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Please help me editing a ring menu-script

Redman

Sponsor

... so it works with a quest journal.

This is the ring menu I'm using
Code:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Calibri" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Calibri" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Calibri" # Font Type
    $ring_menu_text[7]=0 # Font Color
    $ring_menu_text[8]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Save"
    $ring_menu_text[6]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 5
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5  
  RING_R = 64        
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[7])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    @commands = [ s1, s2, s3, s4, s5, s6 ]
    @item_max = 6
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end

#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end

And that's the quest log which should be selectable in the ring menu
Code:
 #//////////////////////////////////////////Questlog 2.0/////////////////////////////////////////////
#~~~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#_________________________________________________

class Scene_Questlog
  def main
    @window_header = Window_Questlog_Header.new
    @window_titles = Window_Questlog_Titles.new
    description = ""
    picture = ""
    if $game_system.questlog.count > 0
      description = $game_system.questlog.quests[0].description
      picture = $game_system.questlog.quests[0].picture
    end
    @window_description = Window_Questlog_Description.new(
        description, picture)
    @index = @window_titles.index
    @spriteset = Spriteset_Map.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @window_header.dispose
    @window_titles.dispose
    @window_description.dispose
    @spriteset.dispose
  end
  #--------------------------------------------------------------------------
  def update
    @window_titles.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if @index != @window_titles.index
      @index = @window_titles.index
      @window_description.description = $game_system.questlog.quests[
          @window_titles.index].description
      @window_description.picture = $game_system.questlog.quests[
          @window_titles.index].picture
      @window_description.refresh
    end
  end
end
#=============
class Quest
  attr_reader :title
  attr_reader :description
  attr_reader :icon
  attr_reader :picture
  attr_accessor :enabled
  def initialize(title, description, icon="", picture="")
    @title = title
    @description = description
    @icon = icon
    @picture = picture
    @enabled = true
  end
end
#============
class Questlog
  attr_reader  :quests
  def initialize
    @quests = []
  end
  #-----------
  def add(quest, description="", icon="", picture="")
    return add(Quest.new(quest, description, icon, picture)) unless 
        quest.is_a?(Quest)
    i = index(quest.title)
    return @quests[i] = quest if i != nil
    #@quests.push(quest) # Quest wird unten eingefügt
    @quests.unshift(quest) # Quest wird oben eingefügt
  end
  #-----------
  def remove(title)
    @quests.delete_if{ |quest| quest.title == title}
  end
  #-----------
  def enable(title)
    set_enabled(title, true)
  end
  #-----------
  def disable(title)
   set_enabled(title, false)
  end
  #-----------
  def set_enabled(title, enabled)
    @quests.each do |quest|
      quest.enabled = enabled if quest.title == title
    end
  end
  #-----------
  def count
    return @quests.length
  end
  #------------
  def index(title)
    for i in 0..@quests.length-1
      return i if @quests[i].title == title
    end
    return nil
  end
  #------------
  def Questlog.add(title, description="", icon="", picture="")
    $game_system.questlog.add(title, description, icon, picture)
  end
  #------------
  def Questlog.remove(title)
    $game_system.questlog.remove(title)
  end
  #------------
  def Questlog.enable(title)
    $game_system.questlog.enable(title)
  end
  #------------
  def Questlog.disable(title)
    $game_system.questlog.disable(title)
  end
  #------------
  def Questlog.set_enabled(title)
    $game_system.questlog.set_enabled(title)
  end
end
#=============
class Window_Questlog_Description < Window_Base
