That doesn't really look like a default battle option. If it is, could you specify what it is, and what it does? I'm still drawing a blank. Sorry about this.
Oh, and changing these:
# justifications
RIGHT = 4
CENTER = 1
LEFT = 6
# positions for extra objects (face graphics, choice box, etc)
ABOVE = 0 # place the object above the top of the message box
CENTER = 1 # center the object vertically inside the message box
BOTTOM = 2 # place the bottom of the object on the bottom of the message box
SIDE = 3 # to the side of the message box (which side depends on justification)
will just screw up your code. They're constants.
that's an option menu called through a script inside a common event of an item.
so say you are in combat, and you have an item, a rock to be precise.
You go to your inventory and select your rock, and it presents the option to throw the rock, or cancel.
if you throw the rock it triggers "auto attack" and reduces the rocks in your inventory by 1. I used the 'sling' weapon as my base and used the code
: $data_weapons[37].atk = 140
to change my sling (weapon number 37) to 140 attack power. After the rock is used, the damage of the sling is set back to zero.
: $data_weapons[37].atk = 0
this is part of an early experiment with projectile weapons and ammunition, and it's not yet perfected (else it would be a tutorial). Unfortunately, the ccoa code does mad crazy things with my option menus.
I recently noticed during playtest the INPUT NUMBER option doesn't display the text with this code either. It only displays the window. These two errors appear to be directly related (to option menus). If one can be fixed, the other can probably be fixed.
I also figured out for my system at least, changing this line:
(UMS, ~line 227)
@window_width = 480
to
@window_width = 520
was a good idea because the text would often run outside the box. The advantages of UMS are far too many to abandon it for a few glitches, especially if they can be fixed.