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Ajuda com valor Y da Window_ItemCategory

Iniciado por JF, 26/01/2017 às 22:49

26/01/2017 às 22:49 Última edição: 27/01/2017 às 07:01 por King Gerar
Boa noite galera,

Estou estudando os códigos dos plugins que encontrei aqui, neste caso, um plugin do Yanfly.

Alterei as propriedades das windows do game e consegui praticamente todas, menos o da scene item. Não consigo achar uma maneira de definir o valor Y da Window_ItemCategory , já tentei criar um novo método mas só buga as windows restantes.

Aqui o código que estou usando:
//=============================================================================
// Yanfly Engine Plugins - Item Core
// YEP_ItemCore.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_ItemCore = true;

var Yanfly = Yanfly || {};
Yanfly.Item = Yanfly.Item || {};
Yanfly.Item.version = 1.26;

//=============================================================================
 /*:
 * @plugindesc v1.26 Changes the way Items are handled for your game
 * and the Item Scene, too.
 * @author Yanfly Engine Plugins
 *
 * @param ---General---
 * @default
 *
 * @param Max Items
 * @desc Maximum number of items. If this is set to 0, then there
 * will be no independent items.
 * @default 0
 *
 * @param Max Weapons
 * @desc Maximum number of weapons. If this is set to 0, then there
 * will be no independent weapons.
 * @default 100
 *
 * @param Max Armors
 * @desc Maximum number of armors. If this is set to 0, then there
 * will be no independent armors.
 * @default 100
 *
 * @param Starting ID
 * @desc This will be the starting ID number for independent items
 * so that they don't interfere with default items.
 * @default 3000
 *
 * @param Random Variance
 * @desc Randomize the stats found for non shop items by this value
 * either positive or negative. Set as 0 for no random.
 * @default 0
 *
 * @param Negative Variance
 * @desc If using random variance, allow random variance equipment
 * stats to go under 0? NO - false     YES - true
 * @default false
 *
 * @param Name Format
 * @desc How item names will be ordered and structured.
 * %1 - Prefix, %2 - Base Name, %3 - Suffix, %4 Boost
 * @default %1%2%3%4
 *
 * @param Name Spacing
 * @desc Place a space between name prefixes and suffixes?
 * NO - false     YES - true
 * @default true
 *
 * @param Boost Format
 * @desc This is the text format for a boosted independent item.
 * %1 - Boost Amount
 * @default (+%1)
 *
 * @param ---Item Scene---
 * @default
 *
 * @param Updated Scene Item
 * @desc Enabling this will change Scene Item's visual appearance.
 * NO - false     YES - true (recommended)
 * @default true
 *
 * @param List Equipped Items
 * @desc Show equipped independent items in the item lists?
 * NO - false     YES - true
 * @default true
 *
 * @param Show Icon
 * @desc Show the icon in the status window?
 * NO - false     YES - true
 * @default true
 *
 * @param Icon Size
 * @desc This will be the width and height of the icon to be drawn.
 * This is normally 4x the default Icon Width and Icon Height.
 * @default 128
 *
 * @param Font Size
 * @desc This changes the font size for description items.
 * Default: 28
 * @default 20
 *
 * @param Command Alignment
 * @desc This is the text alignment for the command windows.
 * left     center     right
 * @default center
 *
 * @param Recovery Format
 * @desc This is the text format for HP/MP Recovery.
 * @default %1 Heal
 *
 * @param Add State
 * @desc This is the text for adding states.
 * @default +State
 *
 * @param Add Buff
 * @desc This is the text for adding buffs.
 * @default +Buff
 *
 * @param Remove State
 * @desc This is the text for remove states.
 * @default -State
 *
 * @param Remove Buff
 * @desc This is the text for remove buffs.
 * @default -Buff
 *
 * @param Maximum Icons
 * @desc Maximum number of icons drawn for states and buffs.
 * @default 4
 *
 * @param Use Command
 * @desc Command text for using the selected item.
 * %1 - Item Icon and Name
 * @default Use %1
 *
 * @param Carry Format
 * @desc This is the visual text format for independent item ID.
 * %1 - Item Index     %2 - Maximum
 * @default %1/%2
 *
 * @param --Independent Items--
 * @default
 *
 * @param Midgame Note Parsing
 * @desc Allow midgame note parsing or do it at beginning?
 * NO - false     YES - true    Recommended: false
 * @default false
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * This plugin makes a couple of main changes to your game and the way items
 * are handled to allow a base core for future plugins.
 *
 * 1. Independent Items
 * If you choose to have maximum limit on your items, weapons, and/or armors,
 * those items will become independent and have their own individual stats and
 * whatnot. Independent items are capable of being upgraded, altered, modified,
 * etc. and retain those changed properties independent of other items of the
 * same type. Items without a maximum limit (aka 0), will continue working as
 * they normally did in RPG Maker MV.
 *
 * 2. New Scene_Item
 * The item scene has been revamped to look a little bit different. With the
 * new layout, the item list is no longer two columns, but one. Added are a few
 * more windows, such as the item status window (which displays basic item
 * information), an item information window (which shows information applied to
 * the item via upgrades, etc.), and an item action window, which appears when
 * you select an item and it will ask you if you wish to Use the item or any
 * action added via plugins (such as upgrading the item). If you wish to not
 * use this revamp, you can disable it from the parameters.
 *
 * 3. Random Variance
 * Newly acquired items that aren't from shop can be given randomized stats to
 * a small degree for items that are independent. Items can be above the stock
 * value or below the stock value by the variance value. If you wish for an
 * item to not have a variance value, you can use a notetag to set the variance
 * value to 0. If you wish for all of your items to not have a variance value,
 * you can set the parameter to 0.
 *
 * Note: During battle test, independent items are disabled.
 *
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * If you are using independent items, items that aren't gained through the
 * shop can have a random variance applied to its stats.
 *
 * Item, Weapon, Armor Notetag
 *   <Random Variance: x>
 *   If this item is acquired through non-shop means, it will have random
 *   stats offset by x amount in either a positive or negative value.
 *
 *   <Not Independent Item>
 *   Sets an item that is independent by default to become a nonindependent
 *   item, allowing it to stack and making it unable to be affected by
 *   independent item modifiers.
 *
 *   <Priority Name>
 *   This sets the item, weapon, or armor's priority name to its database
 *   entry so that name schemes cannot affect the item.
 *
 *   <Text Color: x>
 *   This sets the text color of this item, weapon, or armor to use text color
 *   x from the window skin.
 *
 * ============================================================================
 * Plugin Commands
 * ============================================================================
 *
 * If you wish to be able to add items to your player's inventory without the
 * random variance being applied to it, you can use the following plugin
 * commands to adjust the settings for that.
 *
 * Plugin Command:
 *   EnableVarianceStock  - Causes all items acquired from this point forward
 *                          to have its variance give stock (nonrandom) values.
 *   DisableVarianceStock - Causes all items acquired from this point forward
 *                          to have its variance give random values.
 *
 * A small note is that if you enabled the variance stock values, if the player
 * restarts the game by either going through the title screen or just turning
 * off the program and starting it back up, the random variance will be in
 * effect again. This plugin command is meant to exist as a short term disable.
 *
 * ============================================================================
 * Eventing Changes
 * ============================================================================
 *
 * A few changes have been made to eventing in order to adjust for independent
 * items. They are as follows:
 *
 * Event Page Conditions and Conditional Branches:
 *   Checking to see if an item exists in the party's inventory will differ if
 * the item can be independent. Instead, the condition can be fulfilled if
 * there is an item, even when upgraded, that has the selected item as the base
