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使用了物品大图,上面的文字挡到了图片,不知道怎样修改,求教- #==============================================================================
 
 - # 
 
 - # ▼ Yanfly Engine Ace - Ace Item Menu v1.02
 
 - # -- Last Updated: 2012.01.05
 
 - # -- Level: Normal, Hard
 
 - # -- Requires: n/a
 
 - # 
 
 - #==============================================================================
 
  
- $imported = {} if $imported.nil?
 
 - $imported["YEA-ItemMenu"] = true
 
  
- #==============================================================================
 
 - # ▼ Updates
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # 2012.01.05 - Compatibility Update with Equip Dynamic Stats.
 
 - # 2012.01.03 - Started Script and Finished.
 
 - #            - Compatibility Update with Ace Menu Engine.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Introduction
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # The Ace Item Menu offers more item categorization control and a better layout
 
 - # that simulatenously provides information regarding the items to the player,
 
 - # while keeping a good amount of the item list visible on screen at once. The
 
 - # script can also be customized to rearrange commands and categories.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ 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.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Item Notetags - These notetags go in the item notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <category: string>
 
 - # Places this object into the item category for "string". Whenever the selected
 
 - # category is highlighted in the Ace Item Menu command window, this object will
 
 - # be included and shown in the item window.
 
 - # 
 
 - # <image: string>
 
 - # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
 
 - # directory with the filename of "string" (without the extension) as the image
 
 - # picture shown in the Ace Item Menu.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Weapon Notetags - These notetags go in the weapon notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <category: string>
 
 - # Places this object into the item category for "string". Whenever the selected
 
 - # category is highlighted in the Ace Item Menu command window, this object will
 
 - # be included and shown in the item window.
 
 - # 
 
 - # <image: string>
 
 - # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
 
 - # directory with the filename of "string" (without the extension) as the image
 
 - # picture shown in the Ace Item Menu.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Armour Notetags - These notetags go in the armour notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <category: string>
 
 - # Places this object into the item category for "string". Whenever the selected
 
 - # category is highlighted in the Ace Item Menu command window, this object will
 
 - # be included and shown in the item window.
 
 - # 
 
 - # <image: string>
 
 - # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
 
 - # directory with the filename of "string" (without the extension) as the image
 
 - # picture shown in the Ace Item Menu.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ 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 ITEM
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Item Command Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This array adjusts what options appear in the initial item command window
 
 -     # before the items are split into separate categories. Add commands, remove
 
 -     # commands, or rearrange them. Here's a list of which does what:
 
 -     # 
 
 -     # -------------------------------------------------------------------------
 
 -     # :command         Description
 
 -     # -------------------------------------------------------------------------
 
 -     # :item            Opens up the various item categories. Default.
 
 -     # :weapon          Opens up the various weapon categories. Default.
 
 -     # :armor           Opens up the various armour categories. Default.
 
 -     # :key_item        Shows a list of the various key items. Default.
 
 -     # 
 
 -     # :gogototori      Requires Kread-EX's Go Go Totori Synthesis.
 
 -     # 
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     COMMANDS =[
 
 -       :item,         # Opens up the various item categories. Default.
 
 -       :weapon,       # Opens up the various weapon categories. Default.
 
 -       :armor,        # Opens up the various armour categories. Default.
 
 -       :key_item,     # Shows a list of the various key items. Default.
 
 -       :gogototori,   # Requires Kread-EX's Go Go Totori Synthesis.
 
 -     # :custom1,      # Custom command 1.
 
 -     # :custom2,      # Custom command 2.
 
 -     ] # Do not remove this.
 
 -     
 
 -     #--------------------------------------------------------------------------
 
 -     # - Item Custom Commands -
 
 -     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 -     # For those who use scripts to that may produce unique effects for the item
 
 -     # scene, use this hash to manage the custom commands for the Item Command
 
 -     # Window. You can disable certain commands or prevent them from appearing
 
 -     # by using switches. If you don't wish to bind them to a switch, set the
 
 -     # proper switch to 0 for it to have no impact.
 
