Scene_Capitol is the problem. Due to the very messy indenting, you've got an
end where it shouldn't be in Scene_C_Build (line 84), and one missing from the end of the class (around line 144). It meant part of this script was running before your game ever reached the Main script. Here is the corrected Scene_Capitol script - just copy the lot and replace everything you've got in that script slot.
#-------------------------------------------------------------------------------
# Capitol Menu
#-------------------------------------------------------------------------------
class Scene_Capitol
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Build"
s2 = "Progress"
s3 = "Back"
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
@command_window.y = 64
Graphics.transition
# Make status window
@capitol_window = Window_Capitol.new
@capitol_window.x = 0
@capitol_window.y = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@command_window.dispose
@capitol_window.dispose
end
def update
@spriteset.update
@command_window.update
@capitol_window.update
if @command_window.active
update_command
return
end
end
#--------update command---------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_KingMenu.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Build
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Build.new
when 1 # Progress
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Prog.new
when 2 # Back
$game_system.se_play($data_system.cancel_se)
$scene = Scene_KingMenu.new
end
return
end
end
end
#-------------------------------------------------------------------------------
# Capitol Build Menu
#-------------------------------------------------------------------------------
class Scene_C_Build
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Shop"
s2 = "Bank"
s3 = "Inn"
s4 = "House"
s5 = "Back"
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
@command_window.y = 64
#end # removed
Graphics.transition
# Make status window
@cbuild_window = Window_C_Build.new
@cbuild_window.x = 160
@cbuild_window.y = 64
@cabuild_window = Window_Cap_Build.new
@cabuild_window.x = 0
@cabuild_window.y = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@command_window.dispose
@cbuild_window.dispose
@cabuild_window.dispose
end
def update
@spriteset.update
@command_window.update
@cbuild_window.update
@cabuild_window.update
if @command_window.active
update_command
return
end
end
#--------update command---------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Capitol.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Shop
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Shop.new
when 1 # Bank
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Bank.new
when 2 # Inn
$game_system.se_play($data_system.decision.se)
$scene = Scene_C_Inn.new
when 3 # House
$game_system.se_play($data_system.decision.se)
$scene = Scene_C_House.new
when 4 # Back
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Capitol.new
end
return
end
end # added
end
#-------------------------------------------------------------------------------
# Capitol Progress Menu
#-------------------------------------------------------------------------------
class Scene_C_Prog
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Back"
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(160, [s1])
@command_window.index = @menu_index
@command_window.y = 64
Graphics.transition
# Make status window
@cprog_window = Window_C_Progress.new
@cprog_window.x = 160
@cprog_window.y = 64
@ctprog_window = Window_Cap_Prog.new
@ctprog_window.x = 0
@ctprog_window.y = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@command_window.dispose
@cprog_window.dispose
@ctprog_window.dispose
end
def update
@spriteset.update
@command_window.update
@cprog_window.update
@ctprog_window.update
if @command_window.active
update_command
return
end
end
#--------update command---------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Capitol.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Back
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Capitol.new
end
return
end
end
end
#-------------------------------------------------------------------------------
# Capitol Build Shop Menu
#-------------------------------------------------------------------------------
class Scene_C_Shop
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Armor Shop"
s2 = "Weapon Store"
s3 = "Shield Seller"
s4 = "Back"
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(200, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.y = 64
Graphics.transition
@status_window = Window_Cap_Shop.new
@status_window.x = 0
@status_window.y = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@command_window.dispose
@status_window.dispose
end
def update
@spriteset.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
end
#--------update command---------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_C_Build.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Armor Shop
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Armor.new
when 1 # Weapon Store
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Weapon.new
when 2 # Shield Seller
$game_system.se_play($data_system.decision_se)
$scene = Scene_C_Shield.new
when 3 # Back
$game_system.se_play($data_system.cancel_se)
$scene = Scene_C_Build.new
end
return
end
end
end
#-------------------------------------------------------------------------------
# Capitol Armor Shop Menu
#-------------------------------------------------------------------------------
class Scene_C_Armor
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Build"
s2 = "Back"
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(200, [s1, s2])
@command_window.index = @menu_index
@command_window.y = 64
Graphics.transition
@status_window = Window_Cap_Armor.new
@status_window.x = 0
@status_window.y = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@command_window.dispose
@status_window.dispose
end
def update
@spriteset.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
end
#--------update command---------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_C_Build.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Armor Shop
when 1 # Weapon Store
when 2 # Shield Seller
when 3 # Back
$game_system.se_play($data_system.cancel_se)
$scene = Scene_C_Shop.new
end
return
end
end
end