The script seems to be the problem. Here it is:
#==============================================================================
# ** Menu Call Common Event (NS_CE)
# by Night5h4d3
# v 5.0
#==============================================================================
module NS_CE
# An array of the text that will appear in the menu selection
EVENT_NAME = ["Mail", "Comms"]
# An array of the common events to run
EVENT_NUM = [15, 14]
# These appear at game start, so if you dont want event options available at
# the start of the game, then just remove the items.
#----------------------------------------------------------+
# DO NOT TOUCH BELOW UNLESS YOU REALLY KNOW WHAT YOUR DOING|
#----------------------------------------------------------+
def self.delete_byname(name)
EVENT_NAME.compact!
EVENT_NUM.compact!
for i in 0...EVENT_NAME.size
if EVENT_NAME[i].downcase == name.downcase
EVENT_NAME[i] = nil
EVENT_NUM[i] = nil
$scene.recreate_windows if $game_temp.from_menu == true and $game_temp.scene_now == "ME"
break
end
end
end
def self.add_event(name, number, pos = -1)
@name = name
@number = number
@pos = pos
EVENT_NAME.compact!
EVENT_NUM.compact!
if @name or @number != nil
if @pos > 0
EVENT_NAME[@pos - 1, 0] = @name
EVENT_NUM[@pos - 1, 0] = @number
else
EVENT_NAME.push(name.to_s)
EVENT_NUM.push(number)
end
$scene.recreate_windows if $game_temp.from_menu == true and $game_temp.scene_now == "ME"
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# The instance of this class is referenced by $game_temp.
#==============================================================================
class Game_Temp
attr_accessor :from_menu
attr_accessor :scene_now
alias :initialize_new2 :initialize
def initialize
initialize_new2
@from_menu = false
@scene_now = nil
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
attr_accessor :list
alias :initialize_new :initialize
def initialize(depth = 0, main = false)
@list = nil
initialize_new
end
#--------------------------------------------------------------------------
# * Transfer Player
#--------------------------------------------------------------------------
def command_201
return true if $game_temp.in_battle
if $game_player.transfer? or # Transferring Player
$game_message.visible # Displaying a message
return false
end
if @params[0] == 0 # Direct designation
map_id = @params[1]
x = @params[2]
y = @params[3]
direction = @params[4]
else # Designation with variables
map_id = $game_variables[@params[1]]
x = $game_variables[@params[2]]
y = $game_variables[@params[3]]
direction = @params[4]
end
$game_player.reserve_transfer(map_id, x, y, direction)
@index += 1
return false
if $game_temp.from_menu == true
$game_player.set_direction(direction)
if $game_map.map_id != map_id
$game_map.setup(map_id)
end
$game_player.moveto(x, y)
end
end
#--------------------------------------------------------------------------
# * Shop Processing
#--------------------------------------------------------------------------
alias :command_302_new :command_302
def command_302
command_302_new
if $game_temp.from_menu == true
$scene = Scene_Shop.new
end
end
#--------------------------------------------------------------------------
# * Shop Processing
#--------------------------------------------------------------------------
alias :command_303_new :command_303
def command_303
command_303_new
if $game_temp.from_menu == true
$scene = Scene_Name.new
end
end
#--------------------------------------------------------------------------
# * Game Over
#--------------------------------------------------------------------------
alias :command_353_new :command_353
def command_353
command_353_new
if $game_temp.from_menu == true
$game_temp.next_scene = nil
$scene = Scene_Gameover.new
end
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
def initialize
$game_temp.from_menu = false
$game_temp.scene_now = "MA"
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
NS_CE::EVENT_NAME.compact!
NS_CE::EVENT_NUM.compact!
$game_temp.from_menu = true
$game_temp.scene_now = "ME"
$pause_interpreter = !$game_temp.from_menu
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@command_window.active = false
@message_window = Window_Message.new
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@message_window.dispose
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@message_window.update
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
elsif !@command_window.active and $game_map.interpreter.list == nil
recreate_windows
elsif $game_map.interpreter.running?
@command_window.active = false
end
$pause_interpreter = !$game_temp.from_menu
unless $pause_interpreter
$game_map.interpreter.update
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_array = [s1, s2, s3, s4, s5, s6]
if NS_CE::EVENT_NAME.size > 0
@command_window = Window_Command.new(160, @command_array + NS_CE::EVENT_NAME)
else
@command_window = Window_Command.new(160, @command_array)
end
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Recreate Windows
#--------------------------------------------------------------------------
def recreate_windows
@old_size = NS_CE::EVENT_NAME.size
NS_CE::EVENT_NAME.compact! if NS_CE::EVENT_NAME.include?(nil)
NS_CE::EVENT_NUM.compact! if NS_CE::EVENT_NUM.include?(nil)
@gold_window.refresh
@status_window.refresh
@old_index = @command_window.index
@command_window.dispose
create_command_window
unless @old_size == NS_CE::EVENT_NAME.size
@command_window.index = @old_index - 1
else
@command_window.index = @old_index
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
else
if @command_window.index >= 6
@command_window.active = false
$game_map.interpreter.setup($data_common_events[NS_CE::EVENT_NUM[@command_window.index - 6]].list, 0)
end
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
# This class performs shop screen processing.
#==============================================================================
class Scene_Shop < Scene_Base
def initialize
$game_temp.next_scene = nil
$game_temp.scene_now = "SH"
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if $game_temp.from_menu == true
$scene = Scene_Menu.new
else
$scene = Scene_Map.new
end
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # buy
Sound.play_decision
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # sell
if $game_temp.shop_purchase_only
Sound.play_buzzer
else
Sound.play_decision
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
end
when 2 # Quit
Sound.play_decision
if $game_temp.from_menu == true
$scene = Scene_Menu.new
else
$scene = Scene_Map.new
end
end
end
end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
# This class performs name input screen processing.
#==============================================================================
class Scene_Name < Scene_Base
def initialize
$game_temp.next_scene = nil
$game_temp.scene_now = "NM"
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if $game_temp.from_menu == true
$scene = Scene_Menu.new
else
$scene = Scene_Map.new
end
end
def update
super
update_menu_background
@edit_window.update
@input_window.update
if Input.repeat?(Input::B)
if @edit_window.index > 0 # Not at the left edge
Sound.play_cancel
@edit_window.back
end
elsif Input.trigger?(Input::C)
if @input_window.is_decision # If cursor is positioned on [OK]
if @edit_window.name == "" # If name is empty
@edit_window.restore_default # Return to default name
if @edit_window.name == ""
Sound.play_buzzer
else
Sound.play_decision
end
else
@actor.name = @edit_window.name
Sound.play_decision
@actor.name = @edit_window.name unless @actor.name == @edit_window.name
return_scene
end
elsif @input_window.character != "" # If text characters are not empty
if @edit_window.index == @edit_window.max_char # at the right edge
Sound.play_buzzer
else
Sound.play_decision
@edit_window.add(@input_window.character) # Add text character
end
end
end
end
end
Items and Skills don't work. Call Common Event will call the last common event the game failed to call, but is otherwise normal. Autorun/Parallel Process seems to work normally