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[RMVX] YEM Main Menu Melody help!

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I have this problem, that when I try select an option in my menu, that it brings up an error saying "Script 'YEM Main Menu Melody' line 377: ArgumentError occurred. wrong number of arguments(0 for 1)" Any help would be appreciated. Here is the script:
Spoiler for:
#===============================================================================
#
# Yanfly Engine Melody - Main Menu Melody
# Last Date Updated: 2010.06.13
# Level: Normal, Hard, Lunatic
#
# This script allows for menu item reordering along with importing in custom
# script scenes with ease so that there becomes little need to change the base
# menu script in order to add in a few items. This is a YEM version of the
# popular KGC Custom Menu Command. No credits will be taken on part of my own
# behalf for the work KGC did. All I merely did was use it to extend the
# capabilities of adding in common events, imported commands, and beefed up
# engine efficiency.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.06.13 - Bugfix regarding imported commands and common events.
# o 2010.05.15 - Conversion to Yanfly Engine Melody.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Considering the special
# nature of this script, it is highly recommended that you place this script
# above all non-core scripts. Remember to save.
#
# Scroll down and edit the module as you see fitting for your game.
#
# -----------------------------------------------------------------------------
# Debug Shortcuts - Only during $TEST and $BTEST mode
# -----------------------------------------------------------------------------
# During testplay mode, pressing F5 while the main menu is active will fill
# all party members' HP and MP to full.
#===============================================================================

$imported = {} if $imported == nil
$imported["MainMenuMelody"] = true

module YEM
  module MENU
   
    #===========================================================================
    # Section I. Menu Commands
    # -------------------------------------------------------------------------
    # Adjust the following hash to modify which commands will appear where. Use
    # the following table to input in the commands as you see fit.
    #
    #   :items ............Default Item Menu
    #   :skill ............Default Skill Menu
    #   :equip ............Default Equip menu
    #   :status ...........Default Status Menu
    #   :save .............Default Save Menu
    #   :system ...........Default Game End Menu
    #
    # For those that have imported KGC scripts.
    #
    #   :kgc_largeparty ...Requires KGC's Large Party
    #   :kgc_apviewer .....Requires KGC's Equip Learn Skill
    #   :kgc_skillcp ......Requires KGC's Skill CP System
    #   :kgc_difficulty ...Requires KGC's Battle Difficulty
    #   :kgc_distribute ...Requires KGC's Distribute Parameter
    #   :kgc_enemyguide ...Requires KGC's Enemy Guide
    #   :kgc_outline ......Requires KGC's Outline
    #
    # For those who are still attached to the YERD scripts.
    #
    #   :yerd_classchange .Requires YERD Subclass Selection System
    #   :yerd_learnskill ..Requires YERD Subclass Selection System
    #   :yerd_equipslots ..Requires YERD Equip Skill Slots
    #   :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy
    #===========================================================================
    MENU_COMMANDS =[ # Follow the instructions above.
      :items,          # Default Item Menu
      :status,         # Default Status Menu
      :skill,          # Default Skill Menu
      :equip,          # Default Equip menu
      :event2,         # Common Event
      :save,           # Default Save Menu
      :system,         # Default Game End Menu
    ] # Do not remove this.
   
    # This will determine whether or not your menu uses icons.
    USE_ICONS = true
   
    # If you're using icons, adjust the following hash to bind the right icons
    # to the right command.
    MENU_ICONS ={ # If an icon is not present, it will use the unused icon.
      :unused => 176,
      :items  => 144,
      :skill  => 159,
      :equip  =>  44,
      :status => 137,
      :save   => 149,
      :system => 134,
    } # Do not remove this.
   