 -     #--------------------------------------------------------------------------
 
 -     CUSTOM_ITEM_COMMANDS ={
 
 -     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
 
 -       :gogototori => ["合成",            0,         0, :command_totori],
 
 -       :custom1 => [ "自定義名稱",            0,          0, :command_name1],
 
 -       :custom2 => [ "自定義文本",           13,          0, :command_name2],
 
 -     } # Do not remove this.
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Item Type Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # These arrays adjusts and shows the various item types shown for Items,
 
 -     # Weapons, and Armours. Note that when using :category symbols, the
 
 -     # specific category shown will be equal to the text used for the Display
 
 -     # and the included item must contain a category equal to the Display name.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This array contains the order for the Item categories.
 
 -     ITEM_TYPES =[
 
 -     # [  :symbol,   "Display"],
 
 -       [   :field,     "恢复"], # Shows Menu-usable items.
 
 -       [  :battle,    "辅助"], # Shows Battle-usable items.
 
 -       [:category,   "法宝"], # Categorized by <category: string>
 
 -       [:key_item,  "貴重物品"], # Shows all key items.
 
 -       [     :all,       "全部"], # Shows all usable items.
 
 -     ] # Do not remove this.
 
 -     
 
 -     # This array contains the order for the Weapon categories.
 
 -     WEAPON_TYPES =[
 
 -     # [  :symbol,   "Display"],
 
 -       [   :types,  "WPNTYPES"], # Lists all of the individual weapon types.
 
 -       [     :all,       "全部"], # Shows all weapons.
 
 -     ] # Do not remove this.
 
 -     
 
 -     # This array contains the order for the Armour categories.
 
 -     ARMOUR_TYPES =[
 
 -     # [  :symbol,   "Display"],
 
 -       [   :slots,  "ARMSLOTS"], # Lists all of the individual armour slots.
 
 -       [   :types,  "ARMTYPES"], # Lists all of the individual armours types.
 
 -       [     :all,       "全部"], # Shows all armours.
 
 -     ] # Do not remove this.
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Item Status Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # The item status window displays information about the item in detail.
 
 -     # Adjust the settings below to change the way the status window appears.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     STATUS_FONT_SIZE = 20       # Font size used for status window.
 
 -     MAX_ICONS_DRAWN  = 10       # Maximum number of icons drawn for states.
 
 -     
 
 -     # The following adjusts the vocabulary used for the status window. Each
 
 -     # of the vocabulary settings are self explanatory.
 
 -     VOCAB_STATUS ={
 
 -       :empty      => "---",          # Text used when nothing is shown.
 
 -       :hp_recover => "恢复生命",      # Text used for HP Recovery.
 
 -       :mp_recover => "恢复内力",      # Text used for MP Recovery.
 
 -       :tp_recover => "恢复TP",      # Text used for TP Recovery.
 
 -       :tp_gain    => "增加TP",      # Text used for TP Gain.
 
 -       :applies    => "使用效果",      # Text used for applied states and buffs.
 
 -       :removes    => "移除效果",      # Text used for removed states and buffs.
 
 -     } # Do not remove this.
 
 -     
 
 -   end # ITEM
 
 - 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.
 
 - #==============================================================================
 
  
- module YEA
 
 -   module REGEXP
 
 -   module BASEITEM
 
 -     
 
 -     CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i
 
 -     IMAGE    = /<(?:IMAGE|image):[ ](.*)>/i
 
 -     
 
 -   end # BASEITEM
 
 -   end # REGEXP
 
 - end # YEA
 
  
- #==============================================================================
 
 - # ■ Numeric
 
 - #==============================================================================
 
  
- class Numeric
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: group_digits
 
 -   #--------------------------------------------------------------------------
 
 -   unless $imported["YEA-CoreEngine"]
 
 -   def group; return self.to_s; end
 
 -   end # $imported["YEA-CoreEngine"]
 
 -     
 
 - end # Numeric
 
  
- #==============================================================================
 
 - # ■ Vocab
 
 - #==============================================================================
 
  
- module Vocab
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: self.item_status
 
 -   #--------------------------------------------------------------------------
 
 -   def self.item_status(type)
 
 -     return YEA::ITEM::VOCAB_STATUS[type]
 
 -   end
 
 -   
 
 - end # Vocab
 
  
- #==============================================================================
 
 - # ■ DataManager
 
 - #==============================================================================
 
  
- module DataManager
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: load_database
 
 -   #--------------------------------------------------------------------------
 
 -   class <<self; alias load_database_aim load_database; end
 
 -   def self.load_database
 
 -     load_database_aim
 
 -     load_notetags_aim
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: load_notetags_aim
 
 -   #--------------------------------------------------------------------------
 
 -   def self.load_notetags_aim
 
 -     groups = [$data_items, $data_weapons, $data_armors]
 
 -     for group in groups
 
 -       for obj in group
 
 -         next if obj.nil?
 
