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Dublex's Ring Menu Help

THAT many global variables? o_O

Anyway, before following my instructions, please backup your scripts first. Directly modifying original classes is something I dislike, but it's better to do for your request.

First, find the following lines in Scene_Menu from that script you posted:
Code:
   # Æ’ZÂÂ
 
I don't understand all the code, but I think I understand what your tring to do. However, the menu won't come up at all once disabled.

If this can't work I can just go with ESC calling up the Quit menu (return to title, return to windows, cancel) What script woud call the quit menu?

I wonder if there is code in the Ring Menu script itself that is also disabling the entire menu if menus are disabled. As little as I can understand of it, it dosen't help that it's a partaly translated script :) Half the comments are Japanese.
 
I agree; the scripting is horrendous, but I found another fix.

Revert back to your backed up scripts (you did do that, right?), and do this again:

Jack A. Trades;114475 said:
Now go to the original Scene_Map and find the following lines:
Code:
    if Input.trigger?(Input::B)
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end

Delete a line to make it look like so:
Code:
[COLOR=Red]
    if Input.trigger?(Input::B)
      unless $game_system.map_interpreter.running?
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end[/COLOR]

Now, in your RingMenuScript section or whatever, find the following definition in Scene_Map:
Code:
def update_command
   # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽÂÂ
 
Wonderfull!! It works - but only in a new project! Maybe I should just make the Esc key go streght to the Quit menu...

I could post the other script, I totaly didn't think it would effect it - it's a message script...

Either way, I apperciate the help you've given me.
 

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