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HE - Main Menu

Introduction
This script change the default menu scene to a more improved one, Adding a new animation feature, tweaking the visual and improving overall how the menu scene works. Functions from XS - Menu Delux is still there of course but with a slightly improved code.

Features

  • Easy to modify as you want it since the code and settings is seperated from each other.
  • The ability to implement your own custom graphics.
  • Fully functional animation system.
  • Almost all features from XS - Menu Delux is implemented.
  • And more!

Addons

  • Visual improvement for Status Scene. (Optional)
  • Visual improvement for Item Scene. (Optional)
  • Visual improvement for Equip Scene. (Optional)

Planned features

  • Adding more addons such as visual updates for the Skill scene etc.

Screenshots

 

Menu Scene:

 

 

menu_1.png

 

menu_2.png

 

Status Scene:

 

 

status.png

 

status2.png

 

Item Scene:

 

 

item_1.png

 

item_2.png

 

item_3.png

 

Equip Scene:

 

 

equip_1.png

 

equip_2.png

 

 

 



How to Use
To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.

This script doesn't require XS - Core or the Numeric Class script.

Script(s)

Install the scripts in this order:

For convenient matter you can also download the demo (Version 1.0b) instead.

 

Package

Download this package if you don't want to download the complete demo. Contains the graphics used for the script.

 

Updates

Version 1.0a:

 

 

  • Cleaned up the code in all of the scripts.
  • Changed the visual of the gauges. Should now look alot better.
  • Alot of tweaking and positioning fixes. See the new screenshots below to check the improvements.
  • Slightly changed how the animation system works.
  • Enhanced the visual of the status scene.

Updated and new scripts are the following:

  • Hirion Engine - Settings
  • Hirion Engine - Core
  • Hirion Engine - Main Menu
  • Hirion Engine - Status (new)

 

 

Version 1.0b:

 

 

  • Added new visual and improvements to Item Scene.
  • A new sort function exists in the Item Scene which enables you to sort items by higest/lowest price etc.
  • Easy to setup new categories for the Item Scene.
  • Slightly improved the code for the Main Menu.
  • New settings added for Item Scene.

Updated and new scripts are the following::

  • Hirion Engine - Settings
  • Hirion Engine - Main Menu
  • Hirion Engine - Item (new)

 

 

Version 1.0c:

 

 

  • More improvements for Item Scene.
  • Added a few more methods to Core Script.
  • New feature for Item Scene. You can now setup categories color for each item using notetag field.
  • And more tweaks!

Updated and new scripts are the following:

  • Hirion Engine - Settings
  • Hirion Engine - Core
  • Hirion Engine - Item

 

 

Version 1.0d:

 

 

  • Released Equip Scene and updated settings module.

Updated and new scripts are the following:

  • Hirion Engine - Settings
  • Hirion Engine - Equip (new)

 

 

 

Credit
Please credit me if you are planning on using this script. Thanks.
Private message me if you want to use this in a commercial project.

Edited by Nicke

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Thanks guys!

 

Released 1.0a. Sorry for changing alot but I feel this update was quite important. Grab the updated scripts again or download the demo. Added new screenshots as well to see the difference! :)

Edited by Nicke

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Would you be able to convert these scenes/windows into the 544/416 resolution?
It's just it's the resolution I use, and even though I found the area to change the resolution, the little status screen (the thing which holds the characters

looks squashed) and also the actual status scene becomes quite tight.

Any chance you could do anything?

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Awesome script Nicke! I did find one small issue when giving this a testing...

 

I use a script that allows for custom equipment. Some characters have more equipment slots than others. With this script, the line that appears at the bottom of the page clips into the extra equipment slot. Could this line be removed or adjusted accordingly to how many slots there are? Other than that, I'm glad to see the script pick up on the extra slots with no other customization needed.

 

 

55wNVyX.png

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@HellKiteChaos:

 

You should be able to remove that line by doing the following in the Hirion Engine - Status script:

draw_equipments((contents_width / 2) + 2, line_height * 8) #< Leave this part alone.
# // Draw line.
draw_shadow_line(0, line_height * 13.25, Color.new(255,255,255), Color.new(0,0,0,128), contents_width, 1) #< Comment this part out.

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Hey Nicke. Just wanted to say great job this is quite beautiful :).

