function Window_ActionConfirm() {
this.initialize.apply(this, arguments);
}
Window_ActionConfirm.prototype = Object.create(Window_Command.prototype);
Window_ActionConfirm.prototype.constructor = Window_Command;
Window_ActionConfirm.prototype.windowWidth = function() {
return 300;
};
Window_ActionConfirm.prototype.windowHeight = function() {
return this.fittingHeight(3);
};
Window_ActionConfirm.prototype.makeCommandList = function() {
this.addCommand("Confirm Actions", 'confirm');
this.addCommand("Cancel", 'cancel');
};
BattleManager.selectNextCommand = function() {
do {
if (!this.actor() || !this.actor().selectNextCommand()) {
this.changeActor(this._actorIndex + 1, 'waiting');
if (this._actorIndex >= $gameParty.size()) {
//open confirm window here
this._actionConfirmWindow = new Window_ActionConfirm(640, 360);
// if confirm is selected, startTurn, else return to the beginning.
this.startTurn();
break;
}
}
} while (!this.actor().canInput());
};