- #============================================================================== 
- #  
- # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07 
- # -- Last Updated: 2012.01.03 
- # -- Level: Normal, Hard 
- # -- Requires: n/a 
- #  
- #============================================================================== 
-   
- $imported = {} if $imported.nil? 
- $imported["YEA-AceMenuEngine"] = true 
-   
- #============================================================================== 
- # ▼ Updates 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # 2012.01.03 - Compatibility Update: Ace Item Menu 
- # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis 
- #            - Compatibility Update: Kread-EX's Grathnode Install 
- #            - Compatibility Update: Yami's Slot Battle 
- # 2011.12.23 - Script efficiency optimized. 
- # 2011.12.19 - Compatibility Update: Class System 
- # 2011.12.15 - Updated for better menu MP/TP gauge management. 
- # 2011.12.13 - Compatibility Update: Ace Equip Engine 
- # 2011.12.07 - Update to allow for switches to also hide custom commands. 
- # 2011.12.06 - Started Script and Finished. 
- #  
- #============================================================================== 
- # ▼ Introduction 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # The menu system in RPG Maker VX Ace is great. However, it lacks the user 
- # customization that RPG Maker 2003 allowed. With this script, you can add, 
- # remove, and rearrange menu commands as you see fit. In addition to that, you 
- # can add in menu commands that lead to common events or even custom commands 
- # provided through other scripts. 
- #  
- # This script also provides window appearance management such as setting almost 
- # all command windows to be center aligned or changing the position of the 
- # help window. You can also opt to show the TP Gauge in the main menu as well 
- # as in the skill menu. 
- #  
- #============================================================================== 
- # ▼ Instructions 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # To install this script, open up your script editor and copy/paste this script 
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. 
- #  
- # Edit the settings in the module below as you see fit. 
- #  
- #============================================================================== 
- # ▼ Compatibility 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that 
- # it will run with RPG Maker VX without adjusting. 
- #  
- #============================================================================== 
-   
- module YEA 
-   module MENU 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - General Menu Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This changes the way menus appear in your game. You can change their 
-     # alignment, and the location of the help window, Note that any non-Yanfly 
-     # Engine Ace scripts may not conform to these menu styles. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     HELP_WINDOW_LOCATION = 0     # 0-Top, 1-Middle, 2-Bottom. 
-     COMMAND_WINDOW_ALIGN = 1     # 0-Left, 1-Middle, 2-Right. 
-   
-     # These settings below adjust the visual appearance of the main menu. 
-     # Change the settings as you see fit. 
-     MAIN_MENU_ALIGN = 0          # 0-Left, 1-Middle, 2-Right. 
-     MAIN_MENU_RIGHT = false      # false-Left, true-Right. 
-     MAIN_MENU_ROWS  = 14         # Maximum number of rows for main menu. 
-     DRAW_TP_GAUGE   = true       # If true, draws TP in the main menu. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Main Menu Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # These settings adjust the main menu, the order at which commands appear, 
-     # what text is displayed, and what the commands are linked to. Here's a 
-     # list of which commands do what: 
-     #  
-     # ------------------------------------------------------------------------- 
-     # :command         Description 
-     # ------------------------------------------------------------------------- 
-     # :item            Opens up the item menu. Default menu item. 
-     # :skill           Opens up the skill menu. Default menu item. 
-     # :equip           Opens up the equip menu. Default menu item. 
-     # :status          Opens up the status menu. Default menu item. 
-     # :formation       Lets player manage party. Default menu item. 
-     # :save            Opens up the save menu. Default menu item. 
-     # :game_end        Opens up the shutdown menu. Default menu item. 
-     #  
-     # :class           Requires YEA - Class System 
-     #  
-     # :gogototori      Requires Kread-EX's Go Go Totori! Synthesis 
-     # :grathnode       Requires Kread-EX's Grathnote Install 
-     # :sslots          Requires Yami's YSA - Slot Battle 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     COMMANDS =[ 
-       :item,         # Opens up the item menu. Default menu item. 
-       :skill,        # Opens up the skill menu. Default menu item. 
-       :equip,        # Opens up the equip menu. Default menu item. 
-       :class,        # Requires YEA - Class System. 
-       :status,       # Opens up the status menu. Default menu item. 
-       :formation,    # Lets player manage party. Default menu item. 
-       :event_1,      # Launches Common Event 3. Common Event Command. 
-       :event_2,      # Launches Common Event 4. Common Event Command. 
