[VX Ace] Galv's Item/Bank Storage Edit - Remove "Category Window"

dinhbat3

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Hello Folks,


I have recently installed Galv's Item/Bank Storage V.1.9 into my new project.


I was wondering if anyone would be able to help me remove the Category Window from this scene.


(This is the window where you select Item, Weapon, Armor or Key Item)


When selecting "Store Item" I would like it to go immediately to the item list since my game does not have any weapons/armors/key items.


I have attached a picture of the storage scene for reference.


Thanks in advance for any advice/help everyone.


~ Dinhbat


GCS - Galv Storage Example.png
 
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dinhbat3

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bump.

Anyone able to help with this?
 

Roninator2

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RMVXA
I am no script expert but you could try modifying the code around line 426.
Code:
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
to something like
Code:
@category = :item
%Q(
def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
)
That's what I usually do, trial and error.
 

vFoggy

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I made a script that does what you need. Place it bellow Galv's script.
Code:
class Window_BankGive < Window_ItemList
  # Change: Only checks for items of category item
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    else
      false
    end
  end
end

class Scene_ItemBank < Scene_MenuBase
  # Change: Makes the height of the window used to choose item category to 0
  alias fog_ccw create_category_window
  def create_category_window
    fog_ccw
    @category_window.height = 0
  end
 
  # Change: Does not activate the category_window window and immidiately
  # activates give_window window
  def command_give
    @dummy_window.hide
    @give_window.show
    @give_window.unselect
    @give_window.refresh
    activate_give_window
    @give_window.select(0)
  end
end
 

dinhbat3

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Hey vFoggy,

Thank you for doing this. I plugged it in, but there was one issue.
Hopefully this make sense when I explain it.

Going into the storage is fine, it skips the Category Select Window (which is great!). Unfortunately, when you are done and try exiting the window, there script still believes the Category Select Window is there, so you end up on an unseen version of the Category Select Window.

Is there any way to remove it from the exit process too? Hope that made sense =\
 

vFoggy

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Oh, that was a mistake.
The below code fixes it.
Code:
class Window_BankGive < Window_ItemList
  # Change: Only checks for items of category item
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    else
      false
    end
  end
end

class Scene_ItemBank < Scene_MenuBase
  # Change: Makes the height of the window used to choose item category to 0
  alias fog_ccw create_category_window
  def create_category_window
    fog_ccw
    @category_window.height = 0
  end
 
  # Change: Does not activate the category_window window and immidiately
  # activates give_window window
  def command_give
    @dummy_window.hide
    @give_window.show
    @give_window.unselect
    @give_window.refresh
    activate_give_window
    @give_window.select(0)
  end
 
  # Change: Does not activate the category_window and immidiately activates
  # command_window window
  def on_give_cancel
    @give_window.unselect
    @command_window.activate
    @dummy_window.show
    @category_window.hide
    @give_window.hide
    @status_window.item = nil
    @help_window.clear
  end
end
It's the same as before but with an extra method overwritten (on_give_cancel).
 

dinhbat3

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Thanks Foggy.
That worked perfectly!

**Adds Foggy to credits**
 

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