 

Question about the 640x480 requirement (which I entirely support): Can't you just use Graphics.width and Graphics.height respectively when calculating based off screen resolution, instead of relying on 640 and 480, or 544 and 416 respectively? Doing so should make things scale with the same code regardless of what resolution the game is in. I haven't dug around in the script too much yet to know if this is a factor or not. Shouldn't be hard to support multiple resolutions using Graphics.width and Graphics.height calls though.

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@Gump: Yeah I guess I could but sometimes people use sort of like a widescreen resolution as in 640x416 and it might look kind of weird so I just base off the 544x416 and 640x480 resolutions at the moment.

 

Anyways, released 1.0c which updates the Item Scene and improves it even more! Some other minor tweaks and more settings to play around with is also included.

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Hi this is a realy cool menu. But I was wondering there is a way to make this compatible with Galv´s Menu Layout? I realy like the changes you have made here but I like the big portraits that Galv have done. What I need to change in the script to make these two compatible? Right now it looks like this:

 

http://www.dropmocks.com/mCRt76

 

Sorry for my bad english.

Edited by Vitor Travassos de França

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This menu is awesome man. I got one problem when i'm using it with "Khas Awesome Light Effects" though

 

To fix that problem, go to the Settings you inserted and change line 27 to: RESOLUTION = [544, 416]

This menu is awesome man. I got one problem when i'm using it with "Khas Awesome Light Effects" though

 

You also might wanna resize your Background to 544 x 416 also.

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hello love your menue got a problem though when i use it it makes my maps show double like when i play it shows a beach i made for the bottom of my map allso at the top please help.

 

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First of all, absolutely beautiful. I'd love to keep using it in my project, however I get an error when used with "Batte Aftermath" by Yanfly.

 

the script in question:

 

 

 

#==============================================================================
#
# â–¼ Yanfly Engine Ace - Victory Aftermath v1.03
# -- Last Updated: 2012.01.07
# -- Level: Easy, Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-VictoryAftermath"] = true

#==============================================================================
# â–¼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Compatibility Update: JP Manager
# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
# 2011.12.26 - Compatibility Update: Command Autobattle
# 2011.12.16 - Started Script and Finished.
#
#==============================================================================
# â–¼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# At the end of each battle, RPG Maker VX Ace by default shows text saying that
# the party has gained so-and-so EXP while this person leveled up and your
# party happened to find these drops. This script changes that text into
# something more visual for your players to see. Active battle members will be
# seen gaining EXP, any kind of level up changes, and a list of the items
# obtained through drops.
#
#==============================================================================
# â–¼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#==============================================================================
# â–¼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module VICTORY_AFTERMATH
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are various settings that are used throughout the Victory Aftermath
    # portion of a battle. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
    VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
    LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)         # Level Up SFX
    SKILLS_TEXT  = "New Skills"                        # New skills text title.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Important Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are some important settings so please set them up properly. This
    # section includes a switch that allows you to skip the victory aftermath
    # phase (for those back to back battles and making them seamless) and it
    # also allows you to declare a common event to run after each battle. If
    # you do not wish to use either of these features, set them to 0. The
    # common event will run regardless of win or escape.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
    SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.
    AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Top Text Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Here, you can adjust the various text that appears in the window that
    # appears at the top of the screen.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    TOP_TEAM         = "%s's team"           # Team name used.
    TOP_VICTORY_TEXT = "%s is victorious!"   # Text used to display victory.
    TOP_LEVEL_UP     = "%s has leveled up!"  # Text used to display level up.
    TOP_SPOILS       = "Victory Spoils!"     # Text used for spoils.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - EXP Gauge Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
    # includes the text display, the font size, the colour of the gauges, and
    # more. Adjust it all here.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
    EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.
    LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.
    MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.
    FONTSIZE_EXP = 20            # Font size used for EXP.
    EXP_TICKS    = 15            # Ticks to full EXP
    EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.
    EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.
    LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
    LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Victory Messages -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In the Victory Aftermath, actors can say unique things. This is the pool
    # of quotes used for actors without any custom victory quotes. Note that
    # actors with custom quotes will take priority over classes with custom
    # quotes, which will take priority over these default quotes. Use \n for
    # a line break in the quotes.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
    FOOTER_TEXT = ""                        # Always at end of messages.
    
