/*:
* @plugindesc Removes ability categories from menus (see description)
* @author Ben Hendel-Doying
*
* @help
* When viewing a character's abilities in the game menu, abilities are no
* longer grouped by type; they are all shown in one window. This completely
* removes the ability category selection window. Other windows are resized
* and repositioned accordingly.
*/

(function()
{
let originalSceneSkillCreate = Scene_Skill.prototype.create;

Scene_Skill.prototype.create = function()
{
originalSceneSkillCreate.call(this);

// start with the item window active. (don't know WHY this needs to
// be in a setTimeout... if I don't do it, though, then the help
// dialog is not set when you first enter the scene! if you know a
// better way to make this work, let me know...)
setTimeout(() => {
this._itemWindow.setStypeId(1);
this._itemWindow.refresh();
this._itemWindow.resetScroll();
this._itemWindow.activate();
this._itemWindow.select(0);
}, 0);
};

Scene_Skill.prototype.createSkillTypeWindow = function()
{
// don't actually do this...
};


Scene_Skill.prototype.createStatusWindow = function()
{
// everything is different here:
this._statusWindow = new Window_SkillStatus(0, this._helpWindow.height, Graphics.boxWidth, 144 + this._helpWindow.padding * 2);
this._statusWindow.reserveFaceImages();
this.addWindow(this._statusWindow);
};

Scene_Skill.prototype.createItemWindow = function()
{
let wx = 0;
let wy = this._statusWindow.y + this._statusWindow.height;
let ww = Graphics.boxWidth;
let wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_SkillList(wx, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.popScene.bind(this)); // popscene
//this._skillTypeWindow.setSkillWindow(this._itemWindow);
this.addWindow(this._itemWindow);
};

Scene_Skill.prototype.refreshActor = function()
{
let actor = this.actor();
//this._skillTypeWindow.setActor(actor);
this._statusWindow.setActor(actor);
this._itemWindow.setActor(actor);
};
})();