Zinnherz

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Messages
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First Language
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Primarily Uses
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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;
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! :)
 

Zinnherz

Villager
Member
Joined
Jul 3, 2017
Messages
28
Reaction score
7
First Language
German
Primarily Uses
RMMV
Oh, this really does get rid of the "item confirmation", thank you.
However, I noticed that the game still opens that window when checking armors/weapons.
Does anyone have a fix for that as well?
 

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