class Window_ItemCategory < Window_HorzCommand def make_command_list add_command(Vocab::item, :item) add_command(Vocab::key_item, :key_item) endendclass Window_MenuCommand < Window_Command def self.init_command_position @@last_command_symbol = nil end def initialize super(0, 0) select_last end def window_width return 160 end def visible_line_number item_max end def make_command_list add_main_commands add_save_command add_game_end_command end def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) end def add_original_commands end def add_save_command add_command(Vocab::save, :save, save_enabled) end def add_game_end_command add_command(Vocab::game_end, :game_end) end def main_commands_enabled $game_party.exists end def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end def save_enabled !$game_system.save_disabled end def process_ok @@last_command_symbol = current_symbol super end def select_last select_symbol(@@last_command_symbol) endendclass Scene_Menu < Scene_MenuBase def start super create_command_window create_gold_window create_status_window end def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) endendclass Window_MenuStatus < Window_Selectable def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) end def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) endend