Help Removing a Particular Menu

RebelRed

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Howdy folks,
 
I'm trying to accomplish one of two things with the menu (in the screenshot below) which appears when you initially select an item for use.
 
Either:
 
(1) remove the menu with the picture of the character/his level and replace with with a simple "Use? Yes/No" type pop up when you select an item. (Ideal)
 
or

(2) Remove the character's "Level" from the menu and have it display only the character's picture and name. (Less Ideal)

Here is a screenshot of the menu:


 
I am using Yanfly's Ace Menu system, although I am unsure whether it has any effect on this menu. Here is the script for that:

https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/

Thanks in advance! Any help would be appreciated, and any scripting provided will be credited in my project.

EDIT: To clarify, my project is not a party-based RPG, so there is no need for items to be used on anyone besides the player character.
 
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Shaz

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Please don't post other people's scripts in your post. A link to the script on their site would be preferable.


It LOOKS like that's the RTP menu screen there. Window_MenuActor is the window that's being displayed (that you either want to replace or change).


How are you going to choose the target if you remove that window? Or are you only having a maximum of one person in your party, ever, and the item should be applied to the leader?
 

RebelRed

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Please don't post other people's scripts in your post. A link to the script on their site would be preferable.

It LOOKS like that's the RTP menu screen there. Window_MenuActor is the window that's being displayed (that you either want to replace or change).

How are you going to choose the target if you remove that window? Or are you only having a maximum of one person in your party, ever, and the item should be applied to the leader?
Oh no problem, I'll edit the OP in just a sec.

And yes, that's exactly right. Any effect will be applied to the "leader."
 
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Shaz

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I'm not able to do it for you, but if you're comfortable with scripting, here's what I think you'd need to do ...


Create a new Window_Confirm that's based on Window_Command. Look at Window_MenuCommand to get an idea of what methods/settings you might need to include/adjust.


In Scene_Item, add a new create_confirm_window method that defines a new @confirm_window variable pointing to the Window_Confirm class. Give it an :ok and :cancel handler.


Then follow Scene_Item through to see what happens when you choose OK on an item (it's in on_item_ok) - find determine_item, in Scene_ItemBase, and see what it does AFTER you select an actor. Then make on_item_okay activate your new @confirm_window instead, and if :ok is chosen, do the same thing Scene_ItemBase does after the actor is selected.


Sorry if that's confusing for you ... I'm sure someone will be able to give you the actual code if you can't work it out based on the above.
 

RebelRed

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Thanks! That looks good. I'll give it a try. I'm not amazing at scripting, but we'll see what happens.

(If any kind souls stumble upon this thread and would be interested in figuring out the actual script, it would be much appreciated!)
 
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