I took it below everything as you said and I get a error on the last line.
Btw. what do I do with the line 1036 XaiL's Redux Deluxe? Do I need to delte some lines or change it or just stay as it is?
DOH! Add one more 'end' to that scriptette. And no, you shouldn't need to change anything to Xail. This is an overriding script. If you put it after everything else, it takes full control and overwrites any previous versions.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Okay, opening the Menu works fine.
Problem is: In my Project I've dozens of other scripts too. Something seems to conflict. Whenever I try to open the Status Menu I get the following error message (below)
And I already put the Menu scripts above the Battle system and the other scripts.
Thanks in advance.
That is telling me that you're using another script that is rewriting the draw_text method. So this time, you either use FONTZ, or the script that has its own draw_text method. Eliminating FONTZ will not prevent the XaiL menu from functioning, but it will eliminate the extra font styles such as Shadow, Outline or whatnot. OR, you can do a search to find a def draw_text method elsewhere in your system and remove it.
And obviously not an ATOA system as the ACBS does not have any new draw_text method of its own.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Okay, you are probably right. I've searched every script so far with the line you told me.
There was no such line.
Then I did copy my script, deleted one script after another to check which Script conflicted.
It was the addon script: Individual Battle Commands
After I removed it worked, but sadly I want to use them both... :/
I really dont understand why they conflict with each other because it doenst def a new method.
The only line where draw_text appears is line: 644:
from 640 - 644
def draw_item(index, color)
self.contents.font.color = set_font_color(index, color)
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
Heres the full script:
Do I have to choose between the two of them?
Quote:#==============================================================================
# Individual Battle Commands
# by Atoa
# Based on Charlie FLeed script
#==============================================================================
# This scripts allows you to make diferent commands for each actor
#
# Now you can not only add an command to an skill, you can also add an command
# to an actor (like in RM2000/2003/VX) and add an skill directly to an command
# so if you select the command, the skill will be used without opening the
# skill menu
#
# IMPORTANT: If you using the 'Atoa ATB' or 'Atoa CTB', put this script bellow them
#==============================================================================
module Atoa
# Do not remove or change these lines
Skill_Command = {}
Actor_Command = {}
Usable_Command = {}
Command_Color = {}
Custom_Command_Order = {}
# Do not remove or change these lines
# Skill Commands.
# These commands appear automatically when an actor learn one of the skill
# that is part of the command.
#
# Skill_Command[Command_Name] = [Skills_IDs]
#
Skill_Command['Magic'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34,
35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53,
54, 55, 56]
# Actor Commands.
# These are the commands linked to the actors, they will be shown even if
# the actor has none of the skill of this command.
# You can add the same command for different actors, the list of skills shown
# will be separated for each
#
# Actor_Command[Command_Name] = {Actor_id => [Skills_IDs]}
#
Actor_Command['Skill'] = {1 => [88,92,97,126], 2 => [89,93,99,146],
3 => [90,95,96,106,147]}
# Usable Commands.
# These commands are linked directly to an skill. Once you choose one of them
# you will use without opening the skill menu.
# This command appear automatically once the actor learn the skill linked to
# the command. The skill linked to the command aren't shown in the skill
# menu outside battle
#
# Direct_Comman[Command_Name] = Skill_ID
#
Usable_Command['Steal'] = 82
Usable_Command['Return'] = 87
# Commands Color
# You can add different colors for each command name
# Command_Color[Command_Name] = [red, green, blue]
Command_Color['Limit Break'] = [255, 255, 0]
# Custom Command Order
# You can change the order that the commands are shown for specific actors.
# You must add *all* possible commands that the actor can have for skill commands.
# They will be shown only if the actor fills the conditions for it.
# Commands not listed here will be never shown for that actor, even if he fills the
# condition to have that command. You can use that to remove basic commands
# like "Attack" and "Defend" from an Actor.
Custom_Command_Order[2] = ['Item','Attack','Defend','Magic','Techs','Skill','Summon']
# Show command list in status menu?
Show_Commands_In_Menu = true
# Position of command window in status menu
Menu_Commands_Postition = [16,160]
# Note: you must edit the status menu, or the command window will stay above
# other informations
# Command Window Back Opacity
Command_Window_Back_Opacity = 160
# Max number of commands shown
Max_Commands_Shown = 5
# Image filename for window backgeound, must be on the Windowskin folder
Command_Window_Bg = ''
# Position of the backgroun image
# Command_Window_Bg_Postion = [Position X, Position Y]
Command_Window_Bg_Position = [0, 0]
