Remove "Optimize" and "Clear All" from the equipment screen

BaronHurfVonDurf

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I want to just get straight to the equipment like VX without the command list.
 

Sixth

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You can try this snippet:
Code:
class Scene_Equip < Scene_MenuBase
 
  alias activate_win8826 start
  def start
    activate_win8826
    command_equip
  end
    
  def create_command_window
    # Removed!
  end
    
  def create_slot_window
    wx = @status_window.width
    wy = @help_window.y + @help_window.height
    ww = Graphics.width - @status_window.width
    @slot_window = Window_EquipSlot.new(wx, wy, ww)
    @slot_window.viewport = @viewport
    @slot_window.help_window = @help_window
    @slot_window.status_window = @status_window
    @slot_window.actor = @actor
    @slot_window.set_handler(:ok,       method(:on_slot_ok))
    @slot_window.set_handler(:cancel,   method(:on_slot_cancel))
    @slot_window.set_handler(:pagedown, method(:next_actor))
    @slot_window.set_handler(:pageup,   method(:prev_actor))
    @slot_window.y += @status_window.height - @slot_window.height
  end
    
  def on_slot_cancel
    return_scene
  end
 
  def on_actor_change
    @status_window.actor = @actor
    @slot_window.actor = @actor
    @item_window.actor = @actor
    @slot_window.activate
  end

end
Note that it is highly possible that this will not work with other scripts modifying the equip menu.
And I couldn't really do anything with the freed up space, so it's a big hole at the command window's place now.
If you have some ideas how to reposition/resize the windows, let me know and I will add that to the snippet too.
 

BaronHurfVonDurf

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That works, but like you said, not compatible with Yanfly's equipment script, which I need different equipment types for different actors. *Sigh*

I really wish that ace and mv didn't require so many hard coded features like this.
 

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