 * item. This means your Long Sword (+1) will fulfill the condition of having
 * the target Long Sword item in the event editor.
 *
 * Actor Has X Equip:
 *   Just like the previous condition, this condition will be fulfilled if the
 * actor has a weapon whose base item matches the event editor's target item.
 * The Long Sword (+1) will fulfill the condition of needing the actor to have
 * a Long Sword item equipped.
 *
 * Change Equipment:
 *   If the target equipment is independent, the game will first check to see
 * if the actor has an item equipped with the matching base item. If not, the
 * game will then check to see if the party has a matching base item in the
 * inventory first and use that. If not, then the game will create a new stock
 * version of the item and equip that to the actor.
 *
 * ============================================================================
 * Item Name System
 * ============================================================================
 *
 * For independent items, they have a unique name handling system. Independent
 * items consist of four parts:
 *
 *      Prefix     Base Name     Suffix     Boost Count
 *
 * The prefix, base name, suffix, and boost count are adjusted by plugins.
 * Depending on the effects applied, they can be altered or changed. Using the
 * name system, an item with a prefix of 'Fiery', base name of 'Sword', suffix
 * being 'of Might', and a boost count of 5 will end up looking like:
 *
 *      Fiery Sword of Might (+5)
 *
 * This item would appear that way only if its various name parts have been
 * altered some way or another. However, there is a fifth name convention, and
 * that is the priority name. If an item has a priority name, it will completely
 * overwrite the current name scheme with just the priority name itself. So even
 * if the item's name is 'Fiery Sword of Might (+5)', if the item's priority
 * name is 'Legendary Blade', then 'Legendary Blade' will take priority.
 *
 * ============================================================================
 * Lunatic Mode - On Independent Item Creation
 * ============================================================================
 *
 * For those with JavaScript experience, you can use the following Lunatic Mode
 * to run JavaScript code upon the creation of the item. This only applies to
 * newly made independent items.
 *
 * Item, Weapon, Armor
 *
 *   <On Creation Eval>
 *    item.price = baseItem.price;
 *    item.price += Math.floor(Random() * 100);
 *   </On Creation Eval>
 *   The 'item' variable refers to the independent item being made. 'baseItem'
 *   refers to the item's base item. Any alterations made to the 'item' will be
 *   applied to the independent item.
 *
 * ============================================================================
 * Lunatic Mode - Custom Info Window Display
 * ============================================================================
 *
 * If you want to display unique and custom stuff into your info window on the
 * side, you can use the following notetags:
 *
 *   <Info Text Top>
 *    text
 *    text
 *   </Info Text Top>
 *   Type in extra information you wish to type in for the item info window
 *   here, whether it is lore or other information. Text codes can be used.
 *   Information here is is displayed towards the top of the info window.
 *
 *   <Info Text Bottom>
 *    text
 *    text
 *   </Info Text Bottom>
 *   Type in extra information you wish to type in for the item info window
 *   here, whether it is lore or other information. Text codes can be used.
 *   Information here is is displayed towards the bottom of the info window.
 *
 *   <Info Eval>
 *    var variableId = 1;
 *    var value = 500;
 *    $gameVariables.setValue(variableId, value);
 *   </Info Eval>
 *   If you know JavaScript, you can use these notetags to run some code before
 *   displaying any new info. This way, if you plan on using text codes that
 *   display variable values, you can run a bit of code before displaying them
 *   to synch up what's shown in the item info window.
 *
 * ============================================================================
 * Independent Items and Midgame Note Parsing
 * ============================================================================
 *
 * The "Midgame Note Parsing" option in the plugin parameters is made for any
 * plugins that may only parse notetags midgame as opposed to at the loading of
 * the game. This is an option that you should enable AT YOUR OWN RISK.
 *
 * Why is it at your own risk? Because enabling this option means independent
 * items will keep their notedata, thus, increasing the file sizes of your save
 * files several times bigger, and it can cause lag midgame, too.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.26:
 * - Lunatic Mode fail safes added.
 *
 * Version 1.25:
 * - Optimization Update
 *
 * Version 1.24a:
 * - Fixed a typo within the code. Please update Item Core, Item Disassemble,
 * Attachable Augments, and More Currencies if you are using those plugins.
 * - Random variance is now disabled from fresh plugin installation by default.
 *
 * Version 1.23:
 * - Fixed an issue custom info text when using different font sizes.
 *
 * Version 1.22:
 * - Fixed a removal bug that caused weapon and armor ID's to clash.
 *
 * Version 1.21:
 * - Fixed an error with sorting algorithm when items have the same base ID.
 *
 * Version 1.20:
 * - Added <On Creation Eval> Lunatic Mode notetag. Read the help file for more
 * information about it.
 *
 * Version 1.19:
 * - Updated for RPG Maker MV version 1.1.0.
 *
 * Version 1.18a:
 * - Added 'Midgame Note Parsing' plugin parameter.
 * - Fixed a visual error with MP recovery displaying a 0 instead of ---.
 *
 * Version 1.17:
 * - Added <Text Color: x> notetag for items, weapons, and armors.
 *
 * Version 1.16:
 * - Fixed a bug that made mid-game actor initialization not display items
 * correctly in the item menu.
 *
 * Version 1.15:
 * - Fixed a bug with independent items getting values that crash the game.
 *
 * Version 1.14:
 * - Fixed an unintended function of the game not granting a piece of equipment
 * through events.
 *
 * Version 1.13:
 * - Fixed a bug that didn't unequip items properly.
 *
 * Version 1.12:
 * - Added 'Negative Variance' parameter.
 *
 * Version 1.11:
 * - Fixed a bug that caused random variance to not calculate correctly.
 * - Fixed a bug that didn't return the correct conditional branch results.
 * - Fixed the display in the shop window to show number of independent items
 * owned by the player rather than just 0.
 *
 * Version 1.10:
 * - Added Lunatic Mode - Custom Info Window Display.
 *
 * Version 1.09:
 * - Fixed a bug with evented item removal that didn't remove equipped items if
 * the 'Include Equipment' checkbox was checked.
 *
 * Version 1.08:
 * - Fixed a bug with the Control Variable event that would not gather the
 * right amount of independent items.
 *
 * Version 1.07:
 * - Fixed a bug with the Change Equipment event where armors wouldn't equip.
 *
 * Version 1.06:
 * - Fixed a bug and rewrote the initializing equipment process.
 *
 * Version 1.05:
 * - Compatibility update with ItemBook.
 *
 * Version 1.04:
 * - Added 'List Equipped Items' parameter to allow for equipment restricted
 * actors to be able to alt their equipment.
 *
 * Version 1.03:
 * - Fixed a bug where using events to remove independent items weren't working
 * properly and instead added more items.
 * - Fixed a bug where a Random Variance of 0 still gave random stats.
 *
 * Version 1.02:
 * - Fixed a bug where initializing equipment slots didn't work properly and/or
 * added incorrect equips from the wrong actors into the inventory.
 *
 * Version 1.01:
 * - Fixed bug where if you are using no independent pieces of equipment,
 * actors would fail to start with initial equipment.
 *
 * Version 1.00:
 * - Finished plugin!
 */
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_ItemCore');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.ItemMaxItems = Number(Yanfly.Parameters['Max Items']);
Yanfly.Param.ItemMaxWeapons = Number(Yanfly.Parameters['Max Weapons']);
Yanfly.Param.ItemMaxArmors = Number(Yanfly.Parameters['Max Armors']);
Yanfly.Param.ItemStartingId = Number(Yanfly.Parameters['Starting ID']);
Yanfly.Param.ItemRandomVariance = Number(Yanfly.Parameters['Random Variance']);
Yanfly.Param.ItemNegVar = eval(String(Yanfly.Parameters['Negative Variance']));
Yanfly.Param.ItemNameFmt = String(Yanfly.Parameters['Name Format']);
Yanfly.Param.ItemNameSpacing = String(Yanfly.Parameters['Name Spacing']);
Yanfly.Param.ItemBoostFmt = String(Yanfly.Parameters['Boost Format']);