#==============================================================================
# OVEDRIVE COMMANDS
#==============================================================================
# This part only has effect if used toghter with the Skill Overdrive Script.
# With it you can make commands that are only shown if the Overdrive bar is full
# Just add the command name bellow. Remember that the command must be configurated
# according the other options. You can add how many commands you want
Overdrive_Commands = ['Limit Break']
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :command_order
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_ibc initialize
def initialize
initialize_ibc
@command_order = Custom_Command_Order
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :individual_commands
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias setup_ibc setup
def setup(actor_id)
setup_ibc(actor_id)
@individual_commands = []
end
#--------------------------------------------------------------------------
# * Refresh commands
#--------------------------------------------------------------------------
def refresh_commands
@individual_commands = []
for i in 0...@skills.size
skill = $data_skills[@skills[i]]
if skill != nil
for command in Skill_Command.dup
if command[1].include?(skill.id) and not @individual_commands.include?(command[0])
next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
@individual_commands << command[0]
end
end
for command in Usable_Command.dup
if command[1] == skill.id and not @individual_commands.include?(command[0])
next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
@individual_commands << command[0]
end
end
end
end
for command in Actor_Command.dup
if command[1].include?(@actor_id) and not @individual_commands.include?(command[0])
@individual_commands << command[0]
end
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
alias add_actor_ibc add_actor
def add_actor(actor_id)
add_actor_ibc(actor_id)
actor = $game_actors[actor_id]
actor.refresh_commands
end
#--------------------------------------------------------------------------
# * Add an Actor by index
# actor_id : actor ID
# index : index
#--------------------------------------------------------------------------
alias add_actor_by_index_ibc add_actor_by_index
def add_actor_by_index(actor_id, index)
add_actor_by_index_ibc(actor_id, index)
actor = $game_actors[actor_id]
actor.refresh_commands
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :escape_name
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
alias phase3_setup_command_window_ibc phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_ibc
@active_battler.refresh_commands
set_commands
@actor_command_window.dispose
@actor_command_window = Window_Command_IBC.new(160, @individual_commands, @active_battler)
comand_size = (@individual_commands.size >= 5 ? 5 : @individual_commands.size)
command_window_position
@actor_command_window.y = @actor_command_window.y + 120 - 24 * comand_size
@actor_command_window.back_opacity = [Command_Window_Back_Opacity, 1].max
@actor_command_window.opacity = [Command_Window_Border_Opacity, 1].max
@actor_command_window.z = 4500
@actor_command_window.index = 0
@actor_command_window.active = true
@actor_command_window.visible = true
@active_battler_window.refresh(@active_battler)
@active_battler_window.visible = Battle_Name_Window
set_name_window_position
end
#--------------------------------------------------------------------------
# * Set commands
#--------------------------------------------------------------------------
def set_commands
if $game_system.command_order[@active_battler.id] != nil
@individual_commands = []
basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
custom_commands = @active_battler.individual_commands.dup
commands = Custom_Command_Order[@active_battler.id].dup
for i in 0...commands.size
@individual_commands << commands[i] if basic_commands.include?(commands[i])
@individual_commands << commands[i] if custom_commands.include?(commands[i])
end
return
end
s1 = $data_system.words.attack
s2 = $data_system.words.item
s3 = $data_system.words.guard
s4 = @escape_name if @escape_type == 0
@individual_commands = [s1] + @active_battler.individual_commands + [s2, s3]
if @escape_type == 0
@individual_commands = [s1]+ @active_battler.individual_commands + [s2, s3, s4]
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
alias update_phase3_basic_command_ibc update_phase3_basic_command
def update_phase3_basic_command
@direct_command = false
@command_name = @actor_command_window.commands[@actor_command_window.index]
if Input.trigger?(Input::C)
if @active_battler.disabled_commands.include?(@command_name)
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_name
when @escape_name
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
if @active_battler != nil and
@active_battler.individual_commands.include?(@command_name)
if Usable_Command.include?(@command_name)
unless @active_battler.skill_can_use?(Usable_Command[@command_name])
$game_system.se_play($data_system.buzzer_se)
return
end
@active_battler.current_action.kind = 1
@commands_category = @command_name
@direct_command = true
confirm_action_select($data_skills[Usable_Command[@command_name]])
return
else
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@commands_category = @command_name
start_skill_select
return
end
end
end
update_phase3_basic_command_ibc
if $atoa_script['Atoa CTB'] and @active_battler != nil and
@active_battler.individual_commands.include?(@command_name) and
Usable_Command.include?(@command_name)
@active_battler.selected_action = $data_skills[Usable_Command[@command_name]]
end
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
alias start_skill_select_ibc start_skill_select
def start_skill_select
start_skill_select_ibc
@skill_window.dispose
@skill_window = Window_Skill.new(@active_battler, @commands_category)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# * Activate command window
#--------------------------------------------------------------------------
def active_command_window
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = false
@active_battler_window.visible = true if Battle_Name_Window
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
alias end_enemy_select_ibc end_enemy_select
def end_enemy_select
end_enemy_select_ibc