 -         obj.load_notetags_aim
 
 -       end
 
 -     end
 
 -   end
 
 -   
 
 - end # DataManager
 
  
- #==============================================================================
 
 - # ■ RPG::BaseItem
 
 - #==============================================================================
 
  
- class RPG::BaseItem
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :category
 
 -   attr_accessor :image
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # common cache: load_notetags_aim
 
 -   #--------------------------------------------------------------------------
 
 -   def load_notetags_aim
 
 -     @category = []
 
 -     #---
 
 -     self.note.split(/[\r\n]+/).each { |line|
 
 -       case line
 
 -       #---
 
 -       when YEA::REGEXP::BASEITEM::CATEGORY
 
 -         @category.push($1.upcase.to_s)
 
 -       when YEA::REGEXP::BASEITEM::IMAGE
 
 -         @image = $1.to_s
 
 -       end
 
 -     } # self.note.split
 
 -     #---
 
 -   end
 
 -   
 
 - end # RPG::BaseItem
 
  
- #==============================================================================
 
 - # ■ Game_Temp
 
 - #==============================================================================
 
  
- class Game_Temp
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :scene_item_index
 
 -   attr_accessor :scene_item_oy
 
 -   
 
 - end # Game_Temp
 
  
- #==============================================================================
 
 - # ■ Window_ItemList
 
 - #==============================================================================
 
  
- class Window_ItemList < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     return if item.nil?
 
 -     rect = item_rect(index)
 
 -     rect.width -= 4
 
 -     draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
 
 -     draw_item_number(rect, item)
 
 -   end
 
 -   
 
 - end # Window_ItemList
 
  
- #==============================================================================
 
 - # ■ Window_ItemCommand
 
 - #==============================================================================
 
  
- class Window_ItemCommand < Window_Command
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_reader   :item_window
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(x, y)
 
 -     super(x, y)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; return 4; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_ok
 
 -   #--------------------------------------------------------------------------
 
 -   def process_ok
 
 -     $game_temp.scene_item_index = index
 
 -     $game_temp.scene_item_oy = self.oy
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # 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
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_custom_command
 
 -   #--------------------------------------------------------------------------
 
 -   def process_custom_command(command)
 
 -     return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
 
 -     show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2]
 
 -     continue = show <= 0 ? true : $game_switches[show]
 
 -     return unless continue
 
 -     text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0]
 
 -     switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1]
 
 -     enabled = switch <= 0 ? true : $game_switches[switch]
 
 -     add_command(text, command, enabled)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # update
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     return unless self.active
 
 -     @item_window.category = current_symbol if @item_window
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item_window=
 
 -   #--------------------------------------------------------------------------
 
 -   def item_window=(item_window)
 
 -     @item_window = item_window
 
 -     update
 
 -   end
 
 -   
 
 - end # Window_ItemCommand
 
  
- #==============================================================================
 
 - # ■ Window_ItemType
 
 - #==============================================================================
 
  
- class Window_ItemType < Window_Command
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_reader   :item_window
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(x, y)
 
 -     super(x, y)
 
 -     deactivate
 
 -     @type = nil
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; return 4; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # reveal
 
 -   #--------------------------------------------------------------------------
 
 -   def reveal(type)
 
 -     @type = type
 
 -     refresh
 
 -     activate
 
 -     select(0)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # 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[i]
 
 -             add_command(name, :w_type, true, i)
 
 -           end
 
 -         else
 
 -           for i in 1...$data_system.armor_types.size
 
 -             name = $data_system.armor_types[i]
 
 -             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
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # update
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     return unless self.active
 
