RPG Maker Forums

Hello,

I'm having troubles with a ring menu.
I wanted to add my custom menus to it but the caption/label doesn't show up.

Here is is the original code :
Code:
//=============================================================================
// TMVplugin - リングコマンド
// 作者: tomoaky (http://hikimoki.sakura.ne.jp/)
// Version: 0.4b
// 最終更新日: 2016/04/13
//=============================================================================

/*:
* @plugindesc マップシーンで使えるリングコマンドを追加します。
*
* @author tomoaky (http://hikimoki.sakura.ne.jp/)
*
* @param useEscape
* @desc Escキーなどによるメニュー処理を乗っ取る
* 初期値: 0 ( 1 にするとデフォルトのメニューは使えません)
* @default 0
*
* @param useCaption
* @desc リングコマンドにコマンド名を字幕で表示する
* 初期値: 1 ( 0 で非表示)
* @default 1
*
* @param saveLastIndex
* @desc 最後に選択したコマンドを記憶する
* 初期値: 0 ( 1 で前回決定したコマンドが初期位置になります)
* @default 0
*
* @param openResetIndex
* @desc リングコマンド開閉のたびにカーソル位置を初期化する
* 初期値: 0 ( 1 で開閉のたびに初期化)
* @default 0
*
* @param openGoldWindow
* @desc リングコマンドと一緒に所持金ウィンドウも開閉する
* 初期値: 1 ( 0 で開閉しない)
* @default 1
*
* @param goldWindowX
* @desc 所持金ウィンドウのX座標
* 初期値: 576
* @default 576
*
* @param goldWindowY
* @desc 所持金ウィンドウのY座標
* 初期値: 0
* @default 0
*
* @param seOpenCommand
* @desc リングコマンドを開くときに鳴らす効果音
* 初期値: {name: "Cancel2", volume: 90, pitch: 100, pan: 0}
* @default {name: "Cancel2", volume: 90, pitch: 100, pan: 0}
*
* @param seCloseCommand
* @desc リングコマンドを閉じるときに鳴らす効果音
* 初期値: {name: "Cancel2", volume: 90, pitch: 100, pan: 0}
* @default {name: "Cancel2", volume: 90, pitch: 100, pan: 0}
*
* @param commandIconItem
* @desc アイテムコマンドのアイコン番号
* 初期値: 176
* @default 176
*
* @param commandIconSkill
* @desc スキルコマンドのアイコン番号
* 初期値: 76
* @default 76
*
* @param commandIconEquip
* @desc 装備コマンドのアイコン番号
* 初期値: 135
* @default 135
*
* @param commandIconStatus
* @desc ステータスコマンドのアイコン番号
* 初期値: 84
* @default 84
*
* @param commandIconFormation
* @desc 並び替えコマンドのアイコン番号
* 初期値: 75
* @default 75
*
* @param commandIconOptions
* @desc オプションコマンドのアイコン番号
* 初期値: 83
* @default 83
*
* @param commandIconSave
* @desc セーブコマンドのアイコン番号
* 初期値: 225
* @default 225
*
* @param commandIconGameEnd
* @desc ゲーム終了コマンドのアイコン番号
* 初期値: 82
* @default 82
*
* @param commandIconGoldLevelUp
* @desc お金でレベルアップコマンドのアイコン番号
* 初期値: 236 ( TMGoldLevelUp.js 導入時のみ有効)
* @default 236
*
* @param rotateDuration
* @desc アイコンの移動にかける時間
* 初期値: 4(フレーム数)
* @default 4
*
* @param iconDistX
* @desc アイコンの広がり(横方向)
* 初期値: 16
* @default 16
*
* @param iconDistY
* @desc アイコンの広がり(縦方向)
* 初期値: 12
* @default 12
*
* @param iconSelectScale
* @desc 選択中アイコンの拡大率補正
* 初期値: 1.5
* @default 1.5
*
* @param captionWidth
* @desc キャプションの幅
* 初期値: 200
* @default 200
*
* @param captionHeight
* @desc キャプションの高さ
* 初期値: 48
* @default 48
*
* @param captionShiftX
* @desc キャプションのX座標補正値
* 初期値: 0
* @default 0
*
* @param captionShiftY
* @desc キャプションのY座標補正値
* 初期値: -96
* @default -96
*
* @help
* マップシーンで Ctrl または Alt を押している間、リングコマンドが表示され
* ←, → でリングの回転、Z, Enter, Space で各シーンへ移行できます。
*
* useEscape に 1 を設定すると Ctrl(Alt) での操作は無効化され、
* デフォルトメニューと同様に Esc / X / Insert / Num 0 / 右クリック などで
* リングコマンドを開閉することができるようになります。
* この場合、キーを押しっぱなしにする必要はありません。
*
* マウスで操作する場合は、プレイヤーよりも左あるいは右をクリックすると
* それぞれの方向へリングを回転させることができ、プレイヤーの近くを
* クリックすれば正面にあるコマンドアイコンに対応するシーンへ移行します。
* クリックの座標判定は横方向のみです、画面のどこをクリックしても反応します。
*
* プラグインコマンドはありません。
*
* TMGoldLevelUp.js(お金でレベルアップ)と併用する場合、TMGoldLevelUp.jsの
* バージョンが Ver1.11 以上である必要があります。
*
*/