-       :event_3,      # Launches Common Event 4. Common Event Command. 
-       :event_4,      # Launches Common Event 13. Common Event Command. 
-       :event_5,      # Launches Common Event 14. Common Event Command. 
-       :event_6,      # Launches Common Event 15. Common Event Command. 
-       :event_7,      # Launches Common Event 15. Common Event Command. 
-       :event_8,      # Launches Common Event 16. Common Event Command. 
-       :event_9,      # Launches Common Event 16. Common Event Command. 
-       :event_10,      # Launches Common Event 16. Common Event Command. 
-       :event_11,      # Launches Common Event 16. Common Event Command. 
-       :event_12, 
-       :event_13, 
-       :event_14, 
-       :event_15, 
-       :event_16, 
-       :event_17, 
-       :event_18, 
-       :event_19, 
-       :event_礼包, 
-     # :debug,        # Opens up debug menu. Custom Command. 
-       :shop,         # Opens up a shop to pawn items. Custom Command. 
-       :save,         # Opens up the save menu. Default menu item. 
-       :game_end,     # Opens up the shutdown menu. Default menu item. 
-     ] # Do not remove this. 
-   
-     #-------------------------------------------------------------------------- 
-     # - Common Event Commands - 
-     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
-     # If you insert one of the following commands into the COMMANDS array, the 
-     # player can trigger a common event to launch. You can disable certain 
-     # commands in the menu by binding them to a switch. If you don't want to 
-     # disable them, set the switch to 0 and it will always be enabled. The 
-     # ShowSwitch will prevent a command from appear if that switch is false. 
-     # Set it to 0 for it to have no impact. 
-     #-------------------------------------------------------------------------- 
-     COMMON_EVENT_COMMANDS ={ 
-     # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], 
-       :event_1 => [        "队伍管理",           0,        0  ,        98], 
-       :event_2 => [        "职业",           0,          0,        12], 
-       :event_3 => [        "兑换商店",           0,          0,        4], 
-       :event_4 => [        "奖池系统",           0,          0,        7], 
-       :event_5 => [        "天赋",           0,          0,        52], 
-       :event_6 => [        "技能库",           0,          0,        46], 
-       :event_7 => [        "宠物系统",           0,          57,        114], 
-       :event_8 => [        "合成",           0,          3,        1], 
-       :event_9 => [        "装备改造",           0,          4,        3], 
-       :event_10 => [        "升级技能",           0,          7,        11], 
-       :event_11 => [        "CG与图鉴",           0,          0,        31], 
-       :event_12 => [        "副本",           0,          0,        59], 
-       :event_13 => [        "打谱尼",           0,          5,        9], 
- #~       :event_14 => [        "音乐盒",           0,          0,        111], 
-       :event_15 => [        "按钮器游戏",           0,         0 ,        112], 
-       :event_18 => [        "存档",           0,          0,        116], 
-       :event_19 => [        "作弊模式",           0,          0,        2], 
-       :debug   => [       "Debug",            0,          0, :command_debug], 
-       :gogototori => ["Synthesis",            0,        0,  :command_totori], 
-       :grathnode => [ "Grathnode",            0,        0, :command_install], 
-   
-     } # Do not remove this. 
-   
-     #-------------------------------------------------------------------------- 
-     # - Custom Commands - 
-     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
-     # For those who use scripts that may lead to other menu scenes, use this 
-     # hash to manage custom commands that run specific script calls. You can 
-     # disable certain commands in the menu by binding them to a switch. If you 
-     # don't want to disable them, set the switch to 0. The ShowSwitch will 
-     # prevent a command from appear if that switch is false. Set it to 0 for 
-     # it to have no impact. 
-     #-------------------------------------------------------------------------- 
-     CUSTOM_COMMANDS ={ 
-     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], 
-       :debug   => [       "Debug",            0,          0, :command_debug], 
-       :gogototori => ["Synthesis",            0,        0,  :command_totori], 
-       :formation => ["整队",            0,        0,  :command_formation], 
-       :grathnode => [ "Grathnode",            0,        0, :command_install], 
-     } # Do not remove this. 
-   
-   end # MENU 
- end # YEA 
-   
- #============================================================================== 
- # ▼ Editting anything past this point may potentially result in causing 
- # computer damage, incontinence, explosion of user's head, coma, death, and/or 
- # halitosis so edit at your own risk. 