    # Win Quotes are what the actors say when a battle is won.
    VICTORY_QUOTES ={
    # :type   => Quotes
      #------------------------------------------------------------------------
      :win    => [ # Occurs as initial victory quote.
                   '"We won! What an exciting fight!"',
                   '"I didn\'t even break a sweat."',
                   '"That wasn\'t so tough."',
                   '"Let\'s fight something harder!"',
                 ],# Do not remove this.
      #------------------------------------------------------------------------
      :level  => [ # Occurs as initial victory quote.
                   '"Yes! Level up!"',
                   '"I\'ve gotten stronger!"',
                   '"Try to keep up with me!"',
                   '"Ding!"',
                 ],# Do not remove this.
      #------------------------------------------------------------------------
      :drops  => [ # Occurs as initial victory quote.
                   '"I\'ll be taking these."',
                   '"To the victor goes the spoils."',
                   '"The enemies dropped something!"',
                   '"Hey, what\'s this?"',
                 ],# Do not remove this.
      #------------------------------------------------------------------------
    } # Do not remove this.
    
  end # VICTORY_AFTERMATH
end # YEA

#==============================================================================
# â–¼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
  module REGEXP
  module BASEITEM
    
    NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
    
    WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
    WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
    LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
    LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
    DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
    DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
    
  end # BASEITEM
  end # REGEXP
end # YEA

#==============================================================================
# â–  Switch
#==============================================================================

module Switch
 
  #--------------------------------------------------------------------------
  # self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  end
 
  #--------------------------------------------------------------------------
  # self.skip_aftermath_music
  #--------------------------------------------------------------------------
  def self.skip_aftermath_music
    return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  end
    
end # Switch

#==============================================================================
# â–  Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
    
end # Numeric

#==============================================================================
# â–  DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_va load_database; end
  def self.load_database
    load_database_va
    load_notetags_va
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_va
  #--------------------------------------------------------------------------
  def self.load_notetags_va
    groups = [$data_actors, $data_classes]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_va
      end
    end
  end
 
end # DataManager

#==============================================================================
# â–  RPG::BaseItem
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :win_quotes
  attr_accessor :level_quotes
  attr_accessor :drops_quotes
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_va
  #--------------------------------------------------------------------------
  def load_notetags_va
    @win_quotes = [""]
    @level_quotes = [""]
    @drops_quotes = [""]
    @victory_quote_type = nil
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
        @victory_quote_type = :win_quote
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
        @victory_quote_type = :level_quote
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
        @victory_quote_type = :drops_quote
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
        @victory_quote_type = nil
      #---
      when YEA::REGEXP::BASEITEM::NEW_QUOTE
        case @victory_quote_type
        when nil; next
        when :win_quote;   @win_quotes.push("")
        when :level_quote; @level_quotes.push("")
        when :drops_quote; @drops_quotes.push("")
        end
      #---
      else
        case @victory_quote_type
        when nil; next
        when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
        when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
        when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
        end
      end
    } # self.note.split
    #---
    return unless self.is_a?(RPG::Class)
    quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
    @win_quotes = quotes[:win].clone if @win_quotes == [""]
    @level_quotes = quotes[:level].clone if @level_quotes == [""]
    @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  end
 
end # RPG::BaseItem

#==============================================================================
# â–  BattleManager
#==============================================================================

module BattleManager
 
  #--------------------------------------------------------------------------
  # overwrite method: self.process_victory
  #--------------------------------------------------------------------------
  def self.process_victory
    if $imported["YEA-CommandAutobattle"]
      SceneManager.scene.close_disable_autobattle_window
    end
    return skip_aftermath if Switch.skip_aftermath
    play_battle_end_me
    gain_jp if $imported["YEA-JPManager"]
    display_exp
    gain_exp
    gain_gold
    gain_drop_items
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    $game_party.all_members.each do |actor|
      actor.gain_exp($game_troop.exp_total)
    end
    $game_party.gain_gold($game_troop.gold_total)
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
    end
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.play_battle_end_me
  #--------------------------------------------------------------------------
  def self.play_battle_end_me
    return if Switch.skip_aftermath_music
    $game_system.battle_end_me.play
    YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  end
 