Yanfly.Param.ItemSceneItem = String(Yanfly.Parameters['Updated Scene Item']);
Yanfly.Param.ItemSceneItem = eval(Yanfly.Param.ItemSceneItem);
Yanfly.Param.ItemShEquipped = String(Yanfly.Parameters['List Equipped Items']);
Yanfly.Param.ItemShEquipped = eval(Yanfly.Param.ItemShEquipped);
Yanfly.Param.ItemShowIcon = String(Yanfly.Parameters['Show Icon']);
Yanfly.Param.ItemShowIcon = eval(Yanfly.Param.ItemShowIcon);
Yanfly.Param.ItemIconSize = Number(Yanfly.Parameters['Icon Size']);
Yanfly.Param.ItemFontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.ItemCmdAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.ItemRecoverFmt = String(Yanfly.Parameters['Recovery Format']);
Yanfly.Param.ItemAddState = String(Yanfly.Parameters['Add State']);
Yanfly.Param.ItemAddBuff = String(Yanfly.Parameters['Add Buff']);
Yanfly.Param.ItemRemoveState = String(Yanfly.Parameters['Remove State']);
Yanfly.Param.ItemRemoveBuff = String(Yanfly.Parameters['Remove Buff']);
Yanfly.Param.ItemMaxIcons = Number(Yanfly.Parameters['Maximum Icons']);
Yanfly.Param.ItemUseCmd = String(Yanfly.Parameters['Use Command']);
Yanfly.Param.ItemCarryFmt = String(Yanfly.Parameters['Carry Format']);

Yanfly.Param.ItemNoteParse = String(Yanfly.Parameters['Midgame Note Parsing']);
Yanfly.Param.ItemNoteParse = eval(Yanfly.Param.ItemNoteParse);

//=============================================================================
// DataManager
//=============================================================================

Yanfly.Item.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
  if (!Yanfly.Item.DataManager_isDatabaseLoaded.call(this)) return false;
  if (!Yanfly._loaded_YEP_ItemCore) {
    this.setDatabaseLengths();
    this.processItemCoreNotetags($dataItems);
    this.processItemCoreNotetags($dataWeapons);
    this.processItemCoreNotetags($dataArmors);
    Yanfly._loaded_YEP_ItemCore = true;
  }
  return true;
};