- #============================================================================== 
-   
- #============================================================================== 
- # ■ Window_MenuCommand 
- #------------------------------------------------------------------------------ 
- # This class is kept towards the top of the script to provide easier access. 
- #============================================================================== 
-   
- 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 
-         add_formation_command 
-       when :save 
-         add_original_commands 
-         add_save_command 
-       when :game_end 
-         add_game_end_command 
-       #--- Yanfly Engine Ace Commands --- 
-       when :class 
-         next unless $imported["YEA-ClassSystem"] 
-         add_class_command 
-       #--- Imported Commands --- 
-       when :sslots 
-         next unless $imported["YSA-SlotBattle"] 
-         add_sslots_command 
-       when :grathnode 
-         next unless $imported["KRX-GrathnodeInstall"] 
-         process_custom_command(command) 
-       when :gogototori 
-         next unless $imported["KRX-AlchemicSynthesis"] 
-         process_custom_command(command) 
-       #--- Imported Commands --- 
-       else 
-         process_common_event_command(command) 
-         process_custom_command(command) 
-       end 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_common_event_command 
-   #-------------------------------------------------------------------------- 
-   def process_common_event_command(command) 
-     return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) 
-     show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] 
-     continue = show <= 0 ? true : $game_switches[show] 
-     return unless continue 
-     text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] 
-     switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] 
-     ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] 
-     enabled = switch <= 0 ? true : $game_switches[switch] 
-     add_command(text, command, enabled, ext) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_custom_command 
-   #-------------------------------------------------------------------------- 
-   def process_custom_command(command) 
-     return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) 
-     show = YEA::MENU::CUSTOM_COMMANDS[command][2] 
-     continue = show <= 0 ? true : $game_switches[show] 
-     return unless continue 
-     text = YEA::MENU::CUSTOM_COMMANDS[command][0] 
-     switch = YEA::MENU::CUSTOM_COMMANDS[command][1] 
-     enabled = switch <= 0 ? true : $game_switches[switch] 
-     add_command(text, command, enabled) 
-   end 
-   
- end # Window_MenuCommand 
-   
- #============================================================================== 
- # ■ Menu 
- #============================================================================== 
-   
- module Menu 
-   
-   #-------------------------------------------------------------------------- 
-   # self.help_window_location 
-   #-------------------------------------------------------------------------- 
-   def self.help_window_location 
-     return YEA::MENU::HELP_WINDOW_LOCATION 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # self.command_window_align 
-   #-------------------------------------------------------------------------- 
-   def self.command_window_align 
-     return YEA::MENU::COMMAND_WINDOW_ALIGN 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # self.main_menu_align 
-   #-------------------------------------------------------------------------- 
-   def self.main_menu_align 
-     return YEA::MENU::MAIN_MENU_ALIGN 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # self.main_menu_right 
-   #-------------------------------------------------------------------------- 
-   def self.main_menu_right 
-     return YEA::MENU::MAIN_MENU_RIGHT 
-   end 
-   
- end # Menu 
-   
- #============================================================================== 
- # ■ Game_Actor 
- #============================================================================== 
-   
- class Game_Actor < Game_Battler 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_mp? 
-   #-------------------------------------------------------------------------- 
-   def draw_mp? 
-     return true unless draw_tp? 
-     for skill in skills 
-       next unless added_skill_types.include?(skill.stype_id) 
-       return true if skill.mp_cost > 0 
-     end 
-     return false 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_tp? 
-   #-------------------------------------------------------------------------- 
-   def draw_tp? 
-     return false unless $data_system.opt_display_tp 
-     for skill in skills 
-       next unless added_skill_types.include?(skill.stype_id) 
-       return true if skill.tp_cost > 0 
-     end 
-     return false 
-   end 
-   
- end # Game_Actor 
-   
- #============================================================================== 
- # ■ Window_Base 
- #============================================================================== 
-   
- class Window_Base < Window 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_actor_simple_status 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_simple_status(actor, dx, dy) 
-     dy -= line_height / 2 
-     draw_actor_name(actor, dx, dy) 
-     draw_actor_level(actor, dx, dy + line_height * 1) 
-     draw_actor_icons(actor, dx, dy + line_height * 2) 
-     dw = contents.width - dx - 124 
-     draw_actor_class(actor, dx + 120, dy, dw) 
-     draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) 
-     if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? 
-       draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) 
-     elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? 