  #--------------------------------------------------------------------------
  # new method: self.set_victory_text
  #--------------------------------------------------------------------------
  def self.set_victory_text(actor, type)
    text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
    text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
    text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
    $game_message.face_name = actor.face_name
    $game_message.face_index = actor.face_index
    $game_message.add(text)
    wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.display_exp
  #--------------------------------------------------------------------------
  def self.display_exp
    SceneManager.scene.show_victory_display_exp
    actor = $game_party.random_target
    @victory_actor = actor
    set_victory_text(@victory_actor, :win)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_exp
  #--------------------------------------------------------------------------
  def self.gain_exp
    $game_party.all_members.each do |actor|
      temp_actor = Marshal.load(Marshal.dump(actor))
      actor.gain_exp($game_troop.exp_total)
      next if actor.level == temp_actor.level
      SceneManager.scene.show_victory_level_up(actor, temp_actor)
      set_victory_text(actor, :level)
      wait_for_message
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_gold
  #--------------------------------------------------------------------------
  def self.gain_gold
    $game_party.gain_gold($game_troop.gold_total)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_drop_items
  #--------------------------------------------------------------------------
  def self.gain_drop_items
    drops = []
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
      drops.push(item)
    end
    SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
    set_victory_text(@victory_actor, :drops)
    wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # new method: self.close_windows
  #--------------------------------------------------------------------------
  def self.close_windows
    SceneManager.scene.close_victory_windows
  end
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias battle_end_va battle_end; end
  def self.battle_end(result)
    battle_end_va(result)
    return if result == 2
    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
    $game_temp.reserve_common_event(event_id)
  end
 
end # BattleManager

#==============================================================================
# â–  Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # overwrite method: gain_exp
  #--------------------------------------------------------------------------
  def gain_exp(exp)
    enabled = !SceneManager.scene_is?(Scene_Battle)
    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_quotes
  #--------------------------------------------------------------------------
  def victory_quotes(type)
    case type
    when :win
      return self.actor.win_quotes if self.actor.win_quotes != [""]
      return self.class.win_quotes
    when :level
      return self.actor.level_quotes if self.actor.level_quotes != [""]
      return self.class.level_quotes
    when :drops
      return self.actor.drops_quotes if self.actor.drops_quotes != [""]
      return self.class.drops_quotes
    else
      return ["NOTEXT"]
    end
  end
 
end # Game_Actor

#==============================================================================
# â–  Window_VictoryTitle
#==============================================================================

class Window_VictoryTitle < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    self.z = 200
    self.openness = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(message = "")
    contents.clear
    draw_text(0, 0, contents.width, line_height, message, 1)
  end
 
end # Window_VictoryTitle

#==============================================================================
# â–  Window_VictoryEXP_Back
#==============================================================================

class Window_VictoryEXP_Back < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    self.openness = 0
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return item_max; end
 
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 8; end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return $game_party.battle_members.size; end
 
  #--------------------------------------------------------------------------
  # open
  #--------------------------------------------------------------------------
  def open
    @exp_total = $game_troop.exp_total
    super
  end
 
  #--------------------------------------------------------------------------
  # item_rect
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = contents.height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    return rect
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    reset_font_settings
    draw_actor_name(actor, rect)
    draw_exp_gain(actor, rect)
    draw_jp_gain(actor, rect)
    draw_actor_face(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_name
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, rect)
    name = actor.name
    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_face
  #--------------------------------------------------------------------------
  def draw_actor_face(actor, rect)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rw = [rect.width, 96].min
    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
    rx = (rect.width - rw) / 2 + rect.x
    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_gain
  #--------------------------------------------------------------------------
  def draw_exp_gain(actor, rect)
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 3 + 96
    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
    text = sprintf(fmt, actor_exp_gain(actor).group)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # actor_exp_gain
  #--------------------------------------------------------------------------
  def actor_exp_gain(actor)
    n = @exp_total * actor.final_exp_rate
    return n.to_i
  end
 
  #--------------------------------------------------------------------------
  # draw_jp_gain
  #--------------------------------------------------------------------------
  def draw_jp_gain(actor, rect)
    return unless $imported["YEA-JPManager"]
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 4 + 96
    fmt = YEA::JP::VICTORY_AFTERMATH
    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # actor_jp_gain
  #--------------------------------------------------------------------------
  def actor_jp_gain(actor)
    n = actor.battle_jp_earned
    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
      n += YEA::JP::LEVEL_UP unless actor.max_level?
    end
    return n
  end
 
end # Window_VictoryEXP_Back

#==============================================================================
# â–  Window_VictoryEXP_Front
#==============================================================================

class Window_VictoryEXP_Front < Window_VictoryEXP_Back
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super
    self.back_opacity = 0
    @ticks = 0
    @counter = 30
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_tick
  end
 
