And here's the next pile of features: Choice Headers and Attack/Defence Status Effects
GUI Boxes: Header Settings
This new features allows displaying headers above the choice button list (only in List mode).
A header text can be displayed for the title, content and info of the choices, e.g. in a shop, you can add a Name header text above the choice content (i.e. item name) and a Price header text above the info (i.e. where usually the price of the item is found).
Menu Screens
Header Texts settings available in pretty much all menu parts that display choices - own headers for each GUI box of a menu part (e.g. type box, list box).
Shop Layouts
Header Texts settings available for all layout parts that have choices.
Battle Menus
Header Texts settings available, you can optionally use different headers for sub-menus.
Status Requirements
The new Weapon Item Type setting will check if a weapon of the selected item type is equipped on a combatant.
The new Armor Item Type setting will check if an armor of the selected item type is equipped on a combatant.
Class, Combatants, Passive Abilities, Weapons, Armors, Status Effects
The new Attack Status Effects allow defining status effect changes that can optionally be used by abilities and items.
When using an ability/item, the user's attack status effects will be used on the target. You can use this to e.g. create a poison knife that will poison the target of an attack.
Class, Combatants, Passive Abilities, Weapons, Armors, Status Effects
The new Defence Status Effects allow defining status effect changes that can optionally be used by abilities and items.
When using an ability/item, the target's defence status effects will be used on the user. You can use this to e.g. have a combatant automatically poison all combatants that attack him with physical attacks.
Abilities, Items
The new Use Attack Effects option in the value change settings (e.g. target changes) will use the user's attack status effects on the target.
Abilities, Items
The new Use Defence Effects option in the value change settings (e.g. target changes) will use the target's defence status effects on the user.
@Catacomber
The radial menus will only work nice if you have a limited amount of choices, e.g. having an item menu with 20 items wouldn't work well as a radial menu :D