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How to make Blizzard Party Changer be an option in the menu

I am using the Easy Party Switcher by Blizzard, but I don't know how to make it be an option in the menu, and it doesn't seem to say in it.
This is the script:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Party Switcher by Blizzard
# Version 2.11b
# Type: Party Changing System
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
# Date v1.5b: 3.11.2006
# Date v1.51b: 29.11.2006
# Date v1.52b: 6.12.2006
# Date v1.7b: 23.2.2007
# Date v1.8b: 30.4.2007
# Date v2.0b: 7.8.2007
# Date v2.1b: 24.8.2007
# Date v2.11b: 24.9.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Special Thanks to:
#
# Zeriab for pointing out a few glitches and shortening the code in an
# earlier version. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the MAX_PARTY to the maximum size of your party. There is
# already a preconfiguration of 4.
#
#
# Compatibility:
#
# 98% compatible with SDK v1.x. 90% compatible with SDK 2.x. Can cause
# incompatibility issued with other Party Change Systems. WILL corrupt your
# old savegames.
#
#
# Features:
#
# - set party members for "not _available" (shown transparent in the reserve)
# - remove party members from the reserve list ("disabled_for_party")
# - set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - set up forced positions for party members
# - set up forced party size
# - option either to wipe the party (for multi-party use) or only remove
# every member (except 1) from the party.
# - easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or
# more)
# - uses facesets optionally
#
# v1.5b:
# - better, shorter and more efficient code (less memory use, less CPU use)
# - fixed potential bugs
#
# v1.7b:
# - improved coding
# - facesets now optional
# - no extra bitmap files needed anymore
# - works now with Tons of Add-ons
#
# v1.8b:
# - added "forced position"
# - added "forced party size"
#
# v2.0b:
# - fixed the bug where you could empty the party... again...
# - fixed the bug that appeared when you pressed SHIFT
# - added option to allow an empty party
# - added "EXP for party members in reserve" option
# - made the forced_size for party work more convenient
# - improved coding
# - slightly decreased lag
#
# v2.1b:
# - fixed a bug
# - improved coding
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
# - now can serve as enhancement for CP Debug System
#
# v2.11b:
# - improved coding and performance
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event.
#
# 1. Syntax: $scene = Scene_PartySwitcher.new
# No extra feature will be applied and you can switch the party as you
# wish.
#
# 2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
# You can replace XXX for 1 to remove all party members except one (either
# one, who must be in the party or a random one), or replace XXX with 2,
# to cause a wipe party. Wiping a party will disable the of the current
# members and a NEW party of the remaining members must be formed. If you
# replace it with 3, the current party configuration will be stored for a
# later fast switch-back. If XXX is 10, all actors will be available for
# party switching no matter if the are "not_available" or
# "disabled_for_party". This feature if used by the CP Debug System. No
# faceset will be used in this case for a more convenient working.
#
# 3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
# You can use the XXX as described above or just set it to 0 to disable
# it. Also the "1" in the syntax will reset any disabled_for_party and is
# made to be used after multi-party use.
#
# 4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
# You can replace ZZZ with 1 to replace the party with a stored one AND
# store the current or replace it with 2 to replace the party with a
# stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
# TO HAVE A STORED PARTY READY! You can simply test if there is a store
# party by putting this code into the conditional branch script:
#
# $game_system.stored_party != nil
#
# This syntax will not open the Party Switcher and it will override the
# commands XXX and YYY, so you can replace these with any number.
#
# Character faces go into the "Characters" folder and they have the same name
# as the character spritesets have with _face added
#
# Example:
#
# sprite - Marlen.png
# face - Marlen_face.png
#
# Other syntaxes:
# $game_actors[ID].not_available = true/false
# $game_actors[ID].disabled_for_party = true/false
# $game_actors[ID].must_be_in_party = true/false
# $game_actors[ID].forced_position = nil/0/1/2/...
# OR
# $game_party.actors[POS].not_available = true/false
# $game_party.actors[POS].disabled_for_party = true/false
# $game_party.actors[POS].must_be_in_party = true/false
# $game_party.actors[POS].forced_position = nil/0/1/2/...
#
# ID - the actor's ID in the database
# POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
# not_available
# - will disable the possibility of an already unlocked character to be in
# the current party
#
# disabled_for_party
# - will cause the character NOT to appear in the party switch screen at all
#
# must_be_in_party
# - will cause the character to be automatically moved into the current party
# and he also cannot be put in the reserve
#
# forced_position
# - will enforce the player to be at a specific position in the party, set
# this value to nil to disable this feature, use it in combination with
# must_be_in_party and $game_party.forced_size or you might experience
# bugs,
#
# $game_party.forced_size = nil/0/1/2/...
#
# Using this syntax will enforce a specific party size. The EPS won't exit
# until this size is filled up or there are no more in the reserve. EPS will
# automatically "correct" this number if there are not enough characters in
# the reserve to fill up a party of forced_size. Set this value to nil to
# disable the size requirement. Note that the actor DO NOT HAVE TO be set in
# normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system. Use "forced_position"
# together with "must_be_in_party" to avoid bugs. Be careful when using
# "forced_position" with "$game_party.forced_size". Add actors at the very
# end to be sure the player can't put others after them if the "forced_size"
# is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# how many party members do you use
MAX_PARTY = 8
# set to true to use facesets instead of spritesets
FACESETS = false
# allows a party with 0 members
ALLOW_EMPTY_PARTY = false
# gives all other characters EXP (specify in %)
EXP_RESERVE = 50
# gives "not available" characters EXP (specify in %)
EXP_NOT_AVAILABLE = 0
# gives "disabled for party" characters EXP (specify in %)
EXP_DISABLED_FOR_PARTY = 0