 -     @item_window.category = current_symbol if @item_window
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item_window=
 
 -   #--------------------------------------------------------------------------
 
 -   def item_window=(item_window)
 
 -     @item_window = item_window
 
 -     update
 
 -   end
 
 -   
 
 - end # Window_ItemType
 
  
- #==============================================================================
 
 - # ■ Window_ItemList
 
 - #==============================================================================
 
  
- class Window_ItemList < Window_Selectable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: initialize
 
 -   #--------------------------------------------------------------------------
 
 -   alias window_itemlist_initialize_aim initialize
 
 -   def initialize(dx, dy, dw, dh)
 
 -     window_itemlist_initialize_aim(dx, dy, dw, dh)
 
 -     @ext = :none
 
 -     @name = ""
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: category=
 
 -   #--------------------------------------------------------------------------
 
 -   alias window_itemlist_category_aim category=
 
 -   def category=(category)
 
 -     if @types_window.nil?
 
 -       window_itemlist_category_aim(category)
 
 -     else
 
 -       return unless update_types?(category)
 
 -       @category = category
 
 -       if @types_window.active
 
 -         @name = @types_window.current_data[:name]
 
 -         @ext = @types_window.current_ext
 
 -       end
 
 -       refresh
 
 -       self.oy = 0
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: update_types?
 
 -   #--------------------------------------------------------------------------
 
 -   def update_types?(category)
 
 -     return true if @category != category
 
 -     return false unless @types_window.active
 
 -     if category == :category
 
 -       return @name != @types_window.current_data[:name]
 
 -     end
 
 -     return @ext != @types_window.current_ext
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: types_window=
 
 -   #--------------------------------------------------------------------------
 
 -   def types_window=(window)
 
 -     @types_window = window
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: include?
 
 -   #--------------------------------------------------------------------------
 
 -   alias window_itemlist_include_aim include?
 
 -   def include?(item)
 
 -     if @types_window.nil?
 
 -       return window_itemlist_include_aim(item)
 
 -     else
 
 -       return ace_item_menu_include?(item)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: ace_item_menu_include?
 
 -   #--------------------------------------------------------------------------
 
 -   def ace_item_menu_include?(item)
 
 -     case @category
 
 -     #---
 
 -     when :field
 
 -       return false unless item.is_a?(RPG::Item)
 
 -       return item.menu_ok?
 
 -     when :battle
 
 -       return false unless item.is_a?(RPG::Item)
 
 -       return item.battle_ok?
 
 -     #---
 
 -     when :w_type
 
 -       return false unless item.is_a?(RPG::Weapon)
 
 -       return item.wtype_id == @types_window.current_ext
 
 -     when :a_type
 
 -       return false unless item.is_a?(RPG::Armor)
 
 -       return item.atype_id == @types_window.current_ext
 
 -     when :e_type
 
 -       return false unless item.is_a?(RPG::Armor)
 
 -       return item.etype_id == @types_window.current_ext
 
 -     #---
 
 -     when :all
 
 -       case @types_window.current_ext
 
 -       when :item
 
 -         return item.is_a?(RPG::Item)
 
 -       when :weapon
 
 -         return item.is_a?(RPG::Weapon)
 
 -       else
 
 -         return item.is_a?(RPG::Armor)
 
 -       end
 
 -     #---
 
 -     when :category
 
 -       case @types_window.current_ext
 
 -       when :item
 
 -         return false unless item.is_a?(RPG::Item)
 
 -       when :weapon
 
 -         return false unless item.is_a?(RPG::Weapon)
 
 -       else
 
 -         return false unless item.is_a?(RPG::Armor)
 
 -       end
 
 -       return item.category.include?(@types_window.current_data[:name].upcase)
 
 -     #---
 
 -     else
 
 -       return window_itemlist_include_aim(item)
 
 -     end
 
 -   end
 
 -   
 
 - end # Window_ItemList
 
  
- #==============================================================================
 
 - # ■ Window_ItemStatus
 
 - #==============================================================================
 
  
- class Window_ItemStatus < Window_Base
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(dx, dy, item_window)
 
 -     super(0, 100, 300 , 250)
 
 -     @item_window = item_window
 
 -     @item = nil
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # update
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     update_item(@item_window.item)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # update_item
 
 -   #--------------------------------------------------------------------------
 
 -   def update_item(item)
 
 -     return if @item == item
 
 -     @item = item
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     contents.clear
 
 -     reset_font_settings
 
 -     return draw_empty if @item.nil?
 