if @actor_command_window.commands[@actor_command_window.index] == $data_system.words.attack
@active_battler_window.visible = true
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Frame Updat (actor command phase : enemy selection)
#--------------------------------------------------------------------------
alias update_phase3_enemy_select_ibc update_phase3_enemy_select
def update_phase3_enemy_select
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_enemy_select
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @enemy_arrow.index
end_enemy_select
end_direct_command_selection
return
end
update_phase3_enemy_select_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : actor selection)
#--------------------------------------------------------------------------
alias update_phase3_actor_select_ibc update_phase3_actor_select
def update_phase3_actor_select
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_actor_select
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @actor_arrow.index
end_actor_select
end_direct_command_selection
return
end
update_phase3_actor_select_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all enemies selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_enemies_ibc update_phase3_select_all_enemies
def update_phase3_select_all_enemies
@enemy_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_enemies
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_enemies
end_direct_command_selection
return
end
update_phase3_select_all_enemies_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all actors selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_actors_ibc update_phase3_select_all_actors
def update_phase3_select_all_actors
@actor_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_actors
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_actors
end_direct_command_selection
return
end
update_phase3_select_all_actors_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all battlers selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_battlers_ibc update_phase3_select_all_battlers
def update_phase3_select_all_battlers
@battler_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_battlers
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_battlers
end_direct_command_selection
return
end
update_phase3_select_all_battlers_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : self selection)
#--------------------------------------------------------------------------
alias update_phase3_select_self_ibc update_phase3_select_self
def update_phase3_select_self
@self_arrow.update
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_self
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_self
end_direct_command_selection
return
end
update_phase3_select_self_ibc
end
#--------------------------------------------------------------------------
# * End direct command selection
#--------------------------------------------------------------------------
def end_direct_command_selection
@direct_command = false
phase3_next_actor
@help_window.visible = false
end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# command_type : skill type
#--------------------------------------------------------------------------
def initialize(actor, command_type = '')
super(0, 128, 640, 352)
@command_type = command_type
@actor = actor
@column_max = 2
refresh
self.index = 0
if $game_temp.in_battle
self.y = 320
self.height = 160
self.z = 900
self.back_opacity = Base_Opacity
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
commands = []
for command in Usable_Command.dup
commands << command[1] unless commands.include?(command[1])
end
next if commands.include?(skill.id)
if skill != nil and $game_temp.in_battle and skill_in_command?(skill)
@data << skill unless @data.include?(skill)
elsif skill != nil and not $game_temp.in_battle
@data << skill unless @data.include?(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Check if skill is valid for command
# skill : skill
#--------------------------------------------------------------------------
def skill_in_command?(skill)
if Skill_Command[@command_type] != nil and
Skill_Command[@command_type].include?(skill.id)
return true
elsif Actor_Command[@command_type] != nil and
Actor_Command[@command_type].include?(@actor.id) and
Actor_Command[@command_type][@actor.id].include?(skill.id)
return true
end
return false
end
end
#==============================================================================
# ** Window_Command_IBC
#------------------------------------------------------------------------------
# This window deals command choices for individual battle commands.
#==============================================================================
class Window_Command_IBC < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :commands
#--------------------------------------------------------------------------
# Inicialização de Objetos
# width : window width
# commands : command text string array
# battler : battler
#--------------------------------------------------------------------------
def initialize(width, commands, battler = nil)
if $game_temp.in_battle
comand_size = (commands.size >= 5 ? 192 : commands.size * 32 + 32)
else
comand_size = commands.size * 32 + 32
end
comand_size = [comand_size, Max_Commands_Shown * 32 + 32].min
super(0, 0, width, comand_size)
@battler = battler
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
if Command_Window_Bg != nil
@background_image = Sprite.new
@background_image.bitmap = RPG::Cache.windowskin(Command_Window_Bg)
@background_image.x = Command_Window_Bg_Position[0]
@background_image.y = Command_Window_Bg_Position[1]
@background_image.z = 4499
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
if $game_temp.in_battle and @battler != nil and
Usable_Command.include?(@commands[i]) and not
@battler.skill_can_use?(Usable_Command[@commands[i]])
draw_item(i, disabled_color)
elsif $game_temp.in_battle and @commands[i] == $scene.escape_name and
$game_temp.battle_can_escape == false
draw_item(i, disabled_color)
else
draw_item(i, normal_color)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = set_font_color(index, color)
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Get font color
# index : item number
# color : color
#--------------------------------------------------------------------------
def set_font_color(index, color)
return color if Command_Color[@commands[index]].nil?