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# recognition variable for plug-ins
$easy_party_switcher = true

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

class Game_Actor < Game_Battler

attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available
attr_accessor :forced_position

alias setup_eps_later setup
def setup(actor_id)
setup_eps_later(actor_id)
@must_be_in_party = @disabled_for_party = @not_available = false
end

end

#==============================================================================
# Game_System
#==============================================================================

class Game_System

attr_accessor :stored_party

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

attr_accessor :actors
attr_accessor :forced_size

def any_forced_position
return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
end

end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

alias draw_actor_graphic_eps_later draw_actor_graphic
def draw_actor_graphic(actor, x, y)
if actor != nil && actor.character_name != ''
classes = [Window_Current, Window_Reserve, Window_HelpStatus]
if FACESETS && !$all_available && classes.include?(self.class)
draw_actor_face_eps(actor, x, y)
else
if classes.include?(self.class)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
x += bitmap.width / 8 + 24
y += bitmap.height / 4 + 16
end
draw_actor_graphic_eps_later(actor, x, y)
end
end
end

def draw_actor_face_eps(actor, x, y)
if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
hue = 0
else
hue = actor.character_hue
end
bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
if actor.not_available || actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end

end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult

attr_reader :exp

end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

def initialize
super(0, 0, 240 + 32, (MAX_PARTY > 4 ? 480 : MAX_PARTY * 120))
self.contents = Bitmap.new(width - 32, 448 + (MAX_PARTY-4) * 120)
@item_max = MAX_PARTY
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh
self.active, self.index = false, -1
end

def refresh
self.contents.clear
$game_party.actors.each_index {|i|
if $game_party.actors != nil
draw_actor_graphic($game_party.actors, 4, i*120+4)
draw_actor_name($game_party.actors, 152, i*120-4)
draw_actor_level($game_party.actors, 88, i*120-4)
draw_actor_hp($game_party.actors, 88, i*120+28)
draw_actor_sp($game_party.actors, 88, i*120+60)
end}
end

def setactor(index_1, index_2)
$game_party.actors[index_2], $game_party.actors[index_1] =
$game_party.actors[index_1], $game_party.actors[index_2]
refresh
end

def getactor(index)
return $game_party.actors[index]
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(0, y, self.width - 32, 88)
end

def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = Bitmap.new(self.width-32, 88)
bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
self.contents.blt(0, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 116
end

def top_row=(row)
self.oy = (row % row_max) * 120
end

def page_row_max
return (self.height / 120)
end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable

attr_reader :actors

def initialize
super(0, 0, 368, 320)
setup
@column_max, rows = 3, @item_max / @column_max
self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.active, self.index = false, -1
refresh
end

def setup
@actors = []
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors) ||
$game_actors.disabled_for_party && !$all_available
@actors.push($game_actors)
end}
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end

def refresh
self.contents.clear
@actors.each_index {|i| draw_actor_graphic(@actors, i%3*112+16, i/3*96+8)}
end

def getactor(index)
return @actors[index]
end

def get_number
return (@actors.find_all {|actor| actor != nil}).size if $all_available
return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
end

def setactor(index_1, index_2)
@actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
refresh
end

def setparty(index_1, index_2)
@actors[index_1], $game_party.actors[index_2] =
$game_party.actors[index_2], @actors[index_1]
refresh
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end

def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = Bitmap.new(96, 96)
bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
self.contents.blt(x, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 96
end

def top_row=(row)
row = row % row_max
self.oy = row * 96
end

def page_row_max
return (self.height - 32) / 96
end

end

#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

def initialize(gotactor)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh(gotactor)
self.active = false
end

def refresh(actor)
self.contents.clear
if actor != nil
self.contents.font.color = normal_color
if actor.not_available && !$all_available
self.contents.draw_text(8, 0, 160, 32, 'not available', 0)
end
draw_actor_graphic(actor, 0, 40)
draw_actor_name(actor, 160, 32)
draw_actor_level(actor, 96, 32)
draw_actor_hp(actor, 96, 64)
draw_actor_sp(actor, 96, 96)
end
end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

