На код. Теперь зажимаешь все нормально.
Спойлер 1:
Код:
#==============================================================================
# EK Items Menu v.1.00b
#------------------------------------------------------------------------------
# Created by: Equilibrium Keeper [equilibriumkeeper@inbox.com]
# Created on: 25.05.2008 22:23:14
#==============================================================================
# Description: Script changes structure of the menu of items, adding
# a filtration by four criteria:
# Usable (Menu or Battle), Battle only, Equipment and Not usable ("Other")
#------------------------------------------------------------------------------
# Requirements: Addon by Equilibrium Keeper v.1.00 or above
# Install: Make a new blank script page above main and copy this script.
#==============================================================================

module Vocab
  # Items Screen
  ItemsType = ["Usable", "Battle Only", "Equipment", "Other"]
end

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #     type   : item type
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height, type = -1)
    super(x, y, width, height)
    @type = type
    @column_max = 2
    self.index = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Whether or not to include in item list
  #     item : item
  #--------------------------------------------------------------------------
  def include?(item)
    @item_id = item.id
    return false if item == nil
    if $game_temp.in_battle
      return false unless item.is_a?(RPG::Item)
    end
     case @type
      when 0
        return false if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
        return false unless $data_items[@item_id].menu_ok?
      when 1
        return false if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
        return false if $data_items[@item_id].menu_ok?
        return false unless $data_items[@item_id].battle_ok?
      when 2
        return false unless item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
      when 3
        return false if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
        return false if $data_items[@item_id].menu_ok? || $data_items[@item_id].battle_ok?
      end
      return true
  end
end

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @command_window = Window_Command.new(544, Vocab::ItemsType, 4, 0, 32, 1)
    @command_window.index = 0
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new (0, 56)
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 112, 544, 304, 0)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
    @command_window.active = true
    @item_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Frame
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @help_window.update
    @item_window.update
   @target_window.update
    if @command_window.active
      update_command
    elsif @item_window.active
      update_item_selection
    elsif @target_window.active
      update_target_selection
    end
  end
  
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      Sound.play_cancel
    return_scene
    end
    if Input.trigger?(Input::C)
      Sound.play_decision
      @command_window.active = false
      @item_window.active = true
    end
 case @command_window.index
when 0
@item_window.dispose
      @item_window = Window_Item.new(0, 112, 544, 304, @command_window.index)
      when 1
  @item_window.dispose
      @item_window = Window_Item.new(0, 112, 544, 304, @command_window.index)
when 2
  @item_window.dispose
      @item_window = Window_Item.new(0, 112, 544, 304, @command_window.index)
when 3
  @item_window.dispose
      @item_window = Window_Item.new(0, 112, 544, 304, @command_window.index)
end   
end
   
  #--------------------------------------------------------------------------
  # * Update Item Selection
  #--------------------------------------------------------------------------
def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @command_window.active = false
      @item_window.active = true
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      @item_window.dispose
      @item_window = Window_Item.new(0, 112, 544, 304, @command_window.index)
      @item_window.active = false
      @item_window.help_window = @help_window
      @item_window.update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Show(Recreate) Target Window
  #     right : Right justification flag (if false, left justification)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @item_window.active = false
    @target_window.dispose
    @target_window = Window_MenuStatus.new(0, 0)
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, 416)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, 416)
      @viewport.ox = @target_window.width
    end
  end
end