to methods with names similar to draw_actor_hp and draw_actor_mp. Put them inside an if statement like so:

"if actor.id == 1
draw_actor_hp(blah)
draw_actor_mp(blah)
end"

Then it'll only draw the HP and MP if the actor being drawn is the first character in the database.
Thank you for helping me, I had to do some modifications to the statement inside the bracket, but it worked!

Thank you so much for your help :)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Any time mate. Glad I could be of assistance. :)
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
hmm, can the same thing be done with classes in ace?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Yep, similar thing: find the draw_actor_simple_status method in Window_Base and put the draw_actor_hp and draw_actor_mp methods inside an if statement that checks whether actor == 1
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
with classes/job :)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Oh, sorry; I was in programmer mode and thought you meant classes in the Ruby sense. :P

If you mean can you remove the display of class for everyone except the first party member, just put the if statement around draw_actor_class instead of the hp/mp.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
I should make it more clear. I am sorry
for example I have a berserker class, Magic point is irrelevant for a berserker so I don't want him to even show it.
and I also have a class of Mage, he can't use TP (I named it rage) so it should not be there.

since the first actor (or anyone else for that matter) can change his class I want the classes/job determine the existence of MP or TP for that character in the menu (and battle)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Ah, okay. Yeah, that's gonna be a bit more complex. You'd basically set up an array of class IDs that won't show a particular resource type, then in draw_actor_simple_status have an if statement around the method call for that resource type that checks whether the actor's class ID is -not- included in the array. This will prevent the resource from displaying for classes you've specified.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
I guess I got the idea, I will get back to it later (read: when I failed:P)
thanks again :).
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