Yanfly Item Menu -- I want to jump straight to the items

● ARCHIVED · READ-ONLY
Started by Tommy Gun 1 posts View original ↗
  1. I have Yanfly's Item Menu script, and also the Menu Engine. I've edited the Item menu a bit to remove all weapons/armors, because my game only uses items. I've added new categories for them. So now in game it goes like this:
     
    (open menu)
    Items -> Items -> Keys/Books/etc
     
    Ideally I'd put all the item categories on the main menu, since there is plenty of room. But at the very least eliminating the middle "Items" button would be great, because there are no other options there, so it's a pointless button press.
     
    Possibly relevant code snippets:
     

    #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::ITEM::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item) when :weapon add_command(Vocab::weapon, :weapon) when :armor add_command(Vocab::armor, :armor) when :key_item add_command(Vocab::key_item, :key_item) #--- Imported --- when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Custom Commands --- else process_custom_command(command) end end end  

    and:

    #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list return if @type.nil? #--- case @type when :item commands = YEA::ITEM::ITEM_TYPES when :weapon commands = YEA::ITEM::WEAPON_TYPES else commands = YEA::ITEM::ARMOUR_TYPES end #--- for command in commands case command[0] #--- when :types case @type when :weapon for i in 1...$data_system.weapon_types.size name = $data_system.weapon_types add_command(name, :w_type, true, i) end else for i in 1...$data_system.armor_types.size name = $data_system.armor_types add_command(name, :a_type, true, i) end end #--- when :slots if $imported["YEA-AceEquipEngine"] maximum = 1 for key in YEA::EQUIP::TYPES maximum = [maximum, key[0]].max end else maximum = 4 end for i in 1..maximum name = Vocab::etype(i) add_command(name, :e_type, true, i) if name != "" end #--- else add_command(command[1], command[0], true, @type) end end end 
     
     
    The MENU ENGINE has this part, which maybe could be modified to add each category?

    Code:
    class Window_MenuCommand < Window_Command    #--------------------------------------------------------------------------  # overwrite method: make_command_list  #--------------------------------------------------------------------------  def make_command_list    for command in YEA::MENU::COMMANDS      case command      #--- Default Commands ---      when :item        add_command(Vocab::item,   :item,   main_commands_enabled)      when :skill        add_command(Vocab::skill,  :skill,  main_commands_enabled)      when :equip        add_command(Vocab::equip,  :equip,  main_commands_enabled)      when :status        add_command(Vocab::status, :status, main_commands_enabled)      when :formation[...]