def initialize(mode, members)
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
self.contents.font.color = normal_color
if mode
self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
num = [$game_party.forced_size, members + $game_party.actors.nitems].min
self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
else
self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
end
end

end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher

def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party, @store, @reset = store, reset, wipe_party
@current_window_temp = @reserve_window_temp = 0
@scene_flag, @temp_window = false, ''
end

def main
if @store != 0
swap_parties
$scene = Scene_Map.new
$game_player.refresh
return
end
case @wipe_party
when 1 then setup_forced_party
when 2 then wipe_party
when 3
$game_system.stored_party = $game_party.actors
wipe_party
when 10 then $all_available = true
end
if @reset == 1
(1...$data_actors.size).each {|i| $game_actors.not_available = false}
end
@current_window = Window_Current.new
@current_window.index, @current_window.active = 0, true
@reserve_window = Window_Reserve.new
@reserve_window.x, @reserve_window.y = 272, 160
@help_window = Window_HelpStatus.new(@reserve_window.getactor(0))
@help_window.x = 240 + 32
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
[@current_window, @reserve_window, @help_window].each {|win| win.dispose}
$game_party.actors.compact!
$game_player.refresh
$all_available = nil
end

def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
end
current_update if @current_window.active
if Input.trigger?(Input::B)
if @scene_flag
$game_system.se_play($data_system.cancel_se)
@scene_flag, @temp_window = false, ''
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
[@current_window, @reserve_window].each {|win| win.refresh}
return
end
if $game_party.forced_size != nil &&
($game_party.forced_size < $game_party.actors.nitems ||
($game_party.forced_size > $game_party.actors.nitems &&
@reserve_window.get_number != 0))
$game_system.se_play($data_system.buzzer_se)
warning(true)
return
end
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
elsif Input.trigger?(Input::A)
if $game_party.any_forced_position
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
$game_party.actors.compact!
@current_window.refresh
end
end
end

def current_update
@current_window.update
if Input.trigger?(Input::C)
actor = @current_window.getactor(@current_window.index)
if actor != nil && actor.forced_position != nil
$game_system.se_play($data_system.buzzer_se)
else
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Current'
@temp_actor_index = @current_window.index
@current_window.clone_cursor
end
end
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
@help_window.refresh(actor) unless @scene_flag
end
end

def reserve_update
if Input.trigger?(Input::C)
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Reserve'
@temp_actor_index = @reserve_window.index
@reserve_window.clone_cursor
end
elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
end

def switch_members
if @temp_window == 'Reserve' && @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == 'Current' && @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == 'Reserve' && @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning?(@current_window.index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning
end
end
if @temp_window == 'Current' && @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning?(@temp_actor_index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning
end
end
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = false, ''
end

def wipe_party
$game_party.actors.each {|actor| actor.not_available = true if actor != nil}
setup_forced_party(true)
if $game_party.actors == []
(1...$data_actors.size).each {|i|
unless $game_actors.not_available ||
$game_actors.disabled_for_party
$game_party.actors.push($game_actors)
return
end}
end
end

def setup_forced_party(flag = false)
$game_party.actors, party = [], []
(1...$data_actors.size).each {|i|
if $game_actors != nil && $game_actors.must_be_in_party &&
(!$game_actors.disabled_for_party || flag) &&
!$game_actors.not_available
party.push($game_actors)
end}
party.clone.each {|actor|
if actor.forced_position != nil
$game_party.actors[actor.forced_position] = actor
party.delete(actor)
end}
$game_party.actors.each_index {|i|
$game_party.actors = party.shift if $game_party.actors == nil}
$game_party.actors += party.compact
end

def swap_parties
$game_party.actors.compact!
temp_actors = $game_party.actors
temp_actors.each {|actor| actor.not_available = true}
$game_system.stored_party.compact!
$game_system.stored_party.each {|actor| actor.not_available = false}
$game_party.actors = $game_system.stored_party
$game_system.stored_party = (@store == 1 ? temp_actors : nil)
end

def call_warning?(index, actor2)
return (ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
actor2 != nil || $game_party.actors.nitems > 1)
end

def warning(flag = false)
$game_system.se_play($data_system.buzzer_se)
@warning_window = Window_Warning.new(flag, @reserve_window.get_number)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) if flag
[@current_window, @reserve_window].each {|win| win.refresh}
@warning_window.dispose
@warning_window = nil
break
end
end
end

end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle

alias start_phase5_eps_later start_phase5
def start_phase5
start_phase5_eps_later
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors)
if $game_actors.not_available
$game_actors.exp += @result_window.exp * EXP_NOT_AVAILABLE/100
elsif $game_actors.disabled_for_party
$game_actors.exp += @result_window.exp * EXP_DISABLED_FOR_PARTY/100
else
$game_actors.exp += @result_window.exp * EXP_RESERVE/100
end
end}
end

end
 
http://forum.chaos-project.com/index.php?topic=116.0

First of all update it. The current version is in the above link.