 -     contents.font.size = YEA::ITEM::STATUS_FONT_SIZE
 
 -     draw_item_image
 
 -     draw_item_stats
 
 -     draw_item_effects
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_empty
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_empty
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect = Rect.new(1, 1, 94, 94)
 
 -     contents.fill_rect(rect, colour)
 
 -     dx = 96; dy = 0
 
 -     dw = (contents.width - 96) / 2
 
 -     for i in 0...8
 
 -       draw_background_box(dx, dy, dw)
 
 -       dx = dx >= 96 + dw ? 96 : 96 + dw
 
 -       dy += line_height if dx == 96
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_background_box
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_background_box(dx, dy, dw)
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
 
 -     contents.fill_rect(rect, colour)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_item_image
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item_image
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect = Rect.new(1, 1, 94, 94)
 
 -     contents.fill_rect(rect, colour)
 
 -     if @item.image.nil?
 
 -       icon_index = @item.icon_index
 
 -       bitmap = Cache.system("Iconset")
 
 -       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       target = Rect.new(0, 0, 96, 96)
 
 -       contents.stretch_blt(target, bitmap, rect)
 
 -     else
 
 -       bitmap = Cache.picture(@item.image)
 
 -       contents.blt(0, 0, bitmap, bitmap.rect, 255)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_item_stats
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item_stats
 
 -     return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
 
 -     dx = 96; dy = 0
 
 -     dw = (contents.width - 96) / 2
 
 -     for i in 0...8
 
 -       draw_equip_param(i, dx, dy, dw)
 
 -       dx = dx >= 96 + dw ? 96 : 96 + dw
 
 -       dy += line_height if dx == 96
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_equip_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_equip_param(param_id, dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
 
 -     if $imported["YEA-EquipDynamicStats"]
 
 -       draw_percentage_param(param_id, dx, dy, dw)
 
 -     else
 
 -       draw_set_param(param_id, dx, dy, dw)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_percentage_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_percentage_param(param_id, dx, dy, dw)
 
 -     if @item.per_params[param_id] != 0 && @item.params[param_id] != 0
 
 -       text = draw_set_param(param_id, dx, dy, dw)
 
 -       dw -= text_size(text).width
 
 -       draw_percent_param(param_id, dx, dy, dw)
 
 -     elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0
 
 -       draw_percent_param(param_id, dx, dy, dw)
 
 -     else
 
 -       draw_set_param(param_id, dx, dy, dw)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_set_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_set_param(param_id, dx, dy, dw)
 
 -     value = @item.params[param_id]
 
 -     if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0
 
 -       value += $game_variables[@item.var_params[param_id]] rescue 0
 
 -     end
 
 -     change_color(param_change_color(value), value != 0)
 
 -     text = value.group
 
 -     text = "+" + text if value > 0
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -     return text
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_percent_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_percent_param(param_id, dx, dy, dw)
 
 -     value = @item.per_params[param_id]
 
 -     change_color(param_change_color(value))
 
 -     text = (@item.per_params[param_id] * 100).to_i.group + "%"
 
 -     text = "+" + text if @item.per_params[param_id] > 0
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -     return text
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_item_effects
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item_effects
 
 -     return unless @item.is_a?(RPG::Item)
 
 -     dx = 96; dy = 0
 
 -     dw = (contents.width - 96) / 2
 
 -     draw_hp_recover(dx, dy + line_height * 0, dw)
 
 -     draw_mp_recover(dx, dy + line_height * 1, dw)
 
 -     draw_tp_recover(dx + dw, dy + line_height * 0, dw)
 
 -     draw_tp_gain(dx + dw, dy + line_height * 1, dw)
 
 -     dw = contents.width - 96
 
 -     draw_applies(dx, dy + line_height * 2, dw)
 
 -     draw_removes(dx, dy + line_height * 3, dw)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_hp_recover
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_hp_recover(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover))
 