    # This is the maximum number of rows to be displayed before the command
    # box will be cut off.
    MAX_ROWS = 10
   
    # Set the alignment for the text in your menu. By default, alignment is 0.
    #   0..Left Align, 1..Center Align, 2..Right Align
    ALIGN = 0
   
    # Setting this to true will cause the menu to shift to the right side of
    # the screen while moving the party status window over to the left side.
    MENU_RIGHT_SIDE = true
   
    # If this is set to true, the menu will not obscure the map until actor
    # selection is required. Events on the map will be frozen in place.
    ON_SCREEN_MENU = true
   
    #===========================================================================
    # Section II.A. Custom Menu Command - Lunatic Mode - Common Events
    # -------------------------------------------------------------------------
    # For those who would like to launch command events from the main menu,
    # modify this hash here to fit your liking. Then, add in the newly added
    # method to the MENU_COMMANDS array above.
    #
    #   HideSw - This is the hide switch. Set to nil to not use a switch.
    #   DisbSw - This is the disable switch. Set to nil to not use a switch.
    #   Debug? - This item will only appear if it's $TEST mode.
    #   CEvent - This is the common event that will launch.
    #   Icon   - This is the icon used if the option is given.
    #   Title  - This is the text that will appear.
    #===========================================================================
    COMMON_EVENTS ={ # Follow the instructions above.
      # Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name]
      :event1  => [   nil,    nil,   true,     nil,  101, "Debug"],
      :event2  => [   nil,    nil,  false,     02,  117, "Camp"],
    } # Do not remove this.
     
    #===========================================================================
    # Section II.B. Custom Menu Command - Lunatic Mode - Imported Commands
    # -------------------------------------------------------------------------
    # The following is what KGC originally was going to have in his script but
    # was actually missing it in his publicized script. This will regain
    # functionality and also lift the "limit" of only 100 extra commands. The
    # following will explain how to set up the individual options.
    #
    #   HideSw - Switch used to hide the command. Set to nil if not used.
    #   DisbSw - Switch used to disable the command. Set to nil if not used.
    #   Actor? - Does this select an actor. Set to true if it does.
    #     Icon - Determines what icon will be used for this item.
    #    Title - The title text that appears for the event.
    #    Scene - The scene used to launch the respective scene.
    #
    # Note that this does not automatically detect what will and will not
    # disable the command ingame. You must understand and create a work
    # around with them (if they do disable the commands) with switches.
    # After binding your imported commands, go back to MENU_COMMANDS and
    # insert the proper command ID at the proper location.
    #===========================================================================
    IMPORTED_COMMANDS ={ # Follow the instructions above.
    # Method  => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new]
     :quests  => [     8,      9,  false,   99,   "Quests", "Scene_Quest"],
     :faction => [    10,     11,  false,  100, "Factions", "Scene_Factions"],
     :row     => [   nil,    nil,  false,  101,     "Rows", "Scene_Row"],
     :record  => [   nil,    nil,  false,  102,  "Records", "Scene_Record"],
     :craft   => [   nil,    nil,  false,  103, "Crafting", "Scene_Crafting"],
    } # Do not remove this.
   
    #===========================================================================
    # Section III.A. Multi Variable Window
    # -------------------------------------------------------------------------
    # Imported straight from Scene Menu ReDux, this alters the gold window at
    # the bottom to display variables, time, steps, etc. This window appears
    # at the bottom of the screen.
    #===========================================================================
    USE_MULTI_VARIABLE_WINDOW = true
   
    # Variables will be shown in this order. Use 0 to show gold. Adjust the
    # following information as seen necessary.
    VARIABLES_SHOWN = [-5, -1, -2, 0]
    VARIABLES_ICONS = true
    VARIABLES_HASH  ={ # Note that value zero must exist.
    # VarID => [Icon, Text]
          -5 => [ 153, "Map"],
          -2 => [  48, "Steps"],
          -1 => [ 188, "Time"],
           0 => [ 205, "Gold"],
           1 => [ 200, "Jewels"],
    }# Do not remove this.
   
