O TEMA DO FÓRUM ESTÁ EM MANUTENÇÃO. FEEDBACKS AQUI: ACESSAR

Deixar só um tipo de item

Iniciado por Doiza, 04/10/2015 às 14:52

04/10/2015 às 14:52 Última edição: 08/10/2015 às 18:56 por Doiza
E aqui estamos deeeee novo. Bem, dessa vez eu preciso saber como posso deixar no inventário de itens apenas um tipo de item, que seria o item (ué). Mas como o menu é modificado gostaria de pedir que editassem estes scripts se possível:
Scene_ItemBase
#==============================================================================
# ** Scene_ItemBase
#------------------------------------------------------------------------------
#  Esta é a superclasse das classes que executam as telas de itens e 
# habilidades.
#==============================================================================

class Scene_ItemBase < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    create_actor_window
  end
  #--------------------------------------------------------------------------
  # * Criação da janela do herói
  #--------------------------------------------------------------------------
  def create_actor_window
    @actor_window = Window_MenuActor.new
    @actor_window.set_handler(:ok,     method(:on_actor_ok))
    @actor_window.set_handler(:cancel, method(:on_actor_cancel))
  end
  #--------------------------------------------------------------------------
  # * Aquisição das informações do item selecionado
  #--------------------------------------------------------------------------
  def item
    @item_window.item
  end
  #--------------------------------------------------------------------------
  # * Aquisição do usuário do ítem
  #--------------------------------------------------------------------------
  def user
    $game_party.movable_members.max_by {|member| member.pha }
  end
  #--------------------------------------------------------------------------
  # * Definição de cursor na coluna da esquerda
  #--------------------------------------------------------------------------
  def cursor_left?
    @item_window.index % 2 == 0
  end
  #--------------------------------------------------------------------------
  # * Exibição da sub-janela
  #     window : sub-janela
  #--------------------------------------------------------------------------
  def show_sub_window(window)
    width_remain = Graphics.width - window.width
    window.x = cursor_left? ? width_remain : 0
    @viewport.rect.x = @viewport.ox = cursor_left? ? 0 : window.width
    @viewport.rect.width = width_remain
    window.show.activate
  end
  #--------------------------------------------------------------------------
  # * Ocultação da sub-janela
  #     window : sub-janela
  #--------------------------------------------------------------------------
  def hide_sub_window(window)
    @viewport.rect.x = @viewport.ox = 0
    @viewport.rect.width = Graphics.width
    window.hide.deactivate
    activate_item_window
  end
  #--------------------------------------------------------------------------
  # * Herói [Confirmação]
  #--------------------------------------------------------------------------
  def on_actor_ok
    if item_usable?
      use_item
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # * Herói [Cancelamento]
  #--------------------------------------------------------------------------
  def on_actor_cancel
    hide_sub_window(@actor_window)
  end
  #--------------------------------------------------------------------------
  # * Definição do item
  #--------------------------------------------------------------------------
  def determine_item
    if item.for_friend?
      show_sub_window(@actor_window)
      @actor_window.select_for_item(item)
    else
      use_item
      activate_item_window
    end
  end
  #--------------------------------------------------------------------------
  # * Ativação da janela do item
  #--------------------------------------------------------------------------
  def activate_item_window
    @item_window.refresh
    @item_window.activate
  end
  #--------------------------------------------------------------------------
  # * Aquisição da lista de heróis válidos como alvos do item
  #--------------------------------------------------------------------------
  def item_target_actors
    if !item.for_friend?
      []
    elsif item.for_all?
      $game_party.members
    else
      [$game_party.members[@actor_window.index]]
    end
  end
  #--------------------------------------------------------------------------
  # * Definição de itens disponíveis para uso
  #--------------------------------------------------------------------------
  def item_usable?
    user.usable?(item) && item_effects_valid?
  end
  #--------------------------------------------------------------------------
  # * Definição de efeitos válidos do item
  #--------------------------------------------------------------------------
  def item_effects_valid?
    item_target_actors.any? do |target|
      target.item_test(user, item)
    end
  end
  #--------------------------------------------------------------------------
  # * Itens utilizados para os heróis
  #--------------------------------------------------------------------------
  def use_item_to_actors
    item_target_actors.each do |target|
      item.repeats.times { target.item_apply(user, item) }
    end
  end
  #--------------------------------------------------------------------------
  # * Usando um item
  #--------------------------------------------------------------------------
  def use_item
    play_se_for_item
    user.use_item(item)
    use_item_to_actors
    check_common_event
    check_gameover
    @actor_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Definição de reserva de evento comum.
  #    Transição para tela do mapa se a chamada é reservada para o evento
  #--------------------------------------------------------------------------
  def check_common_event
    SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
  end
end
[close]
Scene_Item
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  Esta classe executa o processamento da tela de item. Modificada
#  Por Eduardo Carlos "Roque"
#==============================================================================

class Scene_Item < Scene_ItemBase
  #--------------------------------------------------------------------------
  # * Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_category_window
    create_item_window
    create_background
  end
  
  def create_background
    @fundo = Sprite.new
    @fundo.bitmap = SceneManager.background_bitmap
    
    
    
    @background_sprites = Sprite.new
    @background_sprites.bitmap = SceneManager.background_bitmap
    @background_sprites.opacity = 0
    
    @background_sprite = Sprite.new
    @background_sprite.bitmap = SceneManager.background_bitmap
    
   wave
   
 end
 
  def wave
   @background_sprite.wave_amp += 7
   @background_sprite.wave_length += 7
   @background_sprite.wave_speed = 100
   @background_sprite.wave_phase = 2
 end
 