  #--------------------------------------------------------------------------
  # update_tick
  #--------------------------------------------------------------------------
  def update_tick
    return unless self.openness >= 255
    return unless self.visible
    return if complete_ticks?
    @counter -= 1
    return unless @counter <= 0
    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
    @counter = 4
    @ticks += 1
    refresh
  end
 
  #--------------------------------------------------------------------------
  # complete_ticks?
  #--------------------------------------------------------------------------
  def complete_ticks?
    for actor in $game_party.battle_members
      total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
      bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
      now_exp = actor.exp - actor.current_level_exp + bonus_exp
      next_exp = actor.next_level_exp - actor.current_level_exp
      rate = now_exp * 1.0 / next_exp
      return false if rate < 1.0
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    draw_actor_exp(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # exp_gauge1
  #--------------------------------------------------------------------------
  def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
 
  #--------------------------------------------------------------------------
  # exp_gauge2
  #--------------------------------------------------------------------------
  def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
 
  #--------------------------------------------------------------------------
  # lvl_gauge1
  #--------------------------------------------------------------------------
  def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
 
  #--------------------------------------------------------------------------
  # lvl_gauge2
  #--------------------------------------------------------------------------
  def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
 
  #--------------------------------------------------------------------------
  # draw_actor_exp
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, rect)
    if actor.max_level?
      draw_exp_gauge(actor, rect, 1.0)
      return
    end
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    draw_exp_gauge(actor, rect, rate)
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_gauge
  #--------------------------------------------------------------------------
  def draw_exp_gauge(actor, rect, rate)
    rate = [[rate, 1.0].min, 0.0].max
    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
    dy = rect.y + line_height * 2 + 96
    dw = [rect.width, 96].min
    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
    draw_gauge(dx, dy, dw, rate, colour1, colour2)
    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
    text = sprintf(fmt, [rate * 100, 100.00].min)
    if [rate * 100, 100.00].min == 100.00
      text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
      text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
    end
    draw_text(dx, dy, dw, line_height, text, 1)
  end
 
end # Window_VictoryEXP_Front

#==============================================================================
# â–  Window_VictoryLevelUp
#==============================================================================

class Window_VictoryLevelUp < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    reset_font_settings
    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
    draw_actor_changes(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_changes
  #--------------------------------------------------------------------------
  def draw_actor_changes(actor, temp_actor)
    dx = contents.width / 16
    draw_actor_image(actor, temp_actor, dx)
    draw_param_names(actor, dx)
    draw_former_stats(temp_actor)
    draw_arrows
    draw_newer_stats(actor, temp_actor)
    draw_new_skills(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_image
  #--------------------------------------------------------------------------
  def draw_actor_image(actor, temp_actor, dx)
    draw_text(dx, line_height, 96, line_height, actor.name, 1)
    draw_actor_face(actor, dx, line_height * 2)
    exp = actor.exp - temp_actor.exp
    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
    change_color(power_up_color)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_param_names
  #--------------------------------------------------------------------------
  def draw_param_names(actor, dx)
    dx += 108
    change_color(system_color)
    text = Vocab.level
    draw_text(dx, 0, contents.width - dx, line_height, text)
    dy = 0
    for i in 0...8
      dy += line_height
      text = Vocab.param(i)
      draw_text(dx, dy, contents.width - dx, line_height, text)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_former_stats
  #--------------------------------------------------------------------------
  def draw_former_stats(actor)
    dw = contents.width / 2 - 12
    dy = 0
    change_color(normal_color)
    draw_text(0, dy, dw, line_height, actor.level.group, 2)
    for i in 0...8
      dy += line_height
      draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_arrows
  #--------------------------------------------------------------------------
  def draw_arrows
    dx = contents.width / 2 - 12
    dy = 0
    change_color(system_color)
    for i in 0..8
      draw_text(dx, dy, 24, line_height, "→", 1)
      dy += line_height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_newer_stats
  #--------------------------------------------------------------------------
  def draw_newer_stats(actor, temp_actor)
    dx = contents.width / 2 + 12
    dw = contents.width - dx
    dy = 0
    change_color(param_change_color(actor.level - temp_actor.level))
    draw_text(dx, dy, dw, line_height, actor.level.group, 0)
    for i in 0...8
      dy += line_height
      change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
      draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_new_skills
  #--------------------------------------------------------------------------
  def draw_new_skills(actor, temp_actor)
    return if temp_actor.skills.size == actor.skills.size
    dw = 172 + 24
    dx = contents.width - dw
    change_color(system_color)
    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
    draw_text(dx, 0, dw, line_height, text, 0)
  end
 
