As an RPG Maker developer, I can tell you that I understand the hard work involved in managing and programming the game—it's truly a massive effort. It's a pity that the lack of information doesn't allow you to clearly understand what needs to be done. From a design perspective, I would have definitely disabled the menu, as it isn't very useful for a game of this type. By the way, if I remove the weapon from the equip, an error appears saying it can't load the sound file SE equip1. To better understand the management aspect, I might have displayed some variables on the screen. Nonetheless, it's a great prototype to build on
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Thanks for the words of appreciation regarding how much of a chore RPG Maker is. I really dropped the ball in conveying what is happening and the effects everything has. I looked for how to disable the menu and could only ever find scripts for alternative menus. And I knew every minute trying to find a way to disable/alter the menu was a minute not spent on building and testing the core systems. My biggest regret so far isn't even starting more than 24 hours after it started, it was the lack of external playtesters.
Let my blunders be a lesson to everyone how important it is to not be your own sole playtester.
Not sure if I'll continue doing this in RPGM or redo it all in Godot.
I know, my friend. It's not easy to find beta testers and get feedback. Fortunately, I'm in a great community where we support each other, and creating in RPG Maker becomes more exciting. Don't give up; RPG Maker is a nice game engine. Anyway, to disable the menu, go to the third page of the event command and turn off the 'Change Menu Access' command.
You can call up the gold window without needing to enter the menu. In the message box, you need to write the command:
\$
This will open the gold window when the message appears.
With rpg maker you can create a management game with custom GUI and HUD. My game for the jam is made with rpg maker MZ but it is possible to do the same thing with the Mv version. ;)