- Joined
- Jul 3, 2017
- Messages
- 28
- Reaction score
- 7
- First Language
- German
- Primarily Uses
- RMMV
Hey guys,
I'm using Yanfly's Item Core and it's great so far. However, I noticed that whenever I want to use an item, it opens a new window asking me if I want to use it - basically making the player confirm the action.
I know that this is for actions like strengthening items or whatnot, but I don't use that feature in my project, so I was wondering if it's possible for me to basically "skip" the use-window and go to the character selection immediately.
I could be wrong about this, but I think it has to do with this snippet from the plugin;
Any form of advice or fix would be greatly appreciated.
Thanks in advance!
I'm using Yanfly's Item Core and it's great so far. However, I noticed that whenever I want to use an item, it opens a new window asking me if I want to use it - basically making the player confirm the action.
I know that this is for actions like strengthening items or whatnot, but I don't use that feature in my project, so I was wondering if it's possible for me to basically "skip" the use-window and go to the character selection immediately.
I could be wrong about this, but I think it has to do with this snippet from the plugin;
Code:
//=============================================================================
// Window_ItemActionCommand
//=============================================================================
function Window_ItemActionCommand() {
this.initialize.apply(this, arguments);
}
Window_ItemActionCommand.prototype = Object.create(Window_Command.prototype);
Window_ItemActionCommand.prototype.constructor = Window_ItemActionCommand;
Window_ItemActionCommand.prototype.initialize = function(x, y) {
this._windowHeight = Graphics.boxHeight - y;
Window_Command.prototype.initialize.call(this, x, y);
this._item = null;
this.hide();
this.deactivate();
};
Window_ItemActionCommand.prototype.windowWidth = function() {
return Graphics.boxWidth / 2;
};
Window_ItemActionCommand.prototype.update = function() {
Window_Command.prototype.update.call(this);
};
Window_ItemActionCommand.prototype.setItem = function(item) {
this._item = item;
this.refresh();
this.show();
this.activate();
this.select(0);
};
Window_ItemActionCommand.prototype.windowHeight = function() {
return this._windowHeight;
};
Window_ItemActionCommand.prototype.makeCommandList = function() {
if (!this._item) return;
this.addUseCommand();
this.addCustomCommandsA();
this.addCustomCommandsB();
this.addCustomCommandsC();
this.addCustomCommandsD();
this.addCustomCommandsE();
this.addCustomCommandsF();
this.addCancelCommand();
};
Window_ItemActionCommand.prototype.addUseCommand = function() {
var enabled = this.isEnabled(this._item);
var fmt = Yanfly.Param.ItemUseCmd;
text = '\\i[' + this._item.iconIndex + ']';
if (this._item.textColor !== undefined) {
text += '\\c[' + this._item.textColor + ']';
}
text += this._item.name;
text = fmt.format(text);
this.addCommand(text, 'use', enabled);
};
Window_ItemActionCommand.prototype.isEnabled = function(item) {
if (!item) return false;
return $gameParty.canUse(item);
};
Window_ItemActionCommand.prototype.addCustomCommandsA = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsB = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsC = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsD = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsE = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsF = function() {
};
Window_ItemActionCommand.prototype.addCancelCommand = function() {
this.addCommand(TextManager.cancel, 'cancel');
};
Window_ItemActionCommand.prototype.drawItem = function(index) {
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawTextEx(this.commandName(index), rect.x, rect.y);
};
Any form of advice or fix would be greatly appreciated.
Thanks in advance!