var Imported = Imported || {};
Imported.TMRingCommand = true;

(function() {

  var parameters = PluginManager.parameters('TMRingCommand');
  var useEscape      = parameters['useEscape'] === '1' ? true : false;
  var useCaption     = parameters['useCaption'] === '1' ? true : false;
  var saveLastIndex  = parameters['saveLastIndex'] === '1' ? true : false;
  var openResetIndex = parameters['openResetIndex'] === '1' ? true : false;
  var openGoldWindow = parameters['openGoldWindow'] === '1' ? true : false;
  var goldWindowX = Number(parameters['goldWindowX']);
  var goldWindowY = Number(parameters['goldWindowY']);
  var seOpenCommand = (new Function("return " + parameters['seOpenCommand']))();
  var seCloseCommand = (new Function("return " + parameters['seCloseCommand']))();
  var commandIcon = {};
  commandIcon['item']      = Number(parameters['commandIconItem']);
  commandIcon['skill']     = Number(parameters['commandIconSkill']);
  commandIcon['equip']     = Number(parameters['commandIconEquip']);
  commandIcon['status']    = Number(parameters['commandIconStatus']);
  commandIcon['formation'] = Number(parameters['commandIconFormation']);
  commandIcon['options']   = Number(parameters['commandIconOptions']);
  commandIcon['save']      = Number(parameters['commandIconSave']);
  commandIcon['gameEnd']   = Number(parameters['commandIconGameEnd']);
  commandIcon['goldLevelUp'] = Number(parameters['commandIconGoldLevelUp']);
  var rotateDuration       = Number(parameters['rotateDuration']);
  var iconDistX            = Number(parameters['iconDistX']);
  var iconDistY            = Number(parameters['iconDistY']);
  var iconSelectScale      = Number(parameters['iconSelectScale']);
  var captionWidth         = Number(parameters['captionWidth']);
  var captionHeight        = Number(parameters['captionHeight']);
  var captionShiftX        = Number(parameters['captionShiftX']);
  var captionShiftY        = Number(parameters['captionShiftY']);
 
  //-----------------------------------------------------------------------------
  // Game_Temp
  //
 
  Game_Temp.prototype.isRingCommandVisible = function() {
    if (this._ringCommandVisible === undefined) {
      this._ringCommandVisible = false;
    }
    return this._ringCommandVisible;
  };
 
  Game_Temp.prototype.setRingCommandVisible = function(flag) {
    this._ringCommandVisible = flag;
  };
 