  end # MENU
end # YEM

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

#===============================================================================
# Scene_Menu
#===============================================================================

class Scene_Menu < Scene_Base
 
  #--------------------------------------------------------------------------
  # new method: create_command_list
  #--------------------------------------------------------------------------
  def create_command_list
    vocab = []
    commands = []
    icons = []
    index_list = {}
    YEM::MENU::MENU_COMMANDS.each_with_index { |c,i|
      case c
      when :items
        index_list[:items] = commands.size
        vocab.push(Vocab.item)
       
      when :skill # Skills
        index_list[:skill] = commands.size
        vocab.push(Vocab.skill)
       
      when :equip # Equip
        index_list[:equip] = commands.size
        vocab.push(Vocab.equip)
       
      when :status # Status
        index_list[:status] = commands.size
        vocab.push(Vocab.status)
       
      when :save # Save
        index_list[:save] = commands.size
        vocab.push(Vocab.save)
       
      when :system # System
        index_list[:system] = commands.size
        vocab.push(Vocab.game_end)
       
      #----- KGC Imported Scripts -----
       
      when :kgc_largeparty # KGC's Large Party
        next unless $imported["LargeParty"]
        index_list[:partyform] = commands.size
        @__command_partyform_index = commands.size
        vocab.push(Vocab.partyform)
       
      when :kgc_apviewer # KGC's AP Viewer
        next unless $imported["EquipLearnSkill"]
        index_list[:ap_viewer] = commands.size
        @__command_ap_viewer_index = commands.size
        vocab.push(Vocab.ap_viewer)
       
      when :kgc_skillcp # KGC's CP Skill System
        next unless $imported["SkillCPSystem"]
        index_list[:set_battle_skill] = commands.size
        @__command_set_battle_skill_index = commands.size
        vocab.push(Vocab.set_battle_skill)
       
      when :kgc_difficulty # KGC's Battle Difficulty
        next unless $imported["BattleDifficulty"]
        index_list[:set_difficulty] = commands.size
        @__command_set_difficulty_index = commands.size
        vocab.push(KGC::BattleDifficulty.get[:name])
       
      when :kgc_distribute # KGC's Distribute Parameter
        next unless $imported["DistributeParameter"]
        index_list[:distribute_parameter] = commands.size
        @__command_distribute_parameter_index = commands.size
        vocab.push(Vocab.distribute_parameter)
       
      when :kgc_enemyguide # KGC's Enemy Guide
        next unless $imported["EnemyGuide"]
        index_list[:enemy_guide] = commands.size
        @__command_enemy_guide_index = commands.size
        vocab.push(Vocab.enemy_guide)
       
      when :kgc_outline # KGC's Outline
        next unless $imported["Outline"]
        index_list[:outline] = commands.size
        @__command_outline_index = commands.size
        vocab.push(Vocab.outline)
       
      #----- YERD Imported Scripts -----
       
      when :yerd_classchange # Yanfly Subclass Class Change
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
        index_list[:classchange] = commands.size
        @command_class_change = commands.size
        vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

      when :yerd_learnskill # Yanfly Subclass Learn Skill
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::USE_JP_SYSTEM and
        YE::SUBCLASS::LEARN_SKILL_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
        index_list[:learnskill] = commands.size
        @command_learn_skill = commands.size
        vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
       
      when :yerd_equipslots # Yanfly Equip Skill System
        next unless $imported["EquipSkillSlots"]
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
        index_list[:equipskill] = commands.size
        @command_equip_skill = commands.size
        vocab.push(YE::EQUIPSKILL::MENU_TITLE)
       
      when :yerd_bestiary  # Yanfly Bestiary
        next unless $imported["DisplayScannedEnemy"]
        next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
        index_list[:bestiary] = commands.size
        @command_bestiary = commands.size
        vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE)
       
      else # ---- Custom Commands ----
        if YEM::MENU::COMMON_EVENTS.include?(c)
          common_event = YEM::MENU::COMMON_EVENTS[c]
          next if !$TEST and common_event[2]
          next if common_event[0] != nil and $game_switches[common_event[0]]
          index_list[c] = commands.size
          vocab.push(common_event[5])
        elsif YEM::MENU::IMPORTED_COMMANDS.include?(c)
          command_array = YEM::MENU::IMPORTED_COMMANDS[c]
          next if command_array[0] != nil and $game_switches[command_array[0]]
          index_list[c] = commands.size
          vocab.push(command_array[4])
        else; next
        end
       
      end
      commands.push(c)
      icons.push(menu_icon(c))
    } # YEM::MENU::MENU_COMMANDS.each_with_index
    $game_temp.menu_command_index = index_list
    @menu_array = [vocab, commands, icons]
  end
 
