The only time this window is relevant to me is for weapons and armor, as I am using Yanfly's attachable augments system to allow the player to customize equipment. What I would like is for the game to be able to differentiate between usable items, unusable items, and weapons, and respond accordingly:
Item is usable - Go straight to the actor selection window
Item is not usuable - item is grayed out and selecting it sounds the buzzer
Item is a weapon or armor - open the command window.
In the case of weapons and armor, I have figured out how to remove the "use" command from the command window, so no assistance is required there. I believe I have found the clause which opens up the command window.
Code:
Scene_Item.prototype.createActionWindow = function() {
var wy = this._itemWindow.y;
this._itemActionWindow = new Window_ItemActionCommand(0, wy);
this._itemActionWindow.setHandler('use', this.onActionUse.bind(this));
this._itemActionWindow.setHandler('cancel', this.onActionCancel.bind(this));
this.addWindow(this._itemActionWindow);
};I would guess the solution would involve creating an if clause somewhere around this. The game is certainly able to differentiate between usable items, unusable ones and equipment, so it's just a matter of phrasing it right. Any help on this would be much appreciated.