  Game_Temp.prototype.ringCommandLastIndex = function() {
    if (this._ringCommandLastIndex === undefined) {
      this._ringCommandLastIndex = 0;
    }
    return this._ringCommandLastIndex;
  };
 
  Game_Temp.prototype.setRingCommandLastIndex = function(index) {
    this._ringCommandLastIndex = index;
  };
 
  Game_Temp.prototype.calledByRingCommand = function() {
    if (this._calledByRingCommand === undefined) {
      this._calledByRingCommand = false;
    }
    return this._calledByRingCommand;
  };
 
  Game_Temp.prototype.setCalledByRingCommand = function(flag) {
    this._calledByRingCommand = flag;
  };
 
  //-----------------------------------------------------------------------------
  // Game_Player
  //
 
  var _Game_Player_canMove = Game_Player.prototype.canMove;
  Game_Player.prototype.canMove = function() {
    if ($gameTemp.isRingCommandVisible()) {
      return false;
    }
    return _Game_Player_canMove.call(this);
  };
 
  //-----------------------------------------------------------------------------
  // Sprite_TMRingCommandIcon
  //
 
  function Sprite_TMRingCommandIcon() {
    this.initialize.apply(this, arguments);
  }

  Sprite_TMRingCommandIcon.prototype = Object.create(Sprite.prototype);
  Sprite_TMRingCommandIcon.prototype.constructor = Sprite_TMRingCommandIcon;

  Sprite_TMRingCommandIcon.prototype.initialize = function(name) {
    Sprite.prototype.initialize.call(this);
    this.anchor.x = 0.5;
    this.anchor.y = 0.5;
    this._commandName = name;
    this.bitmap = ImageManager.loadSystem('IconSet');
    var bx = commandIcon[name] % 16 * Window_Base._iconWidth;
    var by = Math.floor(commandIcon[name] / 16) * Window_Base._iconHeight;
    this.setFrame(bx, by, Window_Base._iconWidth, Window_Base._iconHeight);
    this._targetPosAngle = 0;
    this._posAngle = 0;
  };
 
  Sprite_TMRingCommandIcon.prototype.setIndex = function(index) {
    this._targetPosAngle = Math.PI * 2 / this.parent._commandSprites.length * index;
    var r = this._targetPosAngle - this._posAngle;
    r -= Math.floor(r / (Math.PI * 2)) * (Math.PI * 2);
    if (r > Math.PI) {
      r -= Math.PI * 2;
    }
    this._rotationCount = rotateDuration;
    this._va = r / this._rotationCount;
  };

  Sprite_TMRingCommandIcon.prototype.name = function() {
    return this._commandName;
  };
 
  Sprite_TMRingCommandIcon.prototype.isEnabled = function() {
    switch (this._commandName) {
    case 'save':
      return this.isSaveEnabled();
    case 'options':
      return this.isOptionsEnabled();
    case 'gameEnd':
      return this.isGameEndEnabled();
    default:
      return this.areMainCommandsEnabled();
    }
  };
 
  Sprite_TMRingCommandIcon.prototype.areMainCommandsEnabled = function() {
    return $gameParty.exists();
  };

  Sprite_TMRingCommandIcon.prototype.isFormationEnabled = function() {
    return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled();
  };

  Sprite_TMRingCommandIcon.prototype.isOptionsEnabled = function() {
    return true;
  };

  Sprite_TMRingCommandIcon.prototype.isSaveEnabled = function() {
    return !DataManager.isEventTest() && $gameSystem.isSaveEnabled();
  };

  Sprite_TMRingCommandIcon.prototype.isGameEndEnabled = function() {
    return true;
  };