Second of all here.
Code:
#==============================================================================

# ** Scene_Menu

#------------------------------------------------------------------------------

#  This class performs menu screen processing.

#==============================================================================

 

class Scene_Menu

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     menu_index : command cursor's initial position

  #--------------------------------------------------------------------------

  def initialize(menu_index = 0)

    @menu_index = menu_index

  end

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Make command window

    s1 = $data_system.words.item

    s2 = $data_system.words.skill

    s3 = $data_system.words.equip

    s4 = "Status"

    s5 = "Change Party"

    s6 = "Save"

    s7 = "End Game"

    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

    @command_window.index = @menu_index

    @command_window.height = 224

    # If number of party members is 0

    if $game_party.actors.size == 0

      # Disable items, skills, equipment, and status

      @command_window.disable_item(0)

      @command_window.disable_item(1)

      @command_window.disable_item(2)

      @command_window.disable_item(3)

    end

    # If save is forbidden

    if $game_system.save_disabled

      # Disable save

      @command_window.disable_item(4)

    end

    # Make play time window

    @playtime_window = Window_PlayTime.new

    @playtime_window.x = 0

    @playtime_window.y = 224

    # Make steps window

    @steps_window = Window_Steps.new

    @steps_window.x = 0

    @steps_window.y = 320

    # Make gold window

    @gold_window = Window_Gold.new

    @gold_window.x = 0

    @gold_window.y = 416

    # Make status window

    @status_window = Window_MenuStatus.new

    @status_window.x = 160

    @status_window.y = 0

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of windows

    @command_window.dispose

    @playtime_window.dispose

    @steps_window.dispose

    @gold_window.dispose

    @status_window.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update windows

    @command_window.update

    @playtime_window.update

    @steps_window.update

    @gold_window.update

    @status_window.update

    # If command window is active: call update_command

    if @command_window.active

      update_command

      return

    end

    # If status window is active: call update_status

    if @status_window.active

      update_status

      return

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when command window is active)

  #--------------------------------------------------------------------------

  def update_command

    # If B button was pressed

    if Input.trigger?(Input::B)

      # Play cancel SE

      $game_system.se_play($data_system.cancel_se)

      # Switch to map screen

      $scene = Scene_Map.new

      return

    end

    # If C button was pressed

    if Input.trigger?(Input::C)

      # If command other than save or end game, and party members = 0

      if $game_party.actors.size == 0 and @command_window.index < 4

        # Play buzzer SE

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      # Branch by command window cursor position

      case @command_window.index

      when 0  # item

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to item screen

        $scene = Scene_Item.new

      when 1  # skill

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Make status window active

        @command_window.active = false

        @status_window.active = true

        @status_window.index = 0

      when 2  # equipment

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Make status window active

        @command_window.active = false

        @status_window.active = true

        @status_window.index = 0

      when 3  # status

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Make status window active

        @command_window.active = false

        @status_window.active = true

        @status_window.index = 0

      when 4

        $game_system.se_play($data_system.decision_se)

        $scene = Scene_PartySwitcher.new

      when 5  # save

        # If saving is forbidden

        if $game_system.save_disabled

          # Play buzzer SE

          $game_system.se_play($data_system.buzzer_se)

          return

        end

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to save screen

        $scene = Scene_Save.new

      when 6  # end game

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to end game screen

        $scene = Scene_End.new

      end

      return

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when status window is active)

  #--------------------------------------------------------------------------

  def update_status

    # If B button was pressed

    if Input.trigger?(Input::B)

      # Play cancel SE

      $game_system.se_play($data_system.cancel_se)

      # Make command window active

      @command_window.active = true

      @status_window.active = false

      @status_window.index = -1

      return

    end

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 1  # skill

        # If this actor's action limit is 2 or more

        if $game_party.actors[@status_window.index].restriction >= 2

          # Play buzzer SE

          $game_system.se_play($data_system.buzzer_se)

          return

        end

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to skill screen

        $scene = Scene_Skill.new(@status_window.index)

      when 2  # equipment

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to equipment screen

        $scene = Scene_Equip.new(@status_window.index)

      when 3  # status

        # Play decision SE

        $game_system.se_play($data_system.decision_se)

        # Switch to status screen

        $scene = Scene_Status.new(@status_window.index)

      end

      return

    end

  end

end

 
 
Okay, I just wasn't sure if I should have put it in the original script or not.
EDIT: AARGH! WHY DO I HAVE TO BE SUCH A NOOB?!?!?!?
So, I put it in... and it's not doin' nothin'.
 

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