  attr_accessor :description
  attr_accessor :picture
  def initialize(description, picture)
    super(275, 92, 300, 360)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = "Eden Mills"
    self.contents.font.size = 20
    @description = description
    @picture = picture
    refresh
  end
  #-----------
  def refresh
    self.contents.clear
    if (@picture != nil) && (not @picture == "")
      bitmap = RPG::Cache.picture(@picture)
      rect =  bitmap.rect
      self.contents.blt(width/2-rect.width/2-16, 0, bitmap, rect, 255)
      self.contents.draw_formatted_text(
          4, rect.height, 270, 328-rect.height, @description)
    else
      self.contents.draw_formatted_text(4, 0, 270, 328, @description)
    end
  end
end
#=============
class Window_Questlog_Titles < Window_Selectable
  def initialize
    super(65, 92, 210, 360)
    @item_max = $game_system.questlog.count
    self.contents = Bitmap.new(width-32, @item_max > 0 ? @item_max*32 : 32)
    self.contents.font.name = "Eden Mills"
    self.contents.font.size = 20
    self.index = 0
    @column_max = 1
    refresh
  end
  #-------------
  def refresh
    self.contents.clear
    for i in 0...$game_system.questlog.count
      quest = $game_system.questlog.quests[i]
      y = i*32
      self.contents.font.color = quest.enabled ? normal_color : disabled_color
      if (quest.icon != nil) && (not quest.icon == "")
        bitmap = RPG::Cache.icon(quest.icon)
        opacity = quest.enabled ? 255 : 128
        self.contents.blt(4, y+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_formatted_text(29, y, 150, 32, quest.title)
      else
        self.contents.draw_formatted_text(4, y, 150, 32, quest.title)
      end
    end
  end
end
#===========
class Window_Questlog_Header < Window_Base
  def initialize
    super(65, 28, 510, 64)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = "Eden Mills"
    self.contents.font.size = 26
    refresh
  end
  #------------
  def refresh
    self.contents.clear
    self.contents.draw_text(self.contents.rect, "Tagebuch", 1)
  end
end
#===========
class Scene_Map
  def call_questlog
    $game_temp.questlog_calling = false
    $game_player.straighten
    $scene = Scene_Questlog.new
  end
end
#===========
class Game_System
  attr_reader  :questlog
  alias init initialize
  def initialize
    init
    @questlog = Questlog.new
  end
end
#===========
class Game_Temp
  attr_accessor :questlog_calling
  alias init initialize
  def initialize
    init
    @questlog_calling = false
  end
end
#==============
class Bitmap
  def draw_shadow_text(x, y, width, height, str, align=0)
    color = font.color.dup
    font.color = Color.new(192, 192, 192, 156)
    draw_text(x+2, y+2, width, height, str, align)
    font.color = color
    draw_text(x, y, width, height, str, align)
  end
  #----------------
  def draw_formatted_text(x, y, width, height, str, align=0)
    str = str.dup
    color = font.color.dup
    bold = font.bold
    italic = font.italic
    size = font.size
    name = font.name.dup
    #::::::::::
    shadow = false
    underlined = false
    str.gsub!(/<br>/) {"\n"}
    str.gsub!(/\\\\/) {"\00"}
    str.gsub!(/<b>/) {"\01"}
    str.gsub!(/<\/b>/) {"\02"}
    str.gsub!(/<i>/) {"\03"}
    str.gsub!(/<\/i>/) {"\04"}
    str.gsub!(/<color=(#?[0-9a-z]+)>/) {"\05[#{$1}]"}
    str.gsub!(/<\/color>/) {"\06"}
    str.gsub!(/<shadow>/) {"\16"}
    str.gsub!(/<\/shadow>/) {"\17"}
    str.gsub!(/<small>/) {"\20"}
    str.gsub!(/<\/small>/) {"\21"}
    str.gsub!(/<big>/) {"\23"}
    str.gsub!(/<\/big>/) {"\21"}
    str.gsub!(/<size=([0-9]+)>/) {"\24[#{$1}]"}
    str.gsub!(/<\/size>/) {"\21"}
    str.gsub!(/<font=([A-Za-z0-9\s]+)>/) {"\25[#{$1}]"}
    str.gsub!(/<\/font>/) {"\26"}
    str.gsub!(/<u>/) {"\27"}
    str.gsub!(/<\/u>/) {"\30"}
    ix = 0
    iy = 0
    while ((c = str.slice!(/./m)) != nil)
      if c == "\00" # \\
        c = "\\"
      end
      if c == "\01" # <b>
        font.bold = true
      end
      if c == "\02" #</b>
        font.bold = false
      end
      if c == "\03" # <i>
        font.italic = true
      end
      if c == "\04" # </i>
        font.italic = false
      end
      if c == "\05" # <color=xxx>
        str.sub!(/\[(#?[0-9a-z]+)\]/, "")
        if $1[0] == 35
          col = Color.decode($1)