-       if $imported["YEA-BattleEngine"] 
-         draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) 
-         draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) 
-       else 
-         draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) 
-         draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) 
-       end 
-     else 
-       draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) 
-     end 
-   end 
-   
- end # Window_Base 
-   
- #============================================================================== 
- # ■ Window_Command 
- #============================================================================== 
-   
- class Window_Command < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: alignment 
-   #-------------------------------------------------------------------------- 
-   def alignment 
-     return Menu.command_window_align 
-   end 
-   
- end # Window_Command 
-   
- #============================================================================== 
- # ■ Window_MenuCommand 
- #============================================================================== 
-   
- class Window_MenuCommand < Window_Command 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: init_command_position 
-   #-------------------------------------------------------------------------- 
-   class <<self; alias init_command_position_ame init_command_position; end 
-   def self.init_command_position 
-     init_command_position_ame 
-     @@last_command_oy = nil 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: visible_line_number 
-   #-------------------------------------------------------------------------- 
-   def visible_line_number 
-     return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: alignment 
-   #-------------------------------------------------------------------------- 
-   def alignment 
-     return Menu.main_menu_align 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: process_ok 
-   #-------------------------------------------------------------------------- 
-   alias window_menucommand_process_ok_ame process_ok 
-   def process_ok 
-     @@last_command_oy = self.oy 
-     window_menucommand_process_ok_ame 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: select_last 
-   #-------------------------------------------------------------------------- 
-   alias window_menucommand_select_last_ame select_last 
-   def select_last 
-     window_menucommand_select_last_ame 
-     self.oy = @@last_command_oy unless @@last_command_oy.nil? 
-     @@last_command_oy = nil 
-   end 
-   
- end # Window_MenuCommand 
-   
- #============================================================================== 
- # ■ Scene_Menu 
- #============================================================================== 
-   
- class Scene_Menu < Scene_MenuBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: start 
-   #-------------------------------------------------------------------------- 
-   alias scene_menu_start_ame start 
-   def start 
-     scene_menu_start_ame 
-     relocate_windows 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: relocate_windows 
-   #-------------------------------------------------------------------------- 
-   def relocate_windows 
-     return unless Menu.main_menu_right 
-     @command_window.x = Graphics.width - @command_window.width 
-     @gold_window.x = Graphics.width - @gold_window.width 
-     @status_window.x = 0 
-   end 
-   
-   def return_scene 
-     $game_map.autoplay 
-     SceneManager.return 
-   end 
-   
- end # Scene_Menu 
-   
- #============================================================================== 
- # ■ Scene_Item 
- #============================================================================== 
-   
- class Scene_Item < Scene_ItemBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: start 
-   #-------------------------------------------------------------------------- 
-   alias scene_item_start_ame start 
-   def start 
-     scene_item_start_ame 
-     return if $imported["YEA-ItemMenu"] 
-     relocate_windows 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: relocate_windows 
-   #-------------------------------------------------------------------------- 
-   def relocate_windows 
-     case Menu.help_window_location 
-     when 0 # Top 
-       @help_window.y = 0 
-       @category_window.y = @help_window.height 
-       @item_window.y = @category_window.y + @category_window.height 
-     when 1 # Middle 
-       @category_window.y = 0 
-       @help_window.y = @category_window.height 
-       @item_window.y = @help_window.y + @help_window.height 
-     else # Bottom 
-       @category_window.y = 0 
-       @item_window.y = @category_window.height 
-       @help_window.y = @item_window.y + @item_window.height 
-     end 
-     if $imported["YEA-ItemMenu"] 
-       @types_window.y = @category_window.y 
-       @status_window.y = @category_window.y 
-     end 
-   end 
-   
- end # Scene_Item 
-   
- #============================================================================== 
- # ■ Scene_Skill 
- #============================================================================== 
-   
- class Scene_Skill < Scene_ItemBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: start 
-   #-------------------------------------------------------------------------- 
-   alias scene_skill_start_ame start 
-   def start 
-     scene_skill_start_ame 
-     relocate_windows 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: relocate_windows 
-   #-------------------------------------------------------------------------- 
-   def relocate_windows 
-     case Menu.help_window_location 
-     when 0 # Top 
-       @help_window.y = 0 
-       @command_window.y = @help_window.height 
