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Rather Simple Script Merge

Hello, I was hoping someone would be kind enough to merge Darc's menu system , found Here, and the Junction & Esper system found Here, so that the Espers can be accessed through the menu.

Help is appreciated, and thanks ahead of time.
 
I don't know exactly how to merge but i can give you a little tip: usually to call menus it's enough this command:

$scene = Scene_Menu.new

Instead of Scene_Menu you put what you see in the start of the menu script... i don't know what it can be in the case of esper + junction but there's surely a name in the starting of the script
 
Ammom, the menu system is temporarily unavailable, megaupload says, so could you post the script? i'll take a look at it for you. I already have pretty god experience with menus, so... yeah.

Blessed Be, Ammom.
 
Well, it took me a couple times to get the script, but here it is:

Code:
#=========================================================
# Custom Menu System by Darc.
# 
# this is to be copied into a new script in the script editor
# above "main"
#
# Have fun with the script!
#=========================================================

#  Credits
# Raziel - Chapter Script
#

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of 
#  this class.
#==============================================================================
class Game_System
  attr_accessor :chapter
  alias raz_cms_system_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @chapter = ""
    raz_cms_system_initialize
  end
end
#==============================================================================
# ** Window_Chapter
#------------------------------------------------------------------------------
#  This window displays step count on the menu screen.
#==============================================================================

class Window_Chapter < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.chapter, 2)
  end
end
#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
#  Window_Location
#------------------------------------------------------------------------------
class Game_Map

def name
 $map_infos[@map_id]
end
end

class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
end
end


#==============================================================================
#  Window_Mapname
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
 super(0, 0, 240, 96)
 self.contents = Bitmap.new(width - 52, height - 32)
 self.contents.font.name = $fontface
 self.contents.font.size = $fontsize
 self.opacity = 0
 refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 # Map Name
 #map = $game_map.name
 self.contents.font.color = system_color
 self.contents.font.size = 14
 self.contents.draw_text(4, 0, 220, 32, "")
  self.contents.font.size = $fontsize
 self.contents.font.color = normal_color
 self.contents.draw_text(110, 15, 80, 32, $game_map.name)
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.name)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw/2+20, y - ch + 10, bitmap, src_rect)
  end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 100
      actor = $game_party.actors[i]
        draw_actor_face_graphic(actor, x - 20, y + 65)
        draw_actor_name(actor, x+50, y)
        draw_actor_level(actor, x + 150, y)
        draw_actor_state(actor, x + 224, y)
        draw_actor_exp(actor, x+50, y + 50)
        draw_actor_hp(actor, x + 50, y + 32)
        draw_actor_sp(actor, x + 220, y + 32)
end
end
end
  def set_cursor
    if @index < 0
      @cursor.opacity = 0
    else
      @cursor.opacity = 255
      Graphic.move(300 + self.x, @index * 116 + 50 + self.y)
    end
  end
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :filename                 # file name
  attr_reader   :selected                 # selected
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0-3)
  #     filename   : file name
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.windowskin = RPG::Cache.windowskin("save")
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw file number
    self.contents.font.color = normal_color
    name = "File#{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # If save file exists
    if @file_exist
      # Draw character
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        x = 300 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt(x, 68 - ch, bitmap, src_rect)
      end
      # Draw play time
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 8, 600, 32, time_string, 2)
      # Draw timestamp
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
      self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Selected
  #     selected : new selected (true = selected, false = unselected)
  #--------------------------------------------------------------------------
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @selected
      self.cursor_rect.set(0, 0, @name_width + 8, 32)
    else
      self.cursor_rect.empty
    end
  end
end
  
#==============================================================================
# ** 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
    @Menu = Sprite.new
    @Menu.bitmap = RPG::Cache.picture("background")
    @Menu2 = Sprite.new
    @Menu2.bitmap = RPG::Cache.picture("menuinfo")
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.opacity = 0
    # 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 = 470
    @playtime_window.y = 390
    @playtime_window.opacity = 0
    # Make steps window
    @chapter_window = Window_Chapter.new
    @chapter_window.x = -10
    @chapter_window.y = 290
    @chapter_window.opacity = 0
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 225
    @gold_window.y = 425
    @gold_window.opacity = 0
    # Location Window
    @mapname_window = Window_Mapname.new
    @mapname_window.x = -30
    @mapname_window.y = 406
    @mapname_window.opacity = 0
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @status_window.opacity = 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
    @chapter_window.dispose
    @mapname_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @mapname_window.update
    @playtime_window.update
    @chapter_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  # 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 5  # 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

Always Blessed Be Alistor.
 
Put this after the Esper script:(It's the modified men?):
Code:
#=========================================================
# Custom Menu System by Darc.
# 
# this is to be copied into a new script in the script editor
# above "main"
#
# Have fun with the script!
#=========================================================