  #--------------------------------------------------------------------------
  # new method: menu_icon
  #--------------------------------------------------------------------------
  def menu_icon(command)
    if YEM::MENU::MENU_ICONS.include?(command)
      return YEM::MENU::MENU_ICONS[command]
    elsif YEM::MENU::COMMON_EVENTS.include?(command)
      return YEM::MENU::COMMON_EVENTS[command][4]
    elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
      return YEM::MENU::IMPORTED_COMMANDS[command][3]
    else
      return YEM::MENU::MENU_ICONS[:unused]
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    create_command_list
    @command_window = Window_MenuCommand.new(@menu_array)
    @command_window.height = [@command_window.height,
      YEM::MENU::MAX_ROWS * 24 + 32].min
    @command_window.index = [@menu_index, @menu_array[0].size - 1].min
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update_command_selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      check_debug_enable
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
      Sound.play_recovery
      for member in $game_party.members
        member.hp += member.maxhp
        member.mp += member.maxmp
      end
      @status_window.refresh
    elsif Input.trigger?(Input::C)
      command = @command_window.method
      case command
      when :items # Item Command
        Sound.play_decision
        $scene = Scene_Item.new
      when :skill, :equip, :status # Skill, Equip, and Status Commands
        Sound.play_decision
        start_actor_selection
      when :save # Save Command
        if $game_system.save_disabled
          Sound.play_buzzer
        else
          Sound.play_decision
          $game_temp.menu_command_index[:save]
          $scene = Scene_File.new(true, false, false)
        end
      when :system # System Command
        Sound.play_decision
        $scene = Scene_End.new
      else # Custom Commands
        if YEM::MENU::COMMON_EVENTS.include?(command)
          array = YEM::MENU::COMMON_EVENTS[command]
          if array[1] != nil and $game_switches[array[1]]
            Sound.play_buzzer
          else
            Sound.play_decision
            $game_temp.common_event_id = array[3]
            $scene = Scene_Map.new
          end
        elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
          array = YEM::MENU::IMPORTED_COMMANDS[command]
          if array[1] != nil and $game_switches[array[1]]
            Sound.play_buzzer
          else
            Sound.play_decision
            if array[2]
              start_actor_selection
            else
              $scene = eval(array[5] + ".new")
            end
          end
        end
       
      end # if case check
    end # end if
  end # end update_command_selection
 
  #--------------------------------------------------------------------------
  # overwrite method: update_actor_selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
      @status_window.close if YEM::MENU::ON_SCREEN_MENU
    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
      Sound.play_recovery
      for member in $game_party.members
        member.hp += member.maxhp
        member.mp += member.maxmp
      end
      @status_window.refresh
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      command = @command_window.method
      case command
      when :skill # Skill Command
        $scene = Scene_Skill.new(@status_window.index)
      when :equip # Equip Command
        $scene = Scene_Equip.new(@status_window.index)
      when :status # Status Command
        $scene = Scene_Status.new(@status_window.index)
      else # Custom Commands
        if YEM::MENU::IMPORTED_COMMANDS.include?(command)
          array = YEM::MENU::IMPORTED_COMMANDS[command]
          $scene = eval(array[5] + ".new(@status_window.index)")
        end
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    if YEM::MENU::USE_MULTI_VARIABLE_WINDOW
      @gold_window = Window_MultiVariableWindow.new
    else
      @gold_window = Window_Gold.new(0, 360)
    end
    @status_window = Window_MenuStatus.new(160, 0)
    @right_side = YEM::MENU::MENU_RIGHT_SIDE
    if YEM::MENU::ON_SCREEN_MENU
      @gold_window.y = @command_window.height
      @status_window.openness = 0
      @right_side = true if $game_player.screen_x <= 176
      @right_side = false if $game_player.screen_x >= 368
      $game_temp.on_screen_menu = false
    end
    if @right_side
      @status_window.x = 0
      @command_window.x = 384
      @gold_window.x = 384
    end
  end
 
