Ring Menu Advanced
#3
SYSTEM REPAIR AND UPDATE
to version 1.1


Has anyone seen a menu system that has absolutely no menu options? Probably not. But with Ring Menu Advanced, that is indeed possible.  But until now, making such an attempt would cause issue when the system attempted to display the name(s) of the currently selected menu option as there wouldn't be any options to even render.

And while the Ring Menu system is flexible to enable or disable certain options, how would the menu itself react if only three menu options were on display with one being the Save Game" option, and the default save menu attempts to return to menu option number 5?  That too would indeed be an issue.

Exiting from a sub-menu such as Item, Equip, and even Game_Over are no longer an issue on multiple fronts.

Now native-built into Ring Menu Advanced is a system that pre-checks how many menu options exist, and will set the index position to target the very first one if no match is discovered.  And if there are no menu options at all, the Ring Menu will actively halt rendering of the menu itself and all interactivity with the player with the exception of the Cancel/Escape buttons.

And for those that want to ensure the menu begins with the first menu option regardless of condition, a new configuration switch has been added.  Of course, if there are no currently existing menu options, it will again not display the menu and all you can do is hit Escape.

BUT THERE IS MORE!!!!



The issue with menu options such as Scene_Equip or Scene_Save returning to the Ring Menu at the wrong index position has bee resolved with a very simple patch.

RPGMaker's main menu assumed fixed index/cursor positions for its six menu options.  And those sub-menu scripts (Item, Skill, Status) all assumed they would return to those index positions by passing a fixed numeric value back into the menu itself.

Ex:
Code:
# Switch to menu screen
$scene = Scene_Menu.new(4)

This literally FORCED the menu, including the Ring Menu, to set a specific menu option. And this example forces the menu to index position 4 (or the 5th menu option).  In this case, the above statement (taken from Scene_Save) would not work if the only menu options were ITEM and SAVE.  With new version 1.1, it would error-preventavely set the index position to '0' and highlight the first option.  And with the original, it would crash as there were not enough menu options for this to work.


New Patch now Included

Ring Menu Advanced now memorizes its last index position before entering a sub-menu such as Scene_Save.  And with the new "Ring Menu Advanced Targeted Return" patch, that memorized index position is then used when returning back to the menu!

Code:
idx = $game_temp.ringmenu_idx                   # Acquire last menu index 
$scene = Scene_Menu.new(idx)                    # Switch