  Sprite_TMRingCommandIcon.prototype.update = function() {
    Sprite.prototype.update.call(this);
    if (this._rotationCount > 0) {
      this._posAngle += this._va;
      this._rotationCount--;
      if (this._rotationCount === 0) {
        this._posAngle = this._targetPosAngle;
      }
    }
    var r = this._posAngle + Math.PI / 2;
    this.x = Math.cos(r) * this.parent._commandRadius * iconDistX;
    this.y = Math.sin(r) * this.parent._commandRadius * iconDistY - 24;
    var scale = (this.y + 56) / 256 + 0.75;
    if (this.parent.currentCommandName() === this.name()) {
      scale *= iconSelectScale;
    }
    this.scale.set(scale, scale);
    this.opacity = this.isEnabled() ? 255 : 160
  };
 
  //-----------------------------------------------------------------------------
  // Sprite_TMRingCommandCaption
  //
 
  function Sprite_TMRingCommandCaption() {
    this.initialize.apply(this, arguments);
  }

  Sprite_TMRingCommandCaption.prototype = Object.create(Sprite.prototype);
  Sprite_TMRingCommandCaption.prototype.constructor = Sprite_TMRingCommandCaption;

  Sprite_TMRingCommandCaption.prototype.initialize = function() {
    Sprite.prototype.initialize.call(this);
    this.anchor.x = 0.5;
    this.anchor.y = 0.5;
    this.x = captionShiftX;
    this.y = captionShiftY;
    this._commandName = '';
    this.bitmap = new Bitmap(captionWidth, captionHeight);
  };
 
  Sprite_TMRingCommandCaption.prototype.update = function() {
    if (this._commandName !== this.parent.currentCommandName()) {
      this._commandName = this.parent.currentCommandName();
      this.refresh();
    }
  };
 
  Sprite_TMRingCommandCaption.prototype.refresh = function() {
    this.bitmap.clear();
    this.bitmap.paintOpacity = 160;
    this.bitmap.fillRect(0, 0, 240, 48, '#000000');
    this.bitmap.paintOpacity = 255;
    this.bitmap.drawText(TextManager[this._commandName], 0, 0,
                         captionWidth, captionHeight, 'center');
  };
 
  //-----------------------------------------------------------------------------
  // Sprite_TMRingCommand
  //
 
  function Sprite_TMRingCommand() {
    this.initialize.apply(this, arguments);
  }

  Sprite_TMRingCommand.prototype = Object.create(Sprite.prototype);
  Sprite_TMRingCommand.prototype.constructor = Sprite_TMRingCommand;

  Sprite_TMRingCommand.prototype.initialize = function() {
    Sprite.prototype.initialize.call(this);
    this._commandIndex = saveLastIndex ? $gameTemp.ringCommandLastIndex() : 0;
    this._commandRadius = 0;
    this.makeCommandList();
    this.makeCaption();
    this.refresh();
  };

  Sprite_TMRingCommand.prototype.makeCommandList = function() {
    this._commandSprites = []
    this.addMainCommands();
    this.addFormationCommand();
    this.addOptionsCommand();
    this.addOriginalCommand();
    this.addSaveCommand();
    this.addGameEndCommand();
  };
 
  Sprite_TMRingCommand.prototype.currentCommandName = function() {
    return this._commandSprites[this._commandIndex].name();
  };

  Sprite_TMRingCommand.prototype.addMainCommands = function() {
    if (this.needsCommand('item')) {
      var sprite = new Sprite_TMRingCommandIcon('item');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
    if (this.needsCommand('skill')) {
      var sprite = new Sprite_TMRingCommandIcon('skill');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
    if (this.needsCommand('equip')) {
      var sprite = new Sprite_TMRingCommandIcon('equip');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
    if (this.needsCommand('status')) {
      var sprite = new Sprite_TMRingCommandIcon('status');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
  };
 
  Sprite_TMRingCommand.prototype.addFormationCommand = function() {
    if (this.needsCommand('formation')) {
      var sprite = new Sprite_TMRingCommandIcon('formation');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
  };

  Sprite_TMRingCommand.prototype.addOriginalCommand = function() {
    if (Imported.TMGoldLevelUp && TextManager.goldLevelUp) {
      var sprite = new Sprite_TMRingCommandIcon('goldLevelUp');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
  };
 
