#======================================================
#Kingboo_12's Item Only Menu
#Features: Allows four(4) sections that replace the item menu. It has Items,
#Key Items, Save, and the end game option. Edit if you want. Just be careful.
#This is best used for Survival-Horror games.
#--------------------------------------------------------------------------------------
#Do not edit any of the script. It may cause computer malfunction or rmvxa
#failure.
#======================================================

class window_ItemCommand < Window_ItemCategory
#--------------------------------------------------
#*Create Command List
#--------------------------------------------------
def make_command_list
add_command(Vocab::item, :item)
add_command(Vocab::key_item, :key_item)
add_command(Vocab::save, :save)
add_command(Vocab::game_end :game_end
end
#--------------------------------------------------
#Get Activation State of Save
#--------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
end

#=================================
#**Scene_Item
#=================================

class Scene_Item < Scene_ItemBase
#--------------------------------------------------
#Frame Update
#--------------------------------------------------
def update
super
return on_cancel if Input.trigger?(:B)
end
#--------------------------------------------------
#Create Category Window
#--------------------------------------------------
def create_category_window
@category_window = Window_ItemCommand.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))
end
#--------------------------------------------------
#Cancel
#--------------------------------------------------
def on_cancel
Sound.play_cancel
return_scene
end
#--------------------------------------------------
#**Category
#--------------------------------------------------
def on_category_ok
case @category_window.current_symbol
when :item, :key_item
@item_window.activate
@item_window.select_last
when :save
SceneManager.call(Scene_Save)
when :game_end
SceneManager.call(Scene_End)
end
end
end
#=================================
#End of File
#=================================