11-27-2016, 05:12 PM
The code I supplied, as I employed it before relaying it to you, returns the classic RMXP Item Window to the battlesystem. The default system uses two columns and fills the space between the help window above and the battlestatus below. And even after battle, I had returned to the Moggy Item window to ensure the Mog-styled Item window remained the same. From my tests, it is working fine. Mogmenu uses its custom Item window, and the battlesystem uses its default window setup.
Changes to the item (and alternately the Skill) window within battle can be made within the area(s) in the blocks of code I showed you, the ones within the if $game_temp.in_battle condition. It controls height, width, and position in the window, and if you have a 2nd column (the @column_max value). But if you decide to return column max to one, remember that I suggested adding a small block of code in the item_draw method that permits 2 columns in battle... something you would likely take back out.
Changes to the item (and alternately the Skill) window within battle can be made within the area(s) in the blocks of code I showed you, the ones within the if $game_temp.in_battle condition. It controls height, width, and position in the window, and if you have a 2nd column (the @column_max value). But if you decide to return column max to one, remember that I suggested adding a small block of code in the item_draw method that permits 2 columns in battle... something you would likely take back out.