For me, using just the basic SRPG core plugin, it appears grayed out and cannot be clicked.
On the other hand, I tried to get rid of "Wait" and "Attack" with rather odd results. "Attack" appears grayed out, but "Wait" remains. I'd like to remove both, since both are relegated to skills in my game. I have a skill similar to Wait that regenerates some MP.
Yup, I can remove the ability for it to actually be functional, but the button itself remains. Not a big deal at the end of the day, but looks unpolished.
Fantastic news! I had to edit the js file but was able to hide the formation command with the following (I only added // to comment out the few lines that would have called the command
//add commands
Window_MenuCommand.prototype.addFinishPrepareCommand = function() {
this.addCommand(_textFinishPrepare, 'finish prepare', true);
};
Window_MenuCommand.prototype.addSrpgPositionCommand = function() {
this.addCommand(_textPosition, 'position', true);
};
// Window_MenuCommand.prototype.addSRPGFormationCommand = function() { COMMENTED OUT
// this.addCommand(_textFormation, 'formation', true);
// };
Window_MenuCommand.prototype.addPrepareEventCommand = function() {
var menuWindow = this;
$gameMap.events().some(function(event) {
if (event.isType() === 'prepare') menuWindow.addCommand(_textPrepareEvent, 'prepare', true);
});
};
var _SRPG_Window_MenuCommand_makeCommandList = Window_MenuCommand.prototype.makeCommandList;
Window_MenuCommand.prototype.makeCommandList = function() {
if ($gameSystem.isSRPGMode() == true && $gameSystem.isBattlePhase() == 'battle_prepare') {
this.addFinishPrepareCommand();
if (_srpgWinLoseConditionCommand == 'true') this.addWinLoseConditionCommand();
// this.addSRPGFormationCommand(); THIS HERE COMMENTED OUT
this.addSrpgPositionCommand();
this.addPrepareEventCommand();
if (this.needsCommand('equip')) this.addCommand(TextManager.equip, 'equip', true);
if (this.needsCommand('status')) this.addCommand(TextManager.status, 'status', true);
this.addOriginalCommands();
this.addOptionsCommand();
this.addSaveCommand();
this.addGameEndCommand();
} else _SRPG_Window_MenuCommand_makeCommandList.call(this);
};