~[Syvkal's Ring Menu VXAce]~

Syvkal

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Syvkal's Ring Menu VXAce

Version: 1.2


Introduction

Recreating my Ring Menu for VXAce ^-^

Terms of Use

Please read the Script Header ;)

Features

  • Main Menu Ring Menu
  • Actor Selection Ring Menu
  • Option to exclude disabled options (I don't like my Disable Icon any more :p )
  • Option to skip Actor Selection when there is only one member in the party

Screenshots

Script

Click Here

Instructions

Put it under the Materials Section

Must include Menu icons (48 x 48) in the 'Pictures' folder. Or use these:

Further instructions can be found in the script header.

Compatibility

Additional scenes should be automatically added assuming thier creators utilise the 'add_original_commands' feature in Window_MenuCommand

This script redefines the following methods:

  • create_status_window (Scene_Menu)
  • on_formation_ok (Scene_Menu)
  • on_formation_cancel (Scene_Menu)
  • draw_character (Window_Base)

This script Aliases the following methods:

  • add_save_command (Window_MenuCommand)
  • start (Scene_Menu)
  • create_command_window (Scene_Menu)
  • command_personal (Scene_Menu)
  • command_formation (Scene_Menu)
  • on_personal_cancel (Scene_Menu)

Author's Notes

Pretty much made from scratch again for VXAce. I wanted to remake the animation coding so it was entirely mine, but I realised XRXS, Dubealex & Hypershadow180's original was near flawless so I kept it xD

It's still a little messy and I may clean it up later, but there's now a base class for Ring Menus - so it should be easier for you to make your own (though it currently uses Window_MenuCommand as a superclass for convenience... ^-^ [Now edited so the base works like Window_Selectable while retaining the Window_Command features - may be updated to split them later]
 
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Tukang_Sapu

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hell yeah !!

i'm happy when you has converted this to VXA.

gonna use this script :lol:
 

Syvkal

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Updated Version 1.2

  • Compatibility Upgrade - mainly for making your own Ring Menus
 

johndb

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Is it possible to have the Ring Menu without the location and the amount of gold? I'm going for a simplistic look. *Nods*
 

omoney

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If I wanted to relocate the origin of the ring menu what lines would I need to change?

I have resized my screen to be 816 x 624 and the default appears slightly off center.
 

LusianL

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Do you know how to remove the lease?Please.
 

Shablo5

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If I wanted to relocate the origin of the ring menu what lines would I need to change?

I have resized my screen to be 816 x 624 and the default appears slightly off center.
If you want to move the height horizontally, open the script (The menu itself) and go to line 306. There you can change the height of the icons.

I skimmed over and didn't find the way to move the text, so bringing the height to about 544 looks okay, anything else looks off without moving the horizontal placement of the text. Again, i'm sure it's there, just didn't find it myself.

Do you know how to remove the lease?Please.
I don't know what you mean by Lease. Did you just buy a car? Gotta pay it off then.
 

omoney

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mm yeah i tried messing with those methods you mentioned. I find it strange how putting the current dimensions don't center it since the original numbers were the original dimensions of the game.
 

LusianL

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don't know what you mean by Lease. Did you just buy a car? Gotta pay it off then
deactivate name of the map...
 

mobychan

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go to this method:



Code:
#--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    start_ring_original
    create_location_window
  end
and remove or comment out (put # before the line) the line saying "create_location_window"
 

LusianL

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works well thanks
 

Bird Eater

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Very interesting.

How would one go around making their own ring menu so that the script pops up a custom ring with custom commands?

I've tried some stuff by creating a new scene but I'm not really getting anywhere...
 

Xenophil 2.0

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Getting a strange error saying that the script is unable to find the DisableIcon, even though I have it in the appropriate place ._ .
 

TheBrogrammer

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@Xenophil:

I had this problem too. But if you look closely at the error message, it says "Unable to find Disable Icon". It has a space! So the solution to your problem is to simply rename the icons with spaces between the word and "icon". And the "Game End Icon" needs to be spelled exactly as I did. Hope that helps!

@Bird Eater, this is possible with common events and Yanfly's Menu Script. Just make sure you have an 48x48 icon named "[Common event name] Icon" so the menu works.

And finally, a question of my own: How can I remove the gold box in the corner? At first I thought it would be similar to Mobychan's answer, but it didn't work out that way. :( Any help?
 

Leinkreig

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And finally, a question of my own: How can I remove the gold box in the corner? At first I thought it would be similar to Mobychan's answer, but it didn't work out that way. :( Any help?
Go to Scene_Menu and remove the "create_gold_window" so you have something like this:

def start

super

create_command_window

create_status_window

end

Or you can just insert a new script and use this:

class Scene_Menu < Scene_MenuBase

def start

super

create_command_window

create_status_window

end

end
 
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TheBrogrammer

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That works like a charm, thanks!

This is a great script, Syvkal! I've been looking for this for Ace for a while now.
 

Xenophil 2.0

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@TheBrogrammer Le gaspe! You are right! XD woopsies :3
 

Povincci

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I find this script really interesting. Currently, I'm trying to customize it and I've been having a nice time. I don't know why :D

Just wanna say good job!
 

TheBrogrammer

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This script is quite customizable as Mashi said, but I finally found something I can't do with it. However it might be possible:

Is there any way to add/remove options from this menu in-game? (Example: Clark Kent doesn't do any fighting, but Superman does. How can I get rid of the status screen when playing as Clark Kent, and add it back in when a phone booth is available and a heist is taking place?) So the ring looks like this:

As Kent:

Save

Game End

Items

As Superman:

Save

Game End

Items

Status
 
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becster731

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Is there a way that, for example, I would be able to configure certain keys to certain menus? Like pressing q opens the item menu, pressing w opens the equip menu... etc.
 

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