DataManager.processItemCoreNotetags = function(group) {
  var note1 = /<(?:RANDOM VARIANCE):[ ](\d+)>/i;
  var note2 = /<(?:NONINDEPENDENT ITEM|not independent item)>/i;
  var note3 = /<(?:PRIORITY NAME)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.randomVariance = Yanfly.Param.ItemRandomVariance;
    obj.textColor = 0;
    if (Imported.YEP_CoreEngine) obj.textColor = Yanfly.Param.ColorNormal;
    obj.nonIndependent = false;
    obj.setPriorityName = false;
    obj.infoEval = '';
    obj.infoTextTop = '';
    obj.infoTextBottom = '';
    obj.onCreationEval = '';
    var evalMode = 'none';

   for (var i = 0; i < notedata.length; i++) {
     var line = notedata[i];
     if (line.match(note1)) {
       obj.randomVariance = parseInt(RegExp.$1);
      } else if (line.match(note2)) {
        obj.nonIndependent = true;
      } else if (line.match(note3)) {
        obj.setPriorityName = true;
      } else if (line.match(/<(?:INFO EVAL)>/i)) {
        evalMode = 'info eval';
      } else if (line.match(/<\/(?:INFO EVAL)>/i)) {
        evalMode = 'none';
      } else if (line.match(/<(?:INFO TEXT TOP)>/i)) {
        evalMode = 'info text top';
      } else if (line.match(/<\/(?:INFO TEXT TOP)>/i)) {
        evalMode = 'none';
      } else if (line.match(/<(?:INFO TEXT BOTTOM)>/i)) {
        evalMode = 'info text bottom';
      } else if (line.match(/<\/(?:INFO TEXT BOTTOM)>/i)) {
        evalMode = 'none';
      } else if (evalMode === 'info eval') {
        obj.infoEval = obj.infoEval + line + '\n';
      } else if (evalMode === 'info text top') {
        if (obj.infoTextTop !== '') obj.infoTextTop += '\n';
        obj.infoTextTop = obj.infoTextTop + line;
      } else if (evalMode === 'info text bottom') {
        if (obj.infoTextBottom !== '') obj.infoTextBottom += '\n';
        obj.infoTextBottom = obj.infoTextBottom + line;
      } else if (line.match(/<(?:TEXT COLOR):[ ](\d+)>/i)) {
        obj.textColor = parseInt(RegExp.$1);
      } else if (line.match(/<(?:ON CREATE EVAL|ON CREATION EVAL)>/i)) {
        evalMode = 'on create eval';
      } else if (line.match(/<\/(?:ON CREATE EVAL|ON CREATION EVAL)>/i)) {
        evalMode = 'none';
      } else if (evalMode === 'on create eval') {
        obj.onCreationEval = obj.onCreationEval + line + '\n';
      }
    }
  }
};

DataManager.setDatabaseLengths = function() {
    this._baseItemsLength   = $dataItems.length
    this._baseWeaponsLength = $dataWeapons.length
    this._baseArmorsLength  = $dataArmors.length
};

Yanfly.Item.DataManager_createGameObjects =
    DataManager.createGameObjects;
DataManager.createGameObjects = function() {
    Yanfly.Item.DataManager_createGameObjects.call(this);
    this.createIndependentObjects();
};

DataManager.createIndependentObjects = function() {
    DataManager.createIndependentGroups();
    this.loadIndependentItems();
};

DataManager.loadIndependentItems = function() {
    if (Yanfly.Param.ItemMaxItems > 0) {
      var difItems = $dataItems.length - DataManager._baseItemsLength;
      $dataItems.splice(DataManager._baseItemsLength, difItems);
      this.setIndependentLength($dataItems);
      $dataItems = $dataItems.concat(this._independentItems);
    }
    if (Yanfly.Param.ItemMaxWeapons > 0) {
      var difWeapons = $dataWeapons.length - DataManager._baseWeaponsLength;
      $dataWeapons.splice(DataManager._baseWeaponsLength, difWeapons);
      this.setIndependentLength($dataWeapons);
      $dataWeapons = $dataWeapons.concat(this._independentWeapons);
    }
    if (Yanfly.Param.ItemMaxArmors > 0) {
      var difArmors = $dataArmors.length - DataManager._baseArmorsLength;
      $dataArmors.splice(DataManager._baseArmorsLength, difArmors);
      this.setIndependentLength($dataArmors);
      $dataArmors = $dataArmors.concat(this._independentArmors);
    }
};

DataManager.setIndependentLength = function(group) {
    for (;;) {
      if (group.length > Yanfly.Param.ItemStartingId) break;
      group.push(null);
    }
};

DataManager.saveGameWithoutRescue = function(savefileId) {
    var json = JsonEx.stringify(this.makeSaveContents());
    StorageManager.save(savefileId, json);
    this._lastAccessedId = savefileId;
    var globalInfo = this.loadGlobalInfo() || [];
    globalInfo[savefileId] = this.makeSavefileInfo();
    this.saveGlobalInfo(globalInfo);
    return true;
};

Yanfly.Item.DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function() {
    var contents = Yanfly.Item.DataManager_makeSaveContents.call(this);
    contents.items = this._independentItems;
    contents.weapons = this._independentWeapons;
    contents.armors = this._independentArmors;
    return contents;
};

Yanfly.Item.DataManager_extractSaveContents =
    DataManager.extractSaveContents;
DataManager.extractSaveContents = function(contents) {
    Yanfly.Item.DataManager_extractSaveContents.call(this, contents);
    this._independentItems = contents.items || [];
    this._independentWeapons = contents.weapons || [];
    this._independentArmors = contents.armors || [];
    this.loadIndependentItems();
};

DataManager.createIndependentGroups = function() {
    this._independentItems = [];
    this._independentWeapons = [];
    this._independentArmors = [];
};

DataManager.isIndependent = function(item) {
    if (!item) return false;
    if (DataManager.isBattleTest()) return false;
    if (item.nonIndependent) return false;
    if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems > 0;
    if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons > 0;
    if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors > 0;
    return false;
};

DataManager.registerNewItem = function(item) {
    if (!this.isNewItemValid(item)) return item;
    var newItem = JsonEx.makeDeepCopy(item);
    this.addNewIndependentItem(item, newItem);
    return newItem;
};

DataManager.isNewItemValid = function(item) {
    if (!item) return false;
    if (item.baseItemId) return false;
    return item.id === this.getDatabase(item).indexOf(item);
};

