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[Resolved]Ring Menu Faces/Window

I want to make it so, in the Ring Menu, there's face graphics instead of sprites, but i'm not sure how to do it.

Here 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]="Tahoma" # 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]="Tahoma" # Font Type
    $gold_text[1]=24 # 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]="Lydian BT" # 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]="Tahoma" # 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
    @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
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def 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("Item_Ring")
  ICON_SKILL  = RPG::Cache.icon("Skill_Ring") 
  ICON_EQUIP  = RPG::Cache.icon("Equip_Ring") 
  ICON_STATUS = RPG::Cache.icon("Status_Ring") 
  ICON_SAVE   = RPG::Cache.icon("Save_Ring") 
  ICON_EXIT   = RPG::Cache.icon("Exit_Ring") 
  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
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#------------------------------------------------------------------------------
#  Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh 
    self.contents.clear 
    self.windowskin = RPG::Cache.windowskin($window_location_skin) 
    self.contents.font.color = text_color($location_text[2]) 
    self.contents.draw_text(4, 0, 120, 32, $location_text[3]) 
    self.contents.font.color = text_color($location_text[4]) 
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2) 
  end
Here's a pic of what the ring menu looks like:
http://i435.photobucket.com/albums/qq77/guitarshredderj/ringmenu.png[/img]

To make the face fit though, I'm sure you'de have to make the character select window wider too. Also, how do i make it so it shows other stats of the player too, like Lv. and Exp, instead of just health and SP? And the very last thing, how do I make it so instead of the script drawing a window with the characters, it draws a picture? Something I can put in the graphics/pictures folder, so when I go to the menu, the character faces and stats are on top of the pic.(like Mog Menues)

NOTE: Ignore the parts in the scripts that says gold or location. Originally, the menu drew your current location and how much gold you had, but i deleted that because it looked ugly and was not needed. I havn't deleted the rest of the extra code that's sitting around that went with it yet.


~Thanks
 

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