[RMVX ACE] HOW TO GET RID OF THE HP&MP BARS IN MENU??

Posts

Pages: 1
hey im pretty new to rpg maker and im making a game with little to no combat so the bars aren't really necessary. how do i remove them from the menu?
SunflowerGames
The most beautiful user on RMN!
13323

What features do you want in your menu?
If you just want saving and items I think there's a script for that.

Just doing a search and I found a menu with no HP bars, but I'm not sure if its what you want:

https://rpgmaker.net/scripts/692/

or

https://forums.rpgmakerweb.com/index.php?threads/filled-very-simple-menu-request.19049/
pianotm
The TM is for Totally Magical.
32388
I figured out how to do this for The House of Gwendolyn. Let me look in that and see exactly what I did.

EDIT:

I strongly recommend you attempt this in a test project before doing this in your main project.

First: In your system scripts.
In Window_Base, find line 494. This should be the header for the Draw HP section. From here to Draw TP, hash everything out. (putting the # [pound] symbol before a line. This comments out script lines.) That should be lines 496 to 512.

So lines 493 to 512 should look like this:
#--------------------------------------------------------------------------
# * Draw HP
#--------------------------------------------------------------------------
#def draw_actor_hp(actor, x, y, width = 124)
#  draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
#  change_color(system_color)
#  draw_text(x, y, 30, line_height, Vocab::hp_a)
#  draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
#    hp_color(actor), normal_color)
#end
#--------------------------------------------------------------------------
# * Draw MP
#--------------------------------------------------------------------------
#def draw_actor_mp(actor, x, y, width = 124)
#  draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
#  change_color(system_color)
#  draw_text(x, y, 30, line_height, Vocab::mp_a)
#  draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
#    mp_color(actor), normal_color)
#end

I'm going through the scripts and seeing what else I did and it looks like that's all I needed to do in the VX Ace core scripts. However, if you're using Yanfly Ace Engine Core, like I do in all projects except for really extreme exceptions, hashing these lines out will cause your game to error out. That's because Yanfly bypasses a lot of the stuff you do. You can just follow these errors to their source, which takes time, or I can just show you where those errors lead, which I will do.

THIS NEXT PART IS ONLY IF YOU ARE USING YANFLY ACE ENGINE CORE. IGNORE IF YOU ARE NOT.


Lines 794 and 795 of Ace Engine Core will need to be hashed out. Those lines should be:

draw_actor_hp(actor, dx + 120, dy + line_height * 1,
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)

Problem. Yanfly has a number of scripts that affect the menu, and all of them will very likely error out. Unfortunately, I only use Ace Core in House of Gwendolyn, so I don't know where to find problems in other Yanfly scripts such as Ace Menus. Remember, you are changing the scripts. It's easy enough to undo if you pay attention to what you're doing, but as always, this should be done at your own risk.
Pages: 1