DataManager.addNewIndependentItem = function(baseItem, newItem) {
    newItem.id = this.getDatabase(baseItem).length;
    ItemManager.setNewIndependentItem(baseItem, newItem);
    ItemManager.customizeNewIndependentItem(baseItem, newItem);
    ItemManager.onCreationEval(baseItem, newItem);
    this.getDatabase(baseItem).push(newItem);
    this.getContainer(baseItem).push(newItem);
};

DataManager.removeIndependentItem = function(item) {
    if (!item) return;
    if (this.independentItemIsUsed(item)) return;
    var container = this.getContainer(item);
    var database = this.getDatabase(item);
    var index = container.indexOf(item);
    container[index] = null;
    var index = database.indexOf(item);
    database[index] = null;
};

DataManager.independentItemIsUsed = function(item) {
    if ($gameParty.numItems(item) > 0) return false;
    for (var i = 0; i < $dataActors.length; ++i) {
      var actor = $gameActors.actor(i);
      if (!actor) continue;
      if (actor.equips().contains(item)) return true;
    }
    return false;
};

DataManager.getDatabase = function(item) {
    if (!item) return [];
    if (DataManager.isItem(item)) return $dataItems;
    if (DataManager.isWeapon(item)) return $dataWeapons;
    if (DataManager.isArmor(item)) return $dataArmors;
    return [];
};

DataManager.getContainer = function(item) {
    if (!item) return [];
    if (DataManager.isItem(item)) return this._independentItems;
    if (DataManager.isWeapon(item)) return this._independentWeapons;
    if (DataManager.isArmor(item)) return this._independentArmors;
    return [];
};

DataManager.getBaseItem = function(item) {
    if (!this.isIndependent(item)) return item;
    if (!item.baseItemId) return item;
    var baseItemId = item.baseItemId;
    var baseItem = this.getDatabase(item)[baseItemId];
    return baseItem;
};

//=============================================================================
// ItemManager
//=============================================================================

function ItemManager() {
    throw new Error('This is a static class');
};

ItemManager.setNewIndependentItem = function(baseItem, newItem) {
    newItem.baseItemId = baseItem.id;
    newItem.baseItemName = baseItem.name;
    newItem.baseItemPrice = baseItem.price;
    newItem.baseItemIconIndex = baseItem.iconIndex;
    newItem.namePrefix = '';
    newItem.nameSuffix = '';
    if (baseItem.setPriorityName) {
      newItem.priorityName = baseItem.name;
    } else {
      newItem.priorityName = '';
    }
    newItem.boostCount = 0;
    if (!Yanfly.Param.ItemNoteParse) newItem.note = '';
};

ItemManager.customizeNewIndependentItem = function(baseItem, newItem) {
    this.randomizeInitialItem(baseItem, newItem);
    this.updateItemName(newItem);
};

ItemManager.randomizeInitialItem = function(baseItem, newItem) {
    if ($gameTemp.varianceStock()) return;
    if (DataManager.isItem(baseItem)) {
      this.randomizeInitialEffects(baseItem, newItem);
    } else {
      this.randomizeInitialStats(baseItem, newItem);
    }
};

ItemManager.randomizeInitialEffects = function(baseItem, newItem) {
    if (baseItem.randomVariance <= 0) return;
    var randomValue = baseItem.randomVariance * 2 + 1;
    var offset = baseItem.randomVariance;
    newItem.effects.forEach(function(effect) {
      if (effect.code === Game_Action.EFFECT_RECOVER_HP) {
        if (effect.value1 !== 0) {
          var boost = Math.floor(Math.random() * randomValue - offset);
          effect.value1 += boost * 0.01;
          effect.value1 = parseFloat(effect.value1.toFixed(2));
          effect.value1 = effect.value1.clamp(0, 1);
        }
        if (effect.value2 !== 0) {
          effect.value2 += Math.floor(Math.random() * randomValue - offset);
        }
      }
      if (effect.code === Game_Action.EFFECT_RECOVER_MP) {
        if (effect.value1 !== 0) {
          var boost = Math.floor(Math.random() * randomValue - offset);
          effect.value1 += boost * 0.01;
          effect.value1 = parseFloat(effect.value1.toFixed(2));
          effect.value1 = effect.value1.clamp(0, 1);
        }
        if (effect.value2 !== 0) {
          effect.value2 += Math.floor(Math.random() * randomValue - offset);
        }
      }
    }, this);
};

ItemManager.randomizeInitialStats = function(baseItem, newItem) {
    if (baseItem.randomVariance <= 0) return;
    var randomValue = baseItem.randomVariance * 2 + 1;
    var offset = baseItem.randomVariance;
    for (var i = 0; i < 8; ++i) {
      if (newItem.params[i] === 0) continue;
      newItem.params[i] += Math.floor(Math.random() * randomValue - offset);
      if (!Yanfly.Param.ItemNegVar && baseItem.params[i] >= 0) {
        newItem.params[i] = Math.max(newItem.params[i], 0);
      }
    }
};

ItemManager.setBaseName = function(item, value) {
    item.baseItemName = value;
};

ItemManager.setNamePrefix = function(item, value) {
    item.namePrefix = value;
    if (eval(Yanfly.Param.ItemNameSpacing) && item.namePrefix.length > 0) {
      item.namePrefix = item.namePrefix + ' ';
    }
};

ItemManager.setNameSuffix = function(item, value) {
    item.nameSuffix = value;
    if (eval(Yanfly.Param.ItemNameSpacing) && item.nameSuffix.length > 0) {
      item.nameSuffix = ' ' + item.nameSuffix;
    }
};

ItemManager.setPriorityName = function(item, value) {
    item.priorityName = value;
};