        elsif $1.to_i != 0
          col = Window_Base.text_color($1.to_i)
        else
          col = Color.get($1)
        end
        font.color = col
      end
      if c == "\06" # </color>
        font.color = color
      end
      if c == "\16" # <shadow>
        shadow = true
      end
      if c == "\17" # </shadow>
        shadow = false
      end
      if c == "\20" # <small>
        font.size -= 5
        font.size = 1 if font.size < 1
      end
      if c == "\21" # </small> </big> </size>
        font.size = size
      end
      if c == "\23" # <big>
        font.size += 5
      end
      if c == "\24" # <size=xx>
        str.sub!(/\[([0-9]+)\]/, "")
        font.size = $1.to_i
        font.size = 1 if font.size < 1
      end
      if c == "\25" # <font=xxx>
        str.sub!(/\[([A-Za-z0-9\s]+)\]/, "")
        font.name = $1 if Font.exist?($1)
      end
      if c == "\26" # </font>
        font.name = name
      end
      if c == "\27" # <u>
        underlined = true
      end
      if c == "\30" # </u>
        underlined = false
      end
      if c == "\n"
        iy += 32
        ix = 0
      end
      #:::::::::
      if shadow
        draw_shadow_text(x+ix+4, y+iy, 40, 32, c)
      else
        draw_text(x+ix+4, y+iy, 40, 32, c)
      end
      w = text_size(c).width
      if underlined
        fill_rect(x+ix+4, y+iy+text_size("T").height+3, w, 2, font.color)
      end
      ix += w
    end
    #::::::::::
    font.color = color
    font.bold = bold
    font.italic = italic
    font.size = size
    font.name = name
  end
end
#==============
class Color
  def Color.get(string)
    return Color.white if string == "white"
    return Color.black if string == "black"
    return Color.red if string == "red"
    return Color.green if string == "green"
    return Color.blue if string == "blue"
    return Color.yellow if string == "yellow"
    return Color.cyan if string == "cyan"
    return Color.magenta if string == "magenta"
    return Color.light_gray if string == "light_gray"
    return Color.gray if string == "gray"
    return Color.dark_gray if string == "dark_gray"
    return Color.pink if string == "pink"
    return Color.orange if string == "orange"
    return Color.white
  end
  #------------
  def Color.decode(hex)
    return Color.decode(hex[1..hex.length]) if hex[0] == 35
    hex.downcase!
    red = hex[0..1].hex
    green = hex[2..3].hex
    blue = hex[4..5].hex
    alpha = hex.length == 8 ? hex[6..7].hex : 255
    return Color.new(red, green, blue, alpha)
  end
  #------------
  def Color.white(alpha=255)
    return Color.new(255, 255, 255, alpha)
  end
  #-----------
  def Color.black(alpha=255)
    return Color.new(0, 0, 0, alpha)
  end
  #----------
  def Color.red(alpha=255)
    return Color.new(255, 0, 0, alpha)
  end
  #----------
  def Color.green(alpha=255)
    return Color.new(0, 255, 0, alpha)
  end
  #---------
  def Color.blue(alpha=255)
    return Color.new(0, 0, 255, alpha)
  end
  #----------
  def Color.yellow(alpha=255)
    return Color.new(255, 255, 0, alpha)
  end
  #----------
  def Color.cyan(alpha=255)
    return Color.new(0, 255, 255, alpha)
  end
  #----------
  def Color.magenta(alpha=255)
    return Color.new(255, 255, 0, alpha)
  end
  #----------
  def Color.light_gray(alpha=255)
    return Color.new(192, 192, 192, alpha)
  end
  #-----------
  def Color.gray(alpha=255)
    return Color.new(128, 128, 128, alpha)
  end
  #-----------
  def Color.dark_gray(alpha=255)
    return Color.new(64, 64, 64, alpha)
  end
  #-----------
  def Color.pink(alpha=255)
    return Color.new(255, 175, 175, alpha)
  end
  #-----------
  def Color.orange(alpha=255)
    return Color.new(255, 200, 0, alpha)
  end
end
#=====================
class Window_Base < Window
  def Window_Base.text_color(n)
    case n
    when 0
      return Color.new(255, 255, 255, 255)
    when 1
      return Color.new(128, 128, 255, 255)
    when 2
      return Color.new(255, 128, 128, 255)
    when 3
      return Color.new(128, 255, 128, 255)
    when 4
      return Color.new(128, 255, 255, 255)
    when 5
      return Color.new(255, 128, 255, 255)
    when 6
      return Color.new(255, 255, 128, 255)
    when 7
      return Color.new(192, 192, 192, 255)
    else
      return Color.white
    end
  end
end