#  Credits
# Raziel - Chapter Script
#

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of 
#  this class.
#==============================================================================
class Game_System
  attr_accessor :chapter
  alias raz_cms_system_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @chapter = ""
    raz_cms_system_initialize
  end
end
#==============================================================================
# ** Window_Chapter
#------------------------------------------------------------------------------
#  This window displays step count on the menu screen.
#==============================================================================

class Window_Chapter < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.chapter, 2)
  end
end
#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
#  Window_Location
#------------------------------------------------------------------------------
class Game_Map

def name
 $map_infos[@map_id]
end
end

class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
end
end


#==============================================================================
#  Window_Mapname
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
 super(0, 0, 240, 96)
 self.contents = Bitmap.new(width - 52, height - 32)
 self.contents.font.name = $fontface
 self.contents.font.size = $fontsize
 self.opacity = 0
 refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 # Map Name
 #map = $game_map.name
 self.contents.font.color = system_color
 self.contents.font.size = 14
 self.contents.draw_text(4, 0, 220, 32, "")
  self.contents.font.size = $fontsize
 self.contents.font.color = normal_color
 self.contents.draw_text(110, 15, 80, 32, $game_map.name)
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.name)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw/2+20, y - ch + 10, bitmap, src_rect)
  end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 100
      actor = $game_party.actors[i]
        draw_actor_face_graphic(actor, x - 20, y + 65)
        draw_actor_name(actor, x+50, y)
        draw_actor_level(actor, x + 150, y)
        draw_actor_state(actor, x + 224, y)
        draw_actor_exp(actor, x+50, y + 50)
        draw_actor_hp(actor, x + 50, y + 32)
        draw_actor_sp(actor, x + 220, y + 32)
end
end
end
  def set_cursor
    if @index < 0
      @cursor.opacity = 0
    else
      @cursor.opacity = 255
      Graphic.move(300 + self.x, @index * 116 + 50 + self.y)
    end
  end
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :filename                 # file name
  attr_reader   :selected                 # selected
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0-3)
  #     filename   : file name
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.windowskin = RPG::Cache.windowskin("save")
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw file number
    self.contents.font.color = normal_color
    name = "File#{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # If save file exists
    if @file_exist
      # Draw character
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        x = 300 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt(x, 68 - ch, bitmap, src_rect)
      end
      # Draw play time
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 8, 600, 32, time_string, 2)
      # Draw timestamp
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
      self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Selected
  #     selected : new selected (true = selected, false = unselected)
  #--------------------------------------------------------------------------
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @selected
      self.cursor_rect.set(0, 0, @name_width + 8, 32)
    else
      self.cursor_rect.empty
    end
  end
end
  
#==============================================================================
# ** 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
    @Menu = Sprite.new
    @Menu.bitmap = RPG::Cache.picture("background")
    @Menu2 = Sprite.new
    @Menu2.bitmap = RPG::Cache.picture("menuinfo")
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Esper"
    s5 = "Status"
    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.opacity = 0
    # 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 = 470
    @playtime_window.y = 390
    @playtime_window.opacity = 0
    # Make steps window
    @chapter_window = Window_Chapter.new
    @chapter_window.x = -10
    @chapter_window.y = 290
    @chapter_window.opacity = 0
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 225
    @gold_window.y = 425
    @gold_window.opacity = 0
    # Location Window
    @mapname_window = Window_Mapname.new
    @mapname_window.x = -30
    @mapname_window.y = 406
    @mapname_window.opacity = 0
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @status_window.opacity = 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
    @chapter_window.dispose
    @mapname_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @mapname_window.update
    @playtime_window.update
    @chapter_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
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Esper.new
      when 4  # 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 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 4  # 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

class Scene_Esper
  def update_command
    
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::DOWN) || Input.trigger?(Input::UP)
        @esper_window.dispose
        if @esperlist_window.index < $game_party.espers.length
          @esper_window = Window_EsperStatus.new($game_party.espers[@esperlist_window.index])
          @help_window.set_text("Equip the selected esper")
        elsif @esperlist_window.index == ESPERS::MAX_ESPERS
          @esper_window = Window_Esperdummy.new
          @help_window.set_text("Remove the equipped espers")
        else
          @esper_window = Window_Esperdummy.new
          @help_window.set_text("")
          @help_window.set_text("Equip the selected esper")
        end
    end
    if Input.trigger?(Input::C)
      if @esperlist_window.index < $game_party.espers.length
        for i in 0...$game_party.actors.size
          if $game_party.actors[i].esper1 != 0
            if $game_party.actors[i].esper1.name == @espers_in_commands[@esperlist_window.index].name
              $game_system.se_play($data_system.buzzer_se)
              @help_window.set_text("This esper is already equipped")
              return
            end
          end
        end
        $game_system.se_play($data_system.decision_se)
        @esperlist_window.active = false
        @choose_actor_window.active = true
        @choose_actor_window.visible = true
        @choose_actor_window.refresh
        @help_window.set_text("Choose one character to equip the esper")
        @esperlist_window.visible = false
      elsif @esperlist_window.index == ESPERS::MAX_ESPERS
        $game_system.se_play($data_system.decision_se)
        @esperlist_window.active = false
        @choose_actor_window.active = true
        @choose_actor_window.visible = true
        @esperlist_window.visible = false
        @help_window.set_text("Choose one character to remove the esper")
        @choose_actor_window.refresh(true)
      else
        $game_system.se_play($data_system.buzzer_se)
        @help_window.set_text("You do not have this esper yet")
      end
    return
    end
  end
end

class Scene_Status
  def update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(4)
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different status screen
      $scene = Scene_Status.new(@actor_index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different status screen
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end

class Scene_Save < Scene_File
  def on_decision(filename)
    $game_system.se_play($data_system.save_se)
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(5)
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(5)
  end
end

class Scene_End
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        command_to_title
      when 1
        command_shutdown
      when 2
        command_cancel
      end
      return
    end
  end
end
 
It's coming up with an error:

'Esper + Junction system' 435 NoMethodError

undefined method 'name' nil:NilClass

It worked fine before, being seperate from the CMS. This is the line it's having a problem with:

self.contents.draw_text(x, y + column, 204, 32, $data_skills.name, 0) if i != 0


Also, can you remove the End Game from the main menu please?
 

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