  #--------------------------------------------------------------------------
  # * Criação da janela de categorias
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.y = @help_window.height
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
    @category_window.opacity = 50
    #@category_window.windowskin = Cache.system("Window2")
    @category_window.x = -500
  end
  #--------------------------------------------------------------------------
  # * Criação da janela de itens
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @category_window.item_window = @item_window
    @item_window.opacity = 50
    @help_window.opacity = 50
    @item_window.windowskin = Cache.system("Window2")
    @help_window.windowskin = Cache.system("Window2")
    @item_window.y = -300
    @help_window.y = 500
  end
  
  def update
    if @item_window.y >= 120
      @item_window.y = 120
    else
      @item_window.y += 15
    end
    
    if @help_window.y <= 0
      @help_window.y = 0
    else
      @help_window.y -= 15
      end
 if @category_window.x >= 0
   @category_window.x = 0
 else
   @category_window.x += 15
   end
    super
    @background_sprite.update
  end      
  #--------------------------------------------------------------------------
  # * Categoria [Confirmação]
  #--------------------------------------------------------------------------
  def on_category_ok
    @item_window.activate
    @item_window.select_last
  end
  #--------------------------------------------------------------------------
  # * Item [Confirmação]
  #--------------------------------------------------------------------------
  def on_item_ok
    $game_party.last_item.object = item
    determine_item
  end
  #--------------------------------------------------------------------------
  # * Item [Cancelamento]
  #--------------------------------------------------------------------------
  def on_item_cancel
    @item_window.unselect
    @category_window.activate
  end
  #--------------------------------------------------------------------------
  # * Execução de SE para o item
  #--------------------------------------------------------------------------
  def play_se_for_item
    Sound.play_use_item
  end
  #--------------------------------------------------------------------------
  # * Usando um item
  #--------------------------------------------------------------------------
  def use_item
    super
    @item_window.redraw_current_item
  end
end
[close]

Desde já agradeço.
(Caso seja necessário outros Scene como o Scene_Menu, só pedir que passo)
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?

Up? :T.T:
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?

Opa, tudo bem Doiza ? EU não editei o script, mas tenho uma sugestão pra você, use este script:
Spoiler
#==============================================================================
# 
# ▼ 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 => ["Synthesis",            0,         0, :command_totori],
      :custom1 => [ "Custom Name",            0,          0, :command_name1],
      :custom2 => [ "Custom Text",           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,     "Field"], # Shows Menu-usable items.
      [  :battle,    "Battle"], # Shows Battle-usable items.
      [:category,   "Special"], # Categorized by <category: string>
      [:category,"Ingredient"], # Categorized by <category: string>
      [:key_item,  "Key Item"], # Shows all key items.
      [     :all,       "All"], # 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.
      [:category,  "Training"], # Categorized by <category: string>
      [:category, "Legendary"], # Categorized by <category: string>
      [     :all,       "All"], # 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.
      [:category,  "Training"], # Categorized by <category: string>
      [:category, "Legendary"], # Categorized by <category: string>
      [     :all,       "All"], # 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 => "HP Heal",      # Text used for HP Recovery.
      :mp_recover => "MP Heal",      # Text used for MP Recovery.
      :tp_recover => "TP Heal",      # Text used for TP Recovery.
      :tp_gain    => "TP Gain",      # Text used for TP Gain.
      :applies    => "Applies",      # Text used for applied states and buffs.
      :removes    => "Removes",      # 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(dx, dy, Graphics.width - dx, fitting_height(4))
    @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
# 
#==============================================================================
[close]
Neste script você pode definir, quais categorias irão aparecer e muito mais, como imagens para os itens, tem muita coisa legal!
Créditos: Yanfly

Esse script é muito bom mesmo, só que eu queria apenas que tivesse só a opção ITEM no inventário, não mais opções :T.T:

Mas mesmo assim agradeço.
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?

Você queria a Scene_Item sem a divisão dos items em armaduras, armas, itens e itens principais?

Sim, queria que fosse que nem no VX: a Scene_Item só mostra Item. Sem Armaduras, Armas ou Itens Chave.
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?

Então Doiza, esse script que te passei ele tem essa opção... é só você ir lá e configurar, caso queira eu configuro...

Eu gostaria, porque dei uma procurada e não achei huehue
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?

Ta aqui:
Spoiler
#==============================================================================
# 
# ▼ 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 => ["Synthesis",            0,         0, :command_totori],
      :custom1 => [ "Custom Name",            0,          0, :command_name1],
      :custom2 => [ "Custom Text",           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,     "Field"], # Shows Menu-usable items.
   #   [  :battle,    "Battle"], # Shows Battle-usable items.
   #   [:category,   "Special"], # Categorized by <category: string>
   #   [:category,"Ingredient"], # Categorized by <category: string>
        [:key_item,  "Itens Chave"], # Shows all key items.
      [     :all,       "Todos"], # 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.
   #   [:category,  "Training"], # Categorized by <category: string>
   #   [:category, "Legendary"], # Categorized by <category: string>
   #   [     :all,       "All"], # 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.
      [:category,  "Training"], # Categorized by <category: string>
      [:category, "Legendary"], # Categorized by <category: string>
      [     :all,       "All"], # 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 => "HP Heal",      # Text used for HP Recovery.
      :mp_recover => "MP Heal",      # Text used for MP Recovery.
      :tp_recover => "TP Heal",      # Text used for TP Recovery.
      :tp_gain    => "TP Gain",      # Text used for TP Gain.
      :applies    => "Applies",      # Text used for applied states and buffs.
      :removes    => "Removes",      # 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(dx, dy, Graphics.width - dx, fitting_height(4))
    @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
# 
#==============================================================================
[close]

Muito obrigada :XD:
Você adora as enormes árvores do XP? Você odeia as cores "datadas" delas? Que tal dar uma olhada no meu Remaster?