end # Window_VictoryLevelUp

#==============================================================================
# â–  Window_VictorySkills
#==============================================================================

class Window_VictorySkills < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dy = fitting_height(1) + 24
    dw = 172 + 24 + 24
    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
    super(Graphics.width - dw, dy, dw, dh)
    self.opacity = 0
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data.nil? ? 0 : @data.size; end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    if actor.skills.size == temp_actor.skills.size
      unselect
      @data = []
      create_contents
      return
    end
    @data = actor.skills - temp_actor.skills
    if @data.size > 8
      select(0)
      activate
    else
      unselect
      deactivate
    end
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    skill = @data[index]
    return if skill.nil?
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, true)
  end
 
end # Window_VictorySkills

#==============================================================================
# â–  Window_VictorySpoils
#==============================================================================

class Window_VictorySpoils < Window_ItemList
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 32; end
 
  #--------------------------------------------------------------------------
  # make
  #--------------------------------------------------------------------------
  def make(gold, drops)
    @gold = gold
    @drops = drops
    refresh
    select(0)
    activate
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = [nil]
    items = {}
    weapons = {}
    armours = {}
    @goods = {}
    for item in @drops
      case item
      when RPG::Item
        items[item] = 0 if items[item].nil?
        items[item] += 1
      when RPG::Weapon
        weapons[item] = 0 if weapons[item].nil?
        weapons[item] += 1
      when RPG::Armor
        armours[item] = 0 if armours[item].nil?
        armours[item] += 1
      end
    end
    items = items.sort { |a,b| a[0].id <=> b[0].id }
    weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
    armours = armours.sort { |a,b| a[0].id <=> b[0].id }
    for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    reset_font_settings
    if item.nil?
      draw_gold(rect)
      return
    end
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
    draw_item_number(rect, item)
  end
 
  #--------------------------------------------------------------------------
  # draw_gold
  #--------------------------------------------------------------------------
  def draw_gold(rect)
    text = Vocab.currency_unit
    draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  end
 
  #--------------------------------------------------------------------------
  # draw_item_number
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    number = @goods[item].group
    if $imported["YEA-AdjustLimits"]
      contents.font.size = YEA::LIMIT::ITEM_FONT
      text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
      draw_text(rect, text, 2)
    else
      draw_text(rect, sprintf(":%s", number), 2)
    end
  end
 
end # Window_VictorySpoils

#==============================================================================
# â–  Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: create_all_windows
  #--------------------------------------------------------------------------
  alias scene_battle_create_all_windows_va create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_va
    create_victory_aftermath_windows
  end
 
  #--------------------------------------------------------------------------
  # new method: create_victory_aftermath_windows
  #--------------------------------------------------------------------------
  def create_victory_aftermath_windows
    @victory_title_window = Window_VictoryTitle.new
    @victory_exp_window_back = Window_VictoryEXP_Back.new
    @victory_exp_window_front = Window_VictoryEXP_Front.new
    @victory_level_window = Window_VictoryLevelUp.new
    @victory_level_skills = Window_VictorySkills.new
    @victory_spoils_window = Window_VictorySpoils.new
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_display_exp
  #--------------------------------------------------------------------------
  def show_victory_display_exp
    @victory_title_window.open
    name = $game_party.battle_members[0].name
    fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
    name = sprintf(fmt, name) if $game_party.battle_members.size > 1
    fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
    text = sprintf(fmt, name)
    @victory_title_window.refresh(text)
    #---
    @victory_exp_window_back.open
    @victory_exp_window_back.refresh
    @victory_exp_window_front.open
    @victory_exp_window_front.refresh
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_level_up
  #--------------------------------------------------------------------------
  def show_victory_level_up(actor, temp_actor)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    #---
    fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
    text = sprintf(fmt, actor.name)
    @victory_title_window.refresh(text)
    #---
    @victory_level_window.show
    @victory_level_window.refresh(actor, temp_actor)
    @victory_level_skills.show
    @victory_level_skills.refresh(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_spoils
  #--------------------------------------------------------------------------
  def show_victory_spoils(gold, drops)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    @victory_level_window.hide
    @victory_level_skills.hide
    #---
    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
    @victory_title_window.refresh(text)
    #---
    @victory_spoils_window.show
    @victory_spoils_window.make(gold, drops)
  end
 