  Sprite_TMRingCommand.prototype.addOptionsCommand = function() {
    var sprite = new Sprite_TMRingCommandIcon('options');
    this._commandSprites.push(sprite);
    this.addChild(sprite);
  };

  Sprite_TMRingCommand.prototype.addSaveCommand = function() {
    if (this.needsCommand('save')) {
      var sprite = new Sprite_TMRingCommandIcon('save');
      this._commandSprites.push(sprite);
      this.addChild(sprite);
    }
  };

  Sprite_TMRingCommand.prototype.addGameEndCommand = function() {
    var sprite = new Sprite_TMRingCommandIcon('gameEnd');
    this._commandSprites.push(sprite);
    this.addChild(sprite);
  };

  Sprite_TMRingCommand.prototype.needsCommand = function(name) {
    var flags = $dataSystem.menuCommands;
    if (flags) {
      switch (name) {
      case 'item':
        return flags[0];
      case 'skill':
        return flags[1];
      case 'equip':
        return flags[2];
      case 'status':
        return flags[3];
      case 'formation':
        return flags[4];
      case 'save':
        return flags[5];
      }
    }
    return true;
  };
 
  Sprite_TMRingCommand.prototype.makeCaption = function() {
    if (useCaption) {
      this._captionSprite = new Sprite_TMRingCommandCaption();
      this.addChild(this._captionSprite);
    }
  };

  Sprite_TMRingCommand.prototype.update = function() {
    Sprite.prototype.update.call(this);
    this.updateVisible();
    if ($gameTemp.isRingCommandVisible()) {
      if (this._commandRadius < 4) {
        if (this._commandRadius === 0) {
          if (openResetIndex) {
            this._commandIndex = saveLastIndex ? $gameTemp.ringCommandLastIndex() : 0;
            this.refresh();
          }
          AudioManager.playSe(seOpenCommand);
        }
        if (openGoldWindow && this.parent.parent) {
          var goldWindow = this.parent.parent._messageWindow._goldWindow;
          goldWindow.x = goldWindowX;
          goldWindow.y = goldWindowY;
          goldWindow.open();
        }
        this._commandRadius++;
      }
      this.updateInput();
      this.x = $gamePlayer.screenX();
      this.y = $gamePlayer.screenY();
    } else {
      if (this._commandRadius > 0) {
        if (this._commandRadius === 4) {
          if (openGoldWindow) {
            this.parent.parent._messageWindow._goldWindow.close();
          }
          AudioManager.playSe(seCloseCommand);
        }
        this._commandRadius--;
      }
    }
  };
 
  Sprite_TMRingCommand.prototype.updateVisible = function() {
    if (SceneManager._scene.isBusy() || $gameMap.isEventRunning() ||
        !$gameSystem.isMenuEnabled()) {
      $gameTemp.setRingCommandVisible(false);
    } else if (useEscape) {
    } else {
      $gameTemp.setRingCommandVisible(Input.isPressed('control'));
    }
   
    this.visible = this._commandRadius > 0;
  };
 
