Changed to redisplay the item list when items are equipped or discarded

The unit's item menu has been changed to redisplay, instead of returning to the command menu, when "Equip" or "Yes" for "Drop" is selected in the unit's item menu.

The unit’s item list in FE5 was not very convenient because the window would close when you equipped or discarded an item. When the window closes, we lose our memory and don't know what we were doing. (I guess this is a kind of doorway effect.)

After changing equipment, would often have to look at the possessions again, check the current list, and then close the window, which was a wasteful operation. This change eliminates such inconvenience.

What the original design concept

This time it is not particularly difficult as a hack. If cancels the "Yes/No" window when discarding an item, returns to the item list, so I simply replaced the "Equip" and "Drop" exit process with this.

In other words, it was not technically difficult to get back to the item list. I think that this seemingly odd screen transition is what the developers intended at the time.

When equipping the weapon, it is not wrong to return to the command menu, considering that the operation is completed with it. However, the human mentality is not strong enough to be satisfied without checking the list after the operation. I think the person who designed this screen transition expected a little too much from human beings.

As for discarding an item, it is a little unfriendly to close it because there is a possibility that players may want to discard more than one item. I think the window should stay open because if players want to close it, all they have to do is press B.

Additional Features

Since this change also makes it easier to organize items, I added the "Swap" command to the unit's item menu. It works in the same way as the "Arrange" command in Engage.

Addendum

Fixed it so that when an item is discarded and the item list is empty, it returns to the command menu (the display was buggy with the item list open even though the unit did not have the item). The developer may have disliked this and implemented the process described above.