ItemManager.updateItemName = function(item) {
    if (item.priorityName && item.priorityName.length > 0) {
      item.name = item.priorityName;
      return;
    }
    var prefix = item.namePrefix || '';
    var baseName = item.baseItemName || '';
    var suffix = item.nameSuffix || '';
    var boostCount = item.boostCount || 0;
    var fmt = Yanfly.Param.ItemBoostFmt;
    var boostText = fmt.format(Yanfly.Util.toGroup(boostCount))
    if (boostText === fmt.format(0)) {
      boostText = '';
    } else if (eval(Yanfly.Param.ItemNameSpacing)) {
      boostText = ' ' + boostText;
    }
    fmt = Yanfly.Param.ItemNameFmt;
    item.name = fmt.format(prefix, baseName, suffix, boostText);
};

ItemManager.increaseItemBoostCount = function(item, value) {
    value = value || 1;
    if (!item.boostCount) item.boostCount = 0;
    item.boostCount += value;
    this.updateItemName(item);
};

ItemManager.onCreationEval = function(baseItem, newItem) {
    var item = newItem;
    if (item.onCreationEval === '') return;
    var weapon = item;
    var armor = item;
    var baseWeapon = baseItem;
    var baseArmor = baseItem;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    var code = item.onCreationEval;
    try {
      eval(code);
    } catch (e) {
      Yanfly.Util.displayError(e, code, 'ITEM CREATION CUSTOM CODE ERROR');
    }
    item.onCreationEval = '';
};

//=============================================================================
// Game_Temp
//=============================================================================

Game_Temp.prototype.enableVarianceStock = function() {
    this._independentStock = true;
};

Game_Temp.prototype.disableVarianceStock = function() {
    this._independentStock = false;
};

Game_Temp.prototype.varianceStock = function() {
    return this._independentStock;
};

//=============================================================================
// Game_Actor
//=============================================================================

Yanfly.Item.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
    Yanfly.Item.Game_Actor_setup.call(this, actorId);
    if ($gameTemp._initializeStartingMemberEquipment) return;
    this.initIndependentEquips($dataActors[actorId].equips);
};

Game_Actor.prototype.initIndependentEquips = function(equips) {
    var equips = this.convertInitEquips(equips);
    this.equipInitIndependentEquips(equips);
    this.releaseUnequippableItems(true);
    this.recoverAll();
    this.refresh();
};

Game_Actor.prototype.convertInitEquips = function(equips) {
    var items = [];
    for (var i = 0; i < equips.length; ++i) {
      var equipId = equips[i];
      if (equipId <= 0) continue;
      var equipType = $dataSystem.equipTypes[i + 1];
      if (equipType === $dataSystem.equipTypes[1] ||
      (i === 1 && this.isDualWield())) {
        var equip = $dataWeapons[equipId];
      } else {
        var equip = $dataArmors[equipId];
      }
      items.push(equip);
    }
    return items;
};

Game_Actor.prototype.equipInitIndependentEquips = function(equips) {
    var slots = this.equipSlots();
    var maxSlots = slots.length;
    this._equips = [];
    for (var i = 0; i < maxSlots; ++i) {
      this._equips[i] = new Game_Item();
    }
    for (var i = 0; i < maxSlots; ++i) {
      var slotType = slots[i];
      var equip = this.grabInitEquips(equips, slotType);
      if (DataManager.isIndependent(equip) && this.canEquip(equip)) {
        var array = $gameParty.gainIndependentItem(equip, 1)
        if (array instanceof Array) {
          newItem = array[0];
          this.changeEquip(i, newItem);
        }
      } else if (this.canEquip(equip)) {
        this._equips[i].setObject(equip);
      }
    }
};

Game_Actor.prototype.grabInitEquips = function(equips, slotType) {
    var item = null;
    for (var i = 0; i < equips.length; ++i) {
      var equip = equips[i];
      if (!equip) continue;
      if (slotType === 1 && DataManager.isWeapon(equip)) {
        item = equip;
        break;
      } else if (equip.etypeId === slotType) {
        item = equip;
        break;
      }
    }
    if (item) equips[i] = null;
    return item;
};

Yanfly.Item.Game_Actor_hasWeapon = Game_Actor.prototype.hasWeapon;
Game_Actor.prototype.hasWeapon = function(weapon) {
    if (this.hasBaseItem(weapon)) return true;
    return Yanfly.Item.Game_Actor_hasWeapon.call(this, weapon);
};

Yanfly.Item.Game_Actor_hasArmor = Game_Actor.prototype.hasArmor;
Game_Actor.prototype.hasArmor = function(armor) {
    if (this.hasBaseItem(armor)) return true;
    return Yanfly.Item.Game_Actor_hasArmor.call(this, armor);
};

Game_Actor.prototype.hasBaseItem = function(baseItem) {
    if (!DataManager.isIndependent(baseItem)) return false;
    var type = (DataManager.isWeapon(baseItem)) ? 'weapon' : 'armor';
    for (var i = 0; i < this.equips().length; ++i) {
      var equip = this.equips()[i];
      if (!equip) continue;
      if (!equip.baseItemId) continue;
      if (DataManager.isWeapon(equip) && type === 'weapon') {
        if (equip.baseItemId === baseItem.id) return true;
      } else if (DataManager.isArmor(equip) && type === 'armor') {
        if (equip.baseItemId === baseItem.id) return true;
      }
    }
    return false;
};

Yanfly.Item.Game_Actor_changeEquipById = Game_Actor.prototype.changeEquipById;
Game_Actor.prototype.changeEquipById = function(etypeId, itemId) {
    if (itemId > 0) {
      var slotId = etypeId - 1;
      if (this.equipSlots()[slotId] === 1) {
        var baseItem = $dataWeapons[itemId];
      } else {
        var baseItem = $dataArmors[itemId];
      }
      if (!$gameParty.hasItem(baseItem)) {
        $gameParty.gainItem(baseItem, 1);
      }
      if (DataManager.isIndependent(baseItem)) {
        if (this.hasBaseItem(baseItem)) return;
        var item = $gameParty.getMatchingBaseItem(baseItem, false);
        if (item === null) {
          $gameTemp.enableVarianceStock();
          $gameParty.gainItem(baseItem, 1);
          $gameTemp.disableVarianceStock();
          item = $gameParty.getMatchingBaseItem(baseItem, false);
        }
        this.changeEquip(slotId, item);
        return;
      }
    }
    Yanfly.Item.Game_Actor_changeEquipById.call(this, etypeId, itemId)
};