 -     per = 0
 
 -     set = 0
 
 -     for effect in @item.effects
 
 -       next unless effect.code == 11
 
 -       per += (effect.value1 * 100).to_i
 
 -       set += effect.value2.to_i
 
 -     end
 
 -     if per != 0 && set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -       draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -       dw -= text_size(text).width
 
 -       change_color(param_change_color(per))
 
 -       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
 
 -       draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -       return
 
 -     elsif per != 0
 
 -       change_color(param_change_color(per))
 
 -       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
 
 -     elsif set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -     else
 
 -       change_color(normal_color, false)
 
 -       text = Vocab::item_status(:empty)
 
 -     end
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_mp_recover
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_mp_recover(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover))
 
 -     per = 0
 
 -     set = 0
 
 -     for effect in @item.effects
 
 -       next unless effect.code == 12
 
 -       per += (effect.value1 * 100).to_i
 
 -       set += effect.value2.to_i
 
 -     end
 
 -     if per != 0 && set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -       draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -       dw -= text_size(text).width
 
 -       change_color(param_change_color(per))
 
 -       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
 
 -       draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -       return
 
 -     elsif per != 0
 
 -       change_color(param_change_color(per))
 
 -       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
 
 -     elsif set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -     else
 
 -       change_color(normal_color, false)
 
 -       text = Vocab::item_status(:empty)
 
 -     end
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_tp_recover
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_tp_recover(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover))
 
 -     set = 0
 
 -     for effect in @item.effects
 
 -       next unless effect.code == 13
 
 -       set += effect.value1.to_i
 
 -     end
 
 -     if set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -     else
 
 -       change_color(normal_color, false)
 
 -       text = Vocab::item_status(:empty)
 
 -     end
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_tp_gain
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_tp_gain(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain))
 
 -     set = @item.tp_gain
 
 -     if set != 0
 
 -       change_color(param_change_color(set))
 
 -       text = set > 0 ? sprintf("+%s", set.group) : set.group
 
 -     else
 
 -       change_color(normal_color, false)
 
 -       text = Vocab::item_status(:empty)
 
 -     end
 
 -     draw_text(dx+4, dy, dw-8, line_height, text, 2)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_applies
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_applies(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies))
 
 -     icons = []
 
 -     for effect in @item.effects
 
 -       case effect.code
 
 -       when 21
 
 -         next unless effect.value1 > 0
 
 -         next if $data_states[effect.value1].nil?
 
 -         icons.push($data_states[effect.data_id].icon_index)
 
 -       when 31
 
 -         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
 
 -       when 32
 
 -         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
 
 -       end
 
 -       icons.delete(0)
 
 -       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
 
 -     end
 
 -     draw_icons(dx, dy, dw, icons)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_removes
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_removes(dx, dy, dw)
 
 -     draw_background_box(dx, dy, dw)
 
 -     change_color(system_color)
 
 -     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes))
 
 -     icons = []
 
 -     for effect in @item.effects
 
 -       case effect.code
 
 -       when 22
 
 -         next unless effect.value1 > 0
 
 -         next if $data_states[effect.value1].nil?
 
 -         icons.push($data_states[effect.data_id].icon_index)
 
 -       when 33
 
 -         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
 
 -       when 34
 
 -         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
 
 -       end
 
 -       icons.delete(0)
 
 -       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
 
 -     end
 
 -     draw_icons(dx, dy, dw, icons)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_icons
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_icons(dx, dy, dw, icons)
 
 -     dx += dw - 4
 
 -     dx -= icons.size * 24
 
 -     for icon_id in icons
 
 -       draw_icon(icon_id, dx, dy)
 
 -       dx += 24
 
 -     end
 
 -     if icons.size == 0
 
 -       change_color(normal_color, false)
 
 -       text = Vocab::item_status(:empty)
 
 -       draw_text(4, dy, contents.width-8, line_height, text, 2)
 
 -     end
 
 -   end
 
 -   
 
 - end # Window_ItemStatus
 
  
- #==============================================================================
 
 - # ■ Scene_Item
 
 - #==============================================================================
 
  
- class Scene_Item < Scene_ItemBase
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: start
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_item_start_aim start
 