  #--------------------------------------------------------------------------
  # new method: close_victory_windows
  #--------------------------------------------------------------------------
  def close_victory_windows
    @victory_title_window.close
    @victory_exp_window_back.close
    @victory_exp_window_front.close
    @victory_level_window.close
    @victory_level_skills.close
    @victory_spoils_window.close
    wait(16)
  end
 
end # Scene_Battle

#==============================================================================
#
# â–¼ End of File
#
#==============================================================================

 

And the error states "Script HE - Item, line 249, ArgumentError occured.

 

Wrong number of arguments (1 for 0)

 

Thanks.

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This looks and sounds quite cool. Just get used to standard layouts xD Worried to change it since i have edited it with scripts like Yanfly's equipment script. Maybe it's the time to try this. Hope it works well. :)

 

EDIT: Hmm, just noticed the comment above.. I also use Battle Aftermath script. Maybe it works for me, but i can't test it now because i'm just surfing with my cellphone. Maybe i test it when i get home.

Edited by Glyxis

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Released Equip Scene now. Let me know if you find any bugs and I will sort them out as soon as I can. :)

 

Oh and the demo is not updated yet. I will get around to that eventually. :P

Edited by Nicke

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I found a small bug. When we equip let's say, an armor that gives +HP and +MP, the HP and MP values are only refreshed when we exit the equip scene. I'll post pictures to show:

we have 563HP and 41 MP: http://prntscr.com/2us8ow
then we try to equip an axe that gives +15 HP and +15 MP: http://prntscr.com/2us8wv
as we can see, even when the axe is equipped, the values remain unchaged: http://prntscr.com/2us93q
But then we exit the scene and only here the values are refreshed: http://prntscr.com/2us9bp

Is it possible to make the values be refreshed inside the equip scene?

Another minor bug that happens in any scene we need to select an item (equip, inventory, etc) is that when we have the cursor in "-NO ITEM-", it still shows the values and info of the last selected item: http://prntscr.com/2us9xj

These are the only little bugs I found, nothing gamebreaking, but I hope they can be fixed.

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I'm trying to add


=begin

# ---------------------------------------------------------------------------- #

# Phantasy Star IV Talk System

# By: SoulPour777

# Requested by: Silencher

# Version 1

# Web URL: infinitytears.wordpress.com

 

Description:

- This script allows the user to access the common events that allows the

player to do everything the common event contains. This script is simply

to mimic the Phantasy Star IV talk system, where the party can talk

while on the map.

 

to change the number of the common event to call via script call:

$common_event_number = n

 

example: $common_event_number = 1

 

this will call Common Event #1

 

# ---------------------------------------------------------------------------- #

=end

$common_event_number = 4

#--------------------------------------------------------------------------

# * Window_MenuCommand

#--------------------------------------------------------------------------

class Window_MenuCommand < Window_Command

# -------------------------------------

# Command Name

# -------------------------------------

alias soul_ce_add_original_commands add_original_commands

def add_original_commands

add_command("Talk", :common_events_menu, main_commands_enabled)

soul_ce_add_original_commands

end

end

#--------------------------------------------------------------------------

# * Scene_Menu

#--------------------------------------------------------------------------

class Scene_Menu < Scene_MenuBase

#--------------------------------------------------------------------------

# * Create Command Window

# add an enabled command: add_command("Talk", :common_events_menu, main_commands_enabled)

# add common event and command: @command_window.set_handler(:common_events_menu, method(:command_ce))

# common event number: $game_temp.reserve_common_event($common_event_number)

# if you are inside the menu, include this line: SceneManager.goto(Scene_Map)

#--------------------------------------------------------------------------

alias soul_create_command_window create_command_window

def create_command_window

soul_create_command_window()

@command_window.set_handler(:common_events_menu, method(:command_ce))

end

#--------------------------------------------------------------------------

# * Common Events

# This is where you create the access of the common event. For more

# common events, look at the comments how to create one.

#--------------------------------------------------------------------------

def command_ce

SceneManager.goto(Scene_Map)

$game_temp.reserve_common_event($common_event_number)

end

 

end[/SPOILER]

to the menu list. Unfortunately it's not letting me. How do I do that?

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