Game_Actor.prototype.unequipItem = function(item) {
    for (var i = 0; i < this.equips().length; ++i) {
      var equip = this.equips()[i];
      if (!equip) continue;
      if (equip !== item) continue;
      this.changeEquip(i, null);
    }
};

//=============================================================================
// Game_Party
//=============================================================================

Yanfly.Item.Game_Party_setupStartingMembers =
    Game_Party.prototype.setupStartingMembers;
Game_Party.prototype.setupStartingMembers = function() {
    Yanfly.Item.Game_Party_setupStartingMembers.call(this);
    $gameTemp.enableVarianceStock();
    this.initActorEquips();
    $gameTemp.disableVarianceStock();
};

Game_Party.prototype.initActorEquips = function() {
    $gameTemp._initializeStartingMemberEquipment = true;
    for (var i = 0; i < $dataActors.length; ++i) {
      var actor = $gameActors.actor(i);
      if (actor) {
        var baseActor = $dataActors[i];
        actor.initIndependentEquips(baseActor.equips);
      }
    }
    $gameTemp._initializeStartingMemberEquipment = undefined;
};

Yanfly.Item.Game_Party_gainItem = Game_Party.prototype.gainItem;
Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
    if (DataManager.isIndependent(item)) {
      this.gainIndependentItem(item, amount, includeEquip);
    } else {
      Yanfly.Item.Game_Party_gainItem.call(this, item, amount, includeEquip);
    }
};

Game_Party.prototype.gainIndependentItem = function(item, amount, includeEquip) {
    var arr = [];
    if (amount > 0) {
      for (var i = 0; i < amount; ++i) {
        var newItem = DataManager.registerNewItem(item);
        this.registerNewItem(item, newItem);
        arr.push(newItem);
      }
    } else if (amount < 0) {
      amount = Math.abs(amount);
      for (var i = 0; i < amount; ++i) {
        if (item.baseItemId) {
          this.removeIndependentItem(item, includeEquip);
        } else if (DataManager.isIndependent(item)) {
          var target = $gameParty.getMatchingBaseItem(item, includeEquip);
          if (target !== null) this.removeIndependentItem(target, includeEquip);
        } else {
          this.removeBaseItem(item, includeEquip);
        }
      }
    }
    return arr;
};

Game_Party.prototype.getIndependentItemTypeMax = function(item) {
    if (!item) return 0;
    if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems;
    if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons;
    if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors;
};

Game_Party.prototype.getIndependentItemTypeCur = function(item) {
    if (!item) return 0;
    if (DataManager.isItem(item)) return this.items().length;
    if (DataManager.isWeapon(item)) return this.weapons().length;
    if (DataManager.isArmor(item)) return this.armors().length;
};

Game_Party.prototype.registerNewItem = function(baseItem, newItem) {
    var container = this.itemContainer(baseItem);
    if (container) {
      var lastNumber = this.numItems(newItem);
      container[newItem.id] = 1;
    }
};

Game_Party.prototype.removeIndependentItem = function(item, includeEquip) {
    if (includeEquip && this.checkItemIsEquipped(item)) {
      for (var i = 1; i < $gameActors._data.length; ++i) {
        var actor = $gameActors.actor(i);
        if (!actor) continue;
        if (!actor.equips().contains(item)) continue;
        actor.unequipItem(item);
      }
    }
    var container = this.itemContainer(item);
    container[item.id] = 0;
    if (container[item.id] <= 0) delete container[item.id];

};

Game_Party.prototype.removeBaseItem = function(item, includeEquip) {
    var container = this.itemContainer(item);
    container[item.id]--;
    if (container[item.id] <= 0) delete container[item.id];
    if (includeEquip) this.discardMembersEquip(item, -1);
};

Game_Party.prototype.getMatchingBaseItem = function(baseItem, equipped) {
    if (!baseItem) return null;
    if (DataManager.isItem(baseItem)) var group = this.items();
    if (DataManager.isWeapon(baseItem)) var group = this.weapons();
    if (DataManager.isArmor(baseItem)) var group = this.armors();
    if (equipped) {
      for (var a = 0; a < this.members().length; ++a) {
        var actor = this.members()[a];
        if (!actor) continue;
        if (DataManager.isWeapon(baseItem)) {
          group = group.concat(actor.weapons());
        } else if (DataManager.isArmor(baseItem)) {
          group = group.concat(actor.armors());
        }
      }
    }
    var baseItemId = baseItem.id;
    for (var i = 0; i < group.length; ++i) {
      var item = group[i];
      if (!item) continue;
      if (!item.baseItemId) continue;
      if (item.baseItemId !== baseItemId) continue;
      return item;
    }
    return null;
};

Game_Party.prototype.checkItemIsEquipped = function(item) {
    for (var i = 1; i < $gameActors._data.length; ++i) {
      var actor = $gameActors.actor(i);
      if (!actor) continue;
      if (actor.equips().contains(item)) return true;
    }
    return false;
};

Yanfly.Item.Game_Party_items = Game_Party.prototype.items;
Game_Party.prototype.items = function() {
    var results = Yanfly.Item.Game_Party_items.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Yanfly.Item.Game_Party_weapons = Game_Party.prototype.weapons;
Game_Party.prototype.weapons = function() {
    var results = Yanfly.Item.Game_Party_weapons.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Yanfly.Item.Game_Party_armors = Game_Party.prototype.armors;
Game_Party.prototype.armors = function() {
    var results = Yanfly.Item.Game_Party_armors.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Game_Party.prototype.independentItemSort = function(a, b) {
    var aa = (a.baseItemId) ? a.baseItemId : a.id;
    var bb = (b.baseItemId) ? b.baseItemId : b.id;
    if (aa < bb) return -1;
    if (aa >= bb) return 1;
    return 0;
};

Yanfly.Item.Game_Party_maxItems = Game_Party.prototype.maxItems;
Game_Party.prototype.maxItems = function(item) {
    if (DataManager.isIndependent(item)) return 1;
    return Yanfly.Item.Game_Party_maxItems.call(this, item);
};