  Sprite_TMRingCommand.prototype.updateInput = function() {
    if (Input.isRepeated('left') || (TouchInput.isRepeated() &&
        TouchInput.x < $gamePlayer.screenX() - 24)) {
      this._commandIndex--
      if (this._commandIndex < 0) {
        this._commandIndex = this._commandSprites.length - 1;
      }
      this.refresh();
      SoundManager.playCursor();
    }
    if (Input.isRepeated('right') || (TouchInput.isRepeated() &&
        TouchInput.x > $gamePlayer.screenX() + 24)) {
      this._commandIndex++;
      if (this._commandIndex >= this._commandSprites.length) {
        this._commandIndex = 0;
      }
      this.refresh();
      SoundManager.playCursor();
    }
    if (Input.isTriggered('ok') || (TouchInput.isTriggered() &&
        TouchInput.x >= $gamePlayer.screenX() - 24 &&
        TouchInput.x <= $gamePlayer.screenX() + 24)) {
      var sprite = this._commandSprites[this._commandIndex];
      if (sprite.isEnabled()) {
        switch (sprite.name()) {
        case 'item':
          $gameTemp.setCalledByRingCommand(true);
          SceneManager.push(Scene_Item);
          break;
        case 'skill':
          $gameTemp.setCalledByRingCommand(true);
          SceneManager.push(Scene_Skill);
          break;
        case 'equip':
          SceneManager.push(Scene_Equip);
          break;
        case 'status':
          $gameTemp.setCalledByRingCommand(true);
          SceneManager.push(Scene_Status);
          break;
        case 'formation':
          SceneManager.push(Scene_RCFormation);
          break;
        case 'options':
          SceneManager.push(Scene_Options);
          break;
        case 'save':
          SceneManager.push(Scene_Save);
          break;
        case 'gameEnd':
          SceneManager.push(Scene_GameEnd);
          break;
        case 'goldLevelUp':
          SceneManager.push(TMParam.Scene_GoldLevelUp);
          break;
        }
        this._commandRadius = 0;
        if (openGoldWindow) {
          this.parent.parent._messageWindow._goldWindow.hide();
        }
        $gameTemp.setRingCommandLastIndex(this._commandIndex);
        $gameTemp.setRingCommandVisible(false);
        SoundManager.playOk();
      } else {
        SoundManager.playBuzzer();
      }
    }
    if (useEscape && this._commandRadius === 4 &&
        (Input.isTriggered('menu') || TouchInput.isCancelled())) {
      $gameTemp.setRingCommandVisible(false);
    }
  };

  Sprite_TMRingCommand.prototype.refresh = function() {
    for (var i = 0; i < this._commandSprites.length; i++) {
      var sprite = this._commandSprites[i];
      var index = (this._commandIndex - i) % this._commandSprites.length;
      sprite.setIndex(index);
    }
  };
 
  //-----------------------------------------------------------------------------
  // Spriteset_Map
  //
 
  var _Spriteset_Map_createLowerLayer = Spriteset_Map.prototype.createLowerLayer;
  Spriteset_Map.prototype.createLowerLayer = function() {
    _Spriteset_Map_createLowerLayer.call(this);
    this.createRingCommand();
  };

  Spriteset_Map.prototype.createRingCommand = function() {
    this._ringCommand = new Sprite_TMRingCommand();
    this.addChild(this._ringCommand);
  };
 
  //-----------------------------------------------------------------------------
  // Window_MenuActor
  //
 
  var _Window_MenuActor_refresh = Window_MenuActor.prototype.refresh;
  Window_MenuActor.prototype.refresh = function() {
    if (!$gameTemp.calledByRingCommand()) {
      _Window_MenuActor_refresh.call(this);
    }
  };
 
  //-----------------------------------------------------------------------------
  // Window_SkillStatus
  //
 
  var _Window_SkillStatus_refresh = Window_SkillStatus.prototype.refresh;
  Window_SkillStatus.prototype.refresh = function() {
    if (!$gameTemp.calledByRingCommand()) {
      _Window_SkillStatus_refresh.call(this);
    }
  };
 
  //-----------------------------------------------------------------------------
  // Window_Status
  //
 
  var _Window_Status_refresh = Window_Status.prototype.refresh;
  Window_Status.prototype.refresh = function() {
    if (!$gameTemp.calledByRingCommand()) {
      _Window_Status_refresh.call(this);
    }
  };
 
  //-----------------------------------------------------------------------------
  // Window_Message
  //
 
  var _Window_Message_updatePlacement = Window_Message.prototype.updatePlacement;
  Window_Message.prototype.updatePlacement = function() {
    _Window_Message_updatePlacement.call(this);
    this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
  };