c = Command_Color[@commands[index]].dup
return Color.new(c[0],c[1],c[2])
end
#--------------------------------------------------------------------------
# * Enable Item
# index : item number
#--------------------------------------------------------------------------
def enable_item(index)
draw_item(index, normal_color)
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@background_image.dispose if @background_image != nil
end
#--------------------------------------------------------------------------
# * Window visibility
# n : opacity
#--------------------------------------------------------------------------
def visible=(n)
super
@background_image.visible = n if @background_image != nil
end
end
#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs status screen processing.
#==============================================================================
class Scene_Status
#--------------------------------------------------------------------------
# * Include Settings Module
#--------------------------------------------------------------------------
include Atoa
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias main_scenestatus_ibc main
def main
set_command_window if Show_Commands_In_Menu
main_scenestatus_ibc
@command_window.dispose if Show_Commands_In_Menu
end
#--------------------------------------------------------------------------
# * Set command window
#--------------------------------------------------------------------------
def set_command_window
actor = $game_party.actors[@actor_index]
actor.refresh_commands
if ($atoa_script['Atoa ATB'] and Escape_Type == 0) or $atoa_script['Atoa CTB']
@escape_type = 0
end
set_commands
@command_window = Window_Command_IBC.new(160, @individual_commands, actor)
@command_window.x = Menu_Commands_Postition[0]
@command_window.y = Menu_Commands_Postition[1]
@command_window.z = 1000
@command_window.active = false
@command_window.index = -1
end
#--------------------------------------------------------------------------
# * Set commands
#--------------------------------------------------------------------------
def set_commands
actor = $game_party.actors[@actor_index]
if Custom_Command_Order[actor.id] != nil
@individual_commands = []
basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
custom_commands = actor.individual_commands.dup
commands = Custom_Command_Order[actor.id].dup
for i in 0...commands.size
@individual_commands << commands[i] if basic_commands.include?(commands[i])
@individual_commands << commands[i] if custom_commands.include?(commands[i])
end
return
end
s1 = $data_system.words.attack
s2 = $data_system.words.item
s3 = $data_system.words.guard
s4 = @escape_name if @escape_type == 0
@individual_commands = [s1] + actor.individual_commands + [s2, s3]
if @escape_type == 0
@individual_commands = [s1]+ actor.individual_commands + [s2, s3, s4]
end
end
end
I have a copy of ATOA's system, including that particular add-on. Even without FONTZ... *BOOM*, I get an error in that particular method you just posted. It is faulty.
When passing the custom commands into the window that renders them for the status menu, it passes an extra 'nil' value. Um, that's the nil that cannot be turned into a string. Yawwwwn. To fix this, go up to line 622 in the Individual Commands script which reads:
Code:
for i in 0...@item_max
and make it
Code:
for i in 0...@item_max-1
Again, this is not XaiL related. Mebby make a new thread
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Btw. The invidual script is a big buggy.
In line 478:
you need to change
alias update_phase3_select_self update_phase3_select_self
to
alias update_phase3_select_self_ibc update_phase3_select_self
and in line 493: Change
update_phase3_select_self
to update_phase3_select_self_ibc
But anyway. I did the changes you listed on 622.
Now in the status menu theres the battle chose window too. LOL. look at the attachment, you will laugh so hard :))))
I think at this point, a script list would probably be helpful... Xail doesn't go into the Status menu, I don't think
(But what do I know? I'm just a silly Lani!)
As for my own experiences, I gotta say, I have yet to encounter any bugs, but I guess it's because I only casually test my game and don't actively look for anything.
Glad we have people here who stress test these scripts and slap in a bug report immediately
No, XaiL does not go into any other menus other than the Main menu, so the issues with the Status menu are its own.
That being said, I will be 'CUTTING' the recent posts which have no bearing with the XaiL menu and creating a separate post that will be placed within Code Support
Insofar as your goofed Status menu... Yup, he goofed. That sub window was supposed to let you see what commands you have per actor, as that window changes when you cycle through each actor with the PREV/NEXT keys. However, no allowance was made to let you scroll up/down that small window... so meh.
Again, this is gonna be cut and posted elsewhere.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Okay, but before you do so, why are only 4 heros shown in the menu despite having 6 party members.
When I have 4 party members and I add 2, there are not shown... :(