-       @status_window.y = @help_window.height 
-       @item_window.y = @status_window.y + @status_window.height 
-     when 1 # Middle 
-       @command_window.y = 0 
-       @status_window.y = 0 
-       @help_window.y = @status_window.y + @status_window.height 
-       @item_window.y = @help_window.y + @help_window.height 
-     else # Bottom 
-       @command_window.y = 0 
-       @status_window.y = 0 
-       @item_window.y = @status_window.y + @status_window.height 
-       @help_window.y = @item_window.y + @item_window.height 
-     end 
-   end 
-   
- end # Scene_Skill 
-   
- #============================================================================== 
- # ■ Scene_Equip 
- #============================================================================== 
-   
- class Scene_Equip < Scene_MenuBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: start 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_start_ame start 
-   def start 
-     scene_equip_start_ame 
-     relocate_windows 
-     relocate_aee_windows 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: relocate_windows 
-   #-------------------------------------------------------------------------- 
-   def relocate_windows 
-     return if $imported["YEA-AceEquipEngine"] 
-     case Menu.help_window_location 
-     when 0 # Top 
-       @help_window.y = 0 
-       @status_window.y = @help_window.height 
-       @command_window.y = @help_window.height 
-       @slot_window.y = @command_window.y + @command_window.height 
-       @item_window.y = @slot_window.y + @slot_window.height 
-     when 1 # Middle 
-       @status_window.y = 0 
-       @command_window.y = 0 
-       @slot_window.y = @command_window.y + @command_window.height 
-       @help_window.y = @slot_window.y + @slot_window.height 
-       @item_window.y = @help_window.y + @help_window.height 
-     else # Bottom 
-       @status_window.y = 0 
-       @command_window.y = 0 
-       @slot_window.y = @command_window.y + @command_window.height 
-       @item_window.y = @slot_window.y + @slot_window.height 
-       @help_window.y = @item_window.y + @item_window.height 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: relocate_aee_windows 
-   #-------------------------------------------------------------------------- 
-   def relocate_aee_windows 
-     return unless $imported["YEA-AceEquipEngine"] 
-     case Menu.help_window_location 
-     when 0 # Top 
-       @help_window.y = 0 
-       @command_window.y = @help_window.height 
-       @slot_window.y = @command_window.y + @command_window.height 
-     when 1 # Middle 
-       @command_window.y = 0 
-       @help_window.y = @command_window.height 
-       @slot_window.y = @help_window.y + @help_window.height 
-     else # Bottom 
-       @command_window.y = 0 
-       @slot_window.y = @command_window.height 
-       @help_window.y = @slot_window.y + @slot_window.height 
-     end 
-     @actor_window.y = @command_window.y 
-     @item_window.y = @slot_window.y 
-     @status_window.y = @slot_window.y 
-   end 
-   
- end # Scene_Equip 
-   
- #============================================================================== 
- # ■ Scene_Menu 
- #============================================================================== 
-   
- class Scene_Menu < Scene_MenuBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_command_window 
-   #-------------------------------------------------------------------------- 
-   alias scene_menu_create_command_window_ame create_command_window 
-   def create_command_window 
-     scene_menu_create_command_window_ame 
-     process_common_event_commands 
-     process_custom_commands 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_common_event_commands 
-   #-------------------------------------------------------------------------- 
-   def process_common_event_commands 
-     for command in YEA::MENU::COMMANDS 
-       next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) 
-       @command_window.set_handler(command, method(:command_common_event)) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_common_event 
-   #-------------------------------------------------------------------------- 
-   def command_common_event 
-     event_id = @command_window.current_ext 
-     return return_scene if event_id.nil? 
-     return return_scene if $data_common_events[event_id].nil? 
-     $game_temp.reserve_common_event(event_id) 
-     return_scene 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_custom_commands 
-   #-------------------------------------------------------------------------- 
-   def process_custom_commands 
-     for command in YEA::MENU::COMMANDS 
-       next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) 
-       called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] 
-       @command_window.set_handler(command, method(called_method)) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_debug 
-   #-------------------------------------------------------------------------- 
-   def command_debug 
-     SceneManager.call(Scene_Debug) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_shop 
-   #-------------------------------------------------------------------------- 
-   def command_shop 
-     goods = [] 
-     SceneManager.call(Scene_Shop) 
-     SceneManager.scene.prepare(goods, false) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_totori 
-   #-------------------------------------------------------------------------- 
-   def command_totori 
-     return unless $imported['KRX-AlchemicSynthesis'] 
-     SceneManager.call(Scene_Alchemy) 
-   end 
-   
- end # Scene_Menu 
-   
- #============================================================================== 
- #  
- # ▼ End of File 
- #  
- #==============================================================================