  #--------------------------------------------------------------------------
  # alias method: start_actor_selection
  #--------------------------------------------------------------------------
  alias start_actor_selection_mmz start_actor_selection unless $@
  def start_actor_selection
    if YEM::MENU::ON_SCREEN_MENU
      @status_window.open
    end
    start_actor_selection_mmz
  end
 
  #--------------------------------------------------------------------------
  # new method: create_menu_background
  #--------------------------------------------------------------------------
  if YEM::MENU::ON_SCREEN_MENU
  def create_menu_background
    @menuback_sprite = Spriteset_Map.new
  end
  end
 
end # Scene_Menu

#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
  attr_accessor :menu_command_index
  attr_accessor :next_scene_actor_index
  attr_accessor :on_screen_menu
 
  alias initialize_KGC_CustomMenuCommand initialize unless $@
  def initialize
    initialize_KGC_CustomMenuCommand
    @menu_command_index = {}
    @next_scene_actor_index = 0
  end
end

module KGC
module Commands
  module_function
  def call_item
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_item
    $game_temp.next_scene_actor_index = 0
    $game_temp.menu_command_index = {}
  end
  def call_skill(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_skill
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_equip(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_equip
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_status(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_status
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

class Scene_Map < Scene_Base
  alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
  def update_scene_change
    return if $game_player.moving?
    case $game_temp.next_scene
    when :menu_item
      call_menu_item
    when :menu_skill
      call_menu_skill
    when :menu_equip
      call_menu_equip
    when :menu_status
      call_menu_status
    else
      update_scene_change_KGC_CustomMenuCommand
    end
  end
  alias call_menu_mmz call_menu unless $@
  def call_menu
    $game_temp.on_screen_menu = true if YEM::MENU::ON_SCREEN_MENU
    call_menu_mmz
  end
  def call_menu_item
    $game_temp.next_scene = nil
    $scene = Scene_Item.new
  end
  def call_menu_skill
    $game_temp.next_scene = nil
    $scene = Scene_Skill.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_equip
    $game_temp.next_scene = nil
    $scene = Scene_Equip.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_status
    $game_temp.next_scene = nil
    $scene = Scene_Status.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
end

class Scene_Menu < Scene_Base
  def check_debug_enable
    return unless Input.press?(Input::F5)
    return unless Input.press?(Input::F9)
    $TEST = true
  end
end

class Scene_Item < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:items)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:items])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Skill < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:skill)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Equip < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:equip)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Status < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:status)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:status])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_File < Scene_Base
  alias return_scene_KGC_CustomMenuCommand return_scene unless $@
  def return_scene
    if @from_title || @from_event
      return_scene_KGC_CustomMenuCommand
    elsif $game_temp.menu_command_index.has_key?(:save)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:save])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_End < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:system)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:system])
    else
      $scene = Scene_Map.new
    end
  end
end

#===============================================================================
# Game_Map
#===============================================================================

class Game_Map
 
  #--------------------------------------------------------------------------
  # map name
  #--------------------------------------------------------------------------
  unless method_defined?(:map_name)
  def map_name
    data = load_data("Data/MapInfos.rvdata")
    text = data[@map_id].name.gsub(/\[.*\]/) { "" }
    return text
  end
  end
 
end # Game_Map

#===============================================================================
# Game_Actor
#===============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # new method: now_exp
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
 
  #--------------------------------------------------------------------------
  # new method: next_exp
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end # Game_Actor