 -   def start
 
 -     scene_item_start_aim
 
 -     create_types_window
 
 -     create_status_window
 
 -     relocate_windows
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: return_scene
 
 -   #--------------------------------------------------------------------------
 
 -   def return_scene
 
 -     $game_temp.scene_item_index = nil
 
 -     $game_temp.scene_item_oy = nil
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_category_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_category_window
 
 -     wy = @help_window.height
 
 -     @category_window = Window_ItemCommand.new(0, wy)
 
 -     @category_window.viewport = @viewport
 
 -     @category_window.help_window = @help_window
 
 -     @category_window.y = @help_window.height
 
 -     if !$game_temp.scene_item_index.nil?
 
 -       @category_window.select($game_temp.scene_item_index)
 
 -       @category_window.oy = $game_temp.scene_item_oy
 
 -     end
 
 -     $game_temp.scene_item_index = nil
 
 -     $game_temp.scene_item_oy = nil
 
 -     @category_window.set_handler(:ok, method(:on_category_ok))
 
 -     @category_window.set_handler(:cancel, method(:return_scene))
 
 -     @category_window.set_handler(:item, method(:open_types))
 
 -     @category_window.set_handler(:weapon, method(:open_types))
 
 -     @category_window.set_handler(:armor, method(:open_types))
 
 -     process_custom_item_commands
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: process_custom_item_commands
 
 -   #--------------------------------------------------------------------------
 
 -   def process_custom_item_commands
 
 -     for command in YEA::ITEM::COMMANDS
 
 -       next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
 
 -       called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3]
 
 -       @category_window.set_handler(command, method(called_method))
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: create_types_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_types_window
 
 -     wy = @category_window.y
 
 -     @types_window = Window_ItemType.new(Graphics.width, wy)
 
 -     @types_window.viewport = @viewport
 
 -     @types_window.help_window = @help_window
 
 -     @types_window.y = @help_window.height
 
 -     @types_window.item_window = @item_window
 
 -     @item_window.types_window = @types_window
 
 -     @types_window.set_handler(:ok, method(:on_types_ok))
 
 -     @types_window.set_handler(:cancel, method(:on_types_cancel))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: create_status_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_status_window
 
 -     wx = @category_window.width
 
 -     wy = @category_window.y
 
 -     @status_window = Window_ItemStatus.new(wx, wy, @item_window)
 
 -     @status_window.viewport = @viewport
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: relocate_windows
 
 -   #--------------------------------------------------------------------------
 
 -   def relocate_windows
 
 -     return unless $imported["YEA-AceMenuEngine"]
 
 -     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
 
 -     @types_window.y = @category_window.y
 
 -     @status_window.y = @category_window.y
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: open_categories
 
 -   #--------------------------------------------------------------------------
 
 -   def open_types
 
 -     @category_window.x = Graphics.width
 
 -     @types_window.x = 0
 
 -     @types_window.reveal(@category_window.current_symbol)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: on_types_ok
 
 -   #--------------------------------------------------------------------------
 
 -   def on_types_ok
 
 -     @item_window.activate
 
 -     @item_window.select_last
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: on_types_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   def on_types_cancel
 
 -     @category_window.x = 0
 
 -     @category_window.activate
 
 -     @types_window.unselect
 
 -     @types_window.x = Graphics.width
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_item_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_item_on_item_cancel_aim on_item_cancel
 
 -   def on_item_cancel
 
 -     if @types_window.x <= 0
 
 -       @item_window.unselect
 
 -       @types_window.activate
 
 -     else
 
 -       scene_item_on_item_cancel_aim
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_totori
 
 -   #--------------------------------------------------------------------------
 
 -   def command_totori
 
 -     SceneManager.call(Scene_Alchemy)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_name1
 
 -   #--------------------------------------------------------------------------
 
 -   def command_name1
 
 -     # Do nothing.
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_name2
 
 -   #--------------------------------------------------------------------------
 
 -   def command_name2
 
 -     # Do nothing.
 
 -   end
 
 -   
 
 - end # Scene_Item
 
  
- #==============================================================================
 
 - # 
 
 - # ▼ End of File
 
 - # 
 
 - #==============================================================================
 
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