  //-----------------------------------------------------------------------------
  // Scene_Item
  //
 
  var _Scene_Item_start = Scene_Item.prototype.start;
  Scene_Item.prototype.start = function() {
    _Scene_Item_start.call(this);
    if ($gameTemp.calledByRingCommand()) {
      $gameTemp.setCalledByRingCommand(false);
      this._actorWindow.refresh();
    }
  }
 
  //-----------------------------------------------------------------------------
  // Scene_Skill
  //
 
  var _Scene_Skill_start = Scene_Skill.prototype.start;
  Scene_Skill.prototype.start = function() {
    _Scene_Skill_start.call(this);
    if ($gameTemp.calledByRingCommand()) {
      $gameTemp.setCalledByRingCommand(false);
      this._actorWindow.refresh();
      this._statusWindow.refresh();
    }
  }
 
  //-----------------------------------------------------------------------------
  // Scene_Status
  //
 
  var _Scene_Status_start = Scene_Status.prototype.start;
  Scene_Status.prototype.start = function() {
    _Scene_Status_start.call(this);
    if ($gameTemp.calledByRingCommand()) {
      $gameTemp.setCalledByRingCommand(false);
      this._statusWindow.refresh();
    }
  }
 
  //-----------------------------------------------------------------------------
  // Scene_Map
  //
 
  var _Scene_Map_callMenu = Scene_Map.prototype.callMenu;
  Scene_Map.prototype.callMenu = function() {
    if (useEscape) {
      $gameTemp.setRingCommandVisible(true);
      this.menuCalling = false;
    } else {
      _Scene_Map_callMenu.call(this);
    }
  };

  //-----------------------------------------------------------------------------
  // Scene_RCFormation
  //

  function Scene_RCFormation() {
    this.initialize.apply(this, arguments);
  }

  Scene_RCFormation.prototype = Object.create(Scene_MenuBase.prototype);
  Scene_RCFormation.prototype.constructor = Scene_RCFormation;

  Scene_RCFormation.prototype.initialize = function() {
    Scene_MenuBase.prototype.initialize.call(this);
  };

  Scene_RCFormation.prototype.create = function() {
    Scene_MenuBase.prototype.create.call(this);
    this.createStatusWindow();
  };

  Scene_RCFormation.prototype.start = function() {
    Scene_MenuBase.prototype.start.call(this);
    this._statusWindow.refresh();
    this._statusWindow.setFormationMode(true);
    this._statusWindow.selectLast();
    this._statusWindow.activate();
    this._statusWindow.setHandler('ok',     this.onFormationOk.bind(this));
    this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this));
  };

  Scene_RCFormation.prototype.createStatusWindow = function() {
    this._statusWindow = new Window_MenuStatus(0, 0);
    this._statusWindow.x = (Graphics.boxWidth - this._statusWindow.width) / 2;
    this.addWindow(this._statusWindow);
  };

  Scene_RCFormation.prototype.onFormationOk = function() {
    var index = this._statusWindow.index();
    var actor = $gameParty.members()[index];
    var pendingIndex = this._statusWindow.pendingIndex();
    if (pendingIndex >= 0) {
      $gameParty.swapOrder(index, pendingIndex);
      this._statusWindow.setPendingIndex(-1);
      this._statusWindow.redrawItem(index);
    } else {
      this._statusWindow.setPendingIndex(index);
    }
    this._statusWindow.activate();
  };

  Scene_RCFormation.prototype.onFormationCancel = function() {
    if (this._statusWindow.pendingIndex() >= 0) {
      this._statusWindow.setPendingIndex(-1);
      this._statusWindow.activate();
    } else {
      this.popScene();
    }
  };

})();

Here is my code :
Code:

I'm using YEP_main menu manager, here are my custom menus configuration

1598437974518.png
1598438127864.png


The picture of my problem :
- The menu already configured in the plugin
1598460007393.png

- The menu I configured
1598460038318.png

anyone knows where I can set the labels? It seems it's not is the ringmenu plugin itself and I have to do it elsewhere but I don't find where...

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