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 RE: Special Items Separate Menu - Diorm -  02-10-2018
 
 Ok First I changed windows_Object to Windows_Item everywere.
 Then I deleted every script after yours.
 Then I removed self.contents.font.name = $fontname because it was making an error.
 Now the second menu work. Sort of. Only item 001 and 002 are showing. I dont know why but 033 and 034 are not showing.
 
 
 
 Code: module Special_Items
 ITEMS   = [001,002,033,034]   # List of Item IDs from the database
 WEAPONS = []    # List of Weapon IDs from the database
 ARMORS  = []    # List of Armor IDs from the database
 
 end
Now in the meantime, I'll try to copy past every script that came after yours and try the menu avery time until I find the one that is overlaping.
 
 
 RE: Special Items Separate Menu - Diorm -  02-10-2018
 
 I went the easy way with cut and past the "Main" script starting from your Second Menu script.
 This one is making a problem. My game is supposed to have Two kind of Item Menu because there is two kind of game. The RPG one and the Action One. This is the item menu for the Action Game:
 
 
 Code: #==============================================================================# * Window_Item
 #------------------------------------------------------------------------------
 #  In the item picture and the battle picture, it is the window which indicates the summary
 # of the possession item.
 #==============================================================================
 
 class Window_Item < Window_Selectable
 #--------------------------------------------------------------------------
 # - Object initialization
 #--------------------------------------------------------------------------
 def initialize
 super(404, 128, 236, 352)
 # When it is in the midst of fighting, it moves the window to the picture center, makes translucent
 if $game_party.actors[0].bag_have == 8
 self.height = 296
 end
 @column_max = 2                #This is a column that has a few
 @cursorHeight=58
 @itemWidth=86                  # What is the size of the card?
 @itemHeight=56                # How high is the card?
 self.z = 200
 refresh
 self.index = 0
 end
 #--------------------------------------------------------------------------
 # - Acquisition of item
 #--------------------------------------------------------------------------
 def item
 return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # - Refreshment
 #--------------------------------------------------------------------------
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 bag_have = $game_party.actors[0].bag_have
 # Adding the item
 # In [0,0,0,0] Is [type,id,?,?]
 for i in 0... bag_have
 if $game_party.actors[0].data_bag[i][0] == 1
 id = $game_party.actors[0].data_bag[i][1]
 if id != 0
 @data.push($data_items[id])
 end
 elsif $game_party.actors[0].data_bag[i][0] == 2
 id = $game_party.actors[0].data_bag[i][1]
 if id != 0
 @data.push($data_weapons[id])
 end
 elsif $game_party.actors[0].data_bag[i][0] == 3
 id = $game_party.actors[0].data_bag[i][1]
 if id != 0
 @data.push($data_armors[id])
 end
 else
 @data.push(nil)
 end
 end
 # If the number of items is not 0, it draws up bit map, drawing all item
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, height - 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 #--------------------------------------------------------------------------
 # - Drawing of item
 #     index : Item number
 #--------------------------------------------------------------------------
 def draw_item(index)
 item = @data[index]
 number = $game_party.actors[0].check_data_bag(index)
 self.contents.font.color = normal_color
 x = 4 + index % 2 * (86 + 32)
 y = index / 2 * 58
 if item!=nil
 rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 bitmap = RPG::Cache.icon("menu/"+item.icon_name)
 self.contents.stretch_blt(Rect.new(x-4,y,84,54), bitmap, Rect.new(0, 0, 84,54), opacity)
 case item
 when RPG::Item
 if item.id != $game_party.spray(true)
 text = ""
 else
 text = "x" + number.to_s
 end
 when RPG::Weapon
 for i in 0...$game_party.wea_data.size
 if $game_party.wea_data[i].weapon_id == item.id
 no_bu = ($game_party.wea_data[i].max_ammo == 0)
 break
 end
 end
 if no_bu
 text = ""
 elsif item.id == 7
 self.contents.font.color = knockout_color
 text = "x" + number.to_s
 elsif item.id == 8
 self.contents.font.color = crisis_color
 text = "x" + number.to_s
 elsif item.id == 9
 self.contents.font.color = system_color
 text = "x" + number.to_s
 else
 text = "x" + number.to_s
 end
 if $game_party.actors[0].wea_inf(index) == 1
 text = "∞"
 end
 when RPG::Armor
 text = "x" + number.to_s
 end
 self.contents.draw_text(x , y + 26, 96, 32, text, 0)
 else
 self.contents.draw_text(x + 28, y, 212, 32, "", 0)
 end
 end
 #--------------------------------------------------------------------------
 # - Help text renewal
 #--------------------------------------------------------------------------
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.name)
 end
 end
You see, I dont want to see this menu in my RPG Game. Only in the Action One. So I though that with a special secondary Menu, I could bypass the problem.
 
 
 
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