Yanfly.Item.Game_Party_hasItem = Game_Party.prototype.hasItem;
Game_Party.prototype.hasItem = function(item, includeEquip) {
    if (DataManager.isIndependent(item)) {
      if (this.numIndependentItems(item) > 0) return true;
    }
    return Yanfly.Item.Game_Party_hasItem.call(this, item, includeEquip);
};

Yanfly.Item.Game_Party_isAnyMemberEquipped =
    Game_Party.prototype.isAnyMemberEquipped;
Game_Party.prototype.isAnyMemberEquipped = function(item) {
    if (DataManager.isIndependent(item)) {
      for (var i = 0; i < this.members().length; ++i) {
        var actor = this.members()[i];
        if (!actor) continue;
        if (actor.hasBaseItem(item)) return true;
      }
    }
    return Yanfly.Item.Game_Party_isAnyMemberEquipped.call(this, item);
};

Game_Party.prototype.numIndependentItems = function(baseItem) {
    var value = 0;
    if (!DataManager.isIndependent(baseItem)) return this.numItems(baseItem);
    var id = baseItem.id;
    if (DataManager.isItem(baseItem)) var group = this.items();
    if (DataManager.isWeapon(baseItem)) var group = this.weapons();
    if (DataManager.isArmor(baseItem)) var group = this.armors();
    for (var i = 0; i < group.length; ++i) {
      var item = group[i];
      if (!item) continue;
      if (item.baseItemId && item.baseItemId === id) value += 1;
    }
    return value;
};

Game_Party.prototype.clearAllMatchingBaseItems = function(baseItem, equipped) {
  if (!Imported.YEP_ItemCore) return;
  for (;;) {
    var item = this.getMatchingBaseItem(baseItem, equipped);
    if (item) {
      this.removeIndependentItem(item, equipped);
      DataManager.removeIndependentItem(item);
    } else {
      break;
    }
  }
};

//=============================================================================
// Game_Interpreter
//=============================================================================

Yanfly.Item.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
    Yanfly.Item.Game_Interpreter_pluginCommand.call(this, command, args)
    if (command === 'EnableVarianceStock') $gameTemp.enableVarianceStock();
    if (command === 'DisableVarianceStock') $gameTemp.disableVarianceStock();
};

Yanfly.Item.Game_Interpreter_gDO = Game_Interpreter.prototype.gameDataOperand;
Game_Interpreter.prototype.gameDataOperand = function(type, param1, param2) {
  switch (type) {
  case 0:
    return $gameParty.numIndependentItems($dataItems[param1]);
    break;
  case 1:
    return $gameParty.numIndependentItems($dataWeapons[param1]);
    break;
  case 2:
    return $gameParty.numIndependentItems($dataArmors[param1]);
    break;
  default:
    return Yanfly.Item.Game_Interpreter_gDO.call(this, type, param1, param2);
    break;
  }
};

//=============================================================================
// Window_Base
//=============================================================================

Yanfly.Item.Window_Base_drawItemName = Window_Base.prototype.drawItemName;
Window_Base.prototype.drawItemName = function(item, wx, wy, ww) {
    ww = ww || 312;
    this.setItemTextColor(item);
    Yanfly.Item.Window_Base_drawItemName.call(this, item, wx, wy, ww);
    this._resetTextColor = undefined;
    this.resetTextColor();
};

Window_Base.prototype.setItemTextColor = function(item) {
    if (!item) return;
    if (item.textColor === undefined) return;
    this._resetTextColor = item.textColor;
};

Yanfly.Item.Window_Base_normalColor = Window_Base.prototype.normalColor;
Window_Base.prototype.normalColor = function() {
    if (this._resetTextColor !== undefined) {
      return this.textColor(this._resetTextColor);
    }
    return Yanfly.Item.Window_Base_normalColor.call(this);
};

//=============================================================================
// Window_ItemList
//=============================================================================

Yanfly.Item.Window_ItemList_makeItemList =
    Window_ItemList.prototype.makeItemList;
Window_ItemList.prototype.makeItemList = function() {
    Yanfly.Item.Window_ItemList_makeItemList.call(this);
    if (SceneManager._scene instanceof Scene_Item) this.listEquippedItems();
};

Window_ItemList.prototype.listEquippedItems = function() {
    if (!Yanfly.Param.ItemShEquipped) return;
    var results = [];
    for (var a = 0; a < $gameParty.members().length; ++a) {
      var actor = $gameParty.members()[a];
      if (!actor) continue;
      for (var i = 0; i < actor.equips().length; ++i) {
        var equip = actor.equips()[i];
        if (!equip) continue;
        if (!equip.baseItemId) continue;
        if (this.includes(equip)) results.push(equip);
      }
    }
    this._data = results.concat(this._data);
};

Yanfly.Item.Window_ItemList_drawItemNumber =
    Window_ItemList.prototype.drawItemNumber;
Window_ItemList.prototype.drawItemNumber = function(item, dx, dy, dw) {
    if (DataManager.isIndependent(item)) {
      this.drawItemCarryNumber(item, dx, dy, dw);
      return;
    }
    Yanfly.Item.Window_ItemList_drawItemNumber.call(this, item, dx, dy, dw);
};

Window_ItemList.prototype.drawItemCarryNumber = function(item, dx, dy, dw) {
    if (DataManager.isItem(item)) {
      var index = $gameParty.items().indexOf(item);
    } else if (DataManager.isWeapon(item)) {
      var index = $gameParty.weapons().indexOf(item)


[Anexo excluído pelo administrador]

Ham... dei um Ctrl + F nesse script e ele não altera a posição da janela que tu tá querendo.
Tu pode dar uma olhada na linha 1045 do rpg_scenes. Por lá está a função que cria ela e tem uma linha definindo o y.

Citação de: King Gerar online 26/01/2017 às 23:13
Ham... dei um Ctrl + F nesse script e ele não altera a posição da janela que tu tá querendo.
Tu pode dar uma olhada na linha 1045 do rpg_scenes. Por lá está a função que cria ela e tem uma linha definindo o y.

Eita, essa foi rápida!

Valeu King!