#===============================================================================
# Window_MultiVariableWindow
#===============================================================================

class Window_MultiVariableWindow < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dh = 32 + 24 * YEM::MENU::VARIABLES_SHOWN.size
    dy = Graphics.height - dh
    super(0, dy, 160, dh)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for i in YEM::MENU::VARIABLES_SHOWN
      next unless YEM::MENU::VARIABLES_HASH.include?(i)
      @time_index = @data.size if i == -1
      @data.push(i)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    sw = self.width - 32
    dy = WLH * index
    self.contents.clear_rect(rect)
    i = @data[index]
    case i
    when -5 # Draw Map Name
      self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
     
    when -2 # Draw Steps
      if YEM::MENU::VARIABLES_ICONS
        text = $game_party.steps
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
      else
        text = YEM::MENU::VARIABLES_HASH[-2][1]
        value = $game_party.steps
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
     
    when -1 # Draw Time
      if YEM::MENU::VARIABLES_ICONS
        text = game_time
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
      else
        self.contents.font.color = normal_color
        text = game_time
        self.contents.draw_text(0, dy, sw, WLH, text, 1)
      end
     
    when 0 # Draw Gold
      if YEM::MENU::VARIABLES_ICONS
        text = $game_party.gold
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[0][0], sw-24, dy)
      else
        draw_currency_value($game_party.gold, 4, dy, 120)
      end
     
    else # Draw Variables
      if YEM::MENU::VARIABLES_ICONS
        text = $game_variables
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[0], sw-24, dy)
      else
        text = YEM::MENU::VARIABLES_HASH[1]
        value = $game_variables
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # game_time
  #--------------------------------------------------------------------------
  def game_time
    gametime = Graphics.frame_count / Graphics.frame_rate
    hours = gametime / 3600
    minutes = gametime / 60 % 60
    seconds = gametime % 60
    result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
    return result
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  if YEM::MENU::VARIABLES_SHOWN.include?(-1)
  def update
    if game_time != (Graphics.frame_count / Graphics.frame_rate)
      draw_item(@time_index)
    end
    super
  end
  end
 
end # Window_MultiVariableWindow

#===============================================================================
# Window_MenuCommand
#===============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(array)
    @data = array[1]
    @icons = array[2]
    super(160, array[0])
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # method
  #--------------------------------------------------------------------------
  def method; return @data[self.index]; end
   
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    #---
    text = @commands[index]
    icon = @icons[index]
    case @data[index]
    when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp,
      :kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots
      enabled = ($game_party.members.size == 0 ? false : true)
    when :save
      enabled = !$game_system.save_disabled
    when :kgc_largeparty
      enabled = ($game_party.members.size == 0 ? false : true)
      enabled = false if !$game_party.partyform_enable?
    else
      if YEM::MENU::COMMON_EVENTS.include?(@data[index])
        if YEM::MENU::COMMON_EVENTS[@data[index]][1] != nil
          switch_id = YEM::MENU::COMMON_EVENTS[@data[index]][1]
          enabled = !$game_switches[switch_id]
        end
      elsif YEM::MENU::IMPORTED_COMMANDS.include?(@data[index])
        if YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil
          switch_id = YEM::MENU::IMPORTED_COMMANDS[@data[index]][1]
          enabled = !$game_switches[switch_id]
        end
      end
    end
    #---
    self.contents.font.color.alpha = enabled ? 255 : 128
    dx = rect.x; dy = rect.y; dw = rect.width
    if YEM::MENU::USE_ICONS and icon.is_a?(Integer)
      draw_icon(icon, 0, dy, enabled)
      dx += 20; dw -= 20
    end
    self.contents.draw_text(dx, dy, dw, WLH, text, YEM::MENU::ALIGN)
  end
 
end # Window_MenuCommand

#===============================================================================
#
# END OF FILE
#
#===============================================================================



***
Rep:
Level 76
~Crazy Lazy Workaholic~
So the problem line is "command = @command_window.method" Try SHIFT+CTRL+F and see if any other scripts use it... Unless Melody is your only script?

Are you just using the Melody Menu? Maybe it's possible you need Melody's Core Fixes and Upgrades for the Imperative Game Interpreter fix?

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

**
Rep:
Level 82
I think I might need that. . .where could I get it?
« Last Edit: August 12, 2010, 01:14:24 PM by Nathanael »



***
Rep:
Level 76
~Crazy Lazy Workaholic~
Like I said, it's incorporated in Yanfly Engine Melody Core Fixes and Upgrades. I remember seeing a link to the fix alone a long time ago but I can't remember wear... But you have Melody, so just grab that script and insert it.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~