The menu gives me these six possibilities:
Items
Skills
Equip
Stats
Save
Quit

I would like to have another option which leads to the quest log above.
That there are seven options instead of six.

I have no idea how to script and that's why I'm asking you. Any help would be greatly
appriciated!

Thank you in advance for your time and effort.
 
I played around with it a little, let me know if this works for you:

#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Calibri" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Calibri" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Calibri" # Font Type
    $ring_menu_text[7]=0 # Font Color
    $ring_menu_text[8]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Questlog"
    $ring_menu_text[6]="Save"
    $ring_menu_text[7]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(5)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 5
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 6
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
    when 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Questlog.new
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5 
  RING_R = 64       
  ICON_ITEM  = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_QUESTLOG = RPG::Cache.icon("039-Item08")
  ICON_SAVE  = RPG::Cache.icon("038-Item07")
  ICON_EXIT  = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[7])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    s7 = $ring_menu_text[7]
    @commands = [ s1, s2, s3, s4, s5, s6, s7 ]
    @item_max = 7
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_QUESTLOG, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items.width, @items.height)
    if @index == i
      self.contents.blt( x, y, @items, rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items, rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end

#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end


Just replace the Ring Menu script with this one.
 

Redman

Sponsor

Mhm...

I just created a new project with no additional scripts but the ring menu and the questlog.
When I tried to open the menu with Esc I got the same error...

Do you use this SDK? Could this be the reason why it works fine for you but not for me
because I'm not using it?
 
Yes, I just noticed that there's something wrong with the code in that post, which is also strange because I copied it right from the game. I'll post it again, hopefully it works right this time. Let me know if anything is working improperly and I'll take another look at it.

Code:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Calibri" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Calibri" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Calibri" # Font Type
    $ring_menu_text[7]=0 # Font Color
    $ring_menu_text[8]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Questlog"
    $ring_menu_text[6]="Save"
    $ring_menu_text[7]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      @command_window.disable_item(4)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(5)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 5
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 6
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
    when 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Questlog.new
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5  
  RING_R = 64        
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_QUESTLOG = RPG::Cache.icon("050-Skill07")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[7])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    s7 = $ring_menu_text[7]
    @commands = [ s1, s2, s3, s4, s5, s6, s7 ]
    @item_max = 7
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_QUESTLOG, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end

#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end

Oh yeah, I forgot to mention. To change the icon that appears for Questlog, just change the icon name on line 234.
 

Redman

Sponsor

Thank you so much, that's awsome--finally it worked!

But there's something which should not happen:
When I select "Questlog" the script gives me the possibility to
choose between the group members but no matter who I
select I always get into the questlog.
But normally it should bring me directly into the questlog.

Here's a screenshot:
http://img394.imageshack.us/img394/9728/questlogoc2.png[/img]

Would be great if you cold fix that.

There's another thing but that's not so important.
Could you change the script that the screen gets a bit
darker when you open the menu--otherwise theres
only little contrast.

Thanks in advance... again :D
 
Sorry about that, I fixed it so that it goes straight to the Questlog when you select it now. I'm still trying to learn scripting, so I'm having trouble figuring out how to darken the map when you open the menu. Other known issues: it won't refresh the menu like all of the other ones do when you exit out of it. It also screws up the cursor memory on "Save" and "Quit." I'm hoping that someone else might be able to help with these things because it would help me learn as well. Anyways, here it is with the window selection fix:

Code:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Calibri" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Calibri" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Calibri" # Font Type
    $ring_menu_text[8]=0 # Font Color
    $ring_menu_text[9]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Questlog"
    $ring_menu_text[6]="Save"
    $ring_menu_text[7]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      @command_window.disable_item(4)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(5)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Questlog.new
    when 5
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 6
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5  
  RING_R = 64        
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_QUESTLOG = RPG::Cache.icon("050-Skill07")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[8])
    self.contents.font.size = $ring_menu_text[9]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    s7 = $ring_menu_text[7]
    @commands = [ s1, s2, s3, s4, s5, s6, s7 ]
    @item_max = 7
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_QUESTLOG, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end

#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end
 

Redman

Sponsor

Awsome, simply awesome!
Thank you so much. Even if there are still a few issues which have to fixed,
you're edited script helps me a lot.

Well, it would be extremly great if anyone could try to fix there issues:
- Menu-refresh after exit the game
- Correct cursor memory on "Save" and "Quit"
- Darken the screen once the menu is activated

Thanks in advance.
 
You're very welcome, although I wish I could have been more help. Hopefully a real scripter comes across this topic and decides to help, but unfortunately that's very unlikely. It seems like most of the script requests are just ignored because most people don't want to write scripts that they themselves won't use, and aside from that, most don't care to help because they would rather see proof of your project otherwise they feel like they're wasting their time. I guess I can understand somewhat though, since a lot of the scripters have focused their attentions on RGSS2 now. And because there are so many requests put up on a daily basis. Even though I'm probably never going to use this script (I already have a custom menu for my game), I still like to try and do these things from time to time just to help me understand how they work. I still might try to figure out how to make those changes, but it would be so much more helpful for both of us if a real scripter just took a few minutes of their time to look at it.
 

Redman

Sponsor

You really helped me so far and I humbly thank you :D

I can definatley understand why a lot of scripters won't look into some requests threats. It is very disappointing when you put work in something, helped someone and that
someone doesn't even use your work. But this also fits to all spriting-requests. I hope though that someone will look as this threat to help me with my little request (and who may be help you by scripting aswell, so that you can look at the results).

Otherwise I have to bump, bump, bump ;)

What has to be done is not a big deal, I guess. Hopefully someone will answer soon.

'Till then:
Thanks in advace.
 

Nachos

Sponsor

This should help:

Code:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
# Edited by Nahchito(rmxp) in order to make menu darker.
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
        # → [R, G, B, alpha] )
        PAUSE_TONE = [70, 70, 70, 0]
        
 def initialize(menu_index = 0)
  
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Calibri" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Calibri" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Calibri" # Font Type
    $ring_menu_text[8]=0 # Font Color
    $ring_menu_text[9]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Questlog"
    $ring_menu_text[6]="Save"
    $ring_menu_text[7]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main

        dummy_tone = $game_screen.tone.clone
    
    # ビューãƒ
 

Redman

Sponsor

Great, thanks so far.

But there's just one little thing:
The ring menu darkens too. I wanted it to remain as it is normally and only the
general game screen to be darkened. Just like a smal "Change Screen Color Tone" before
the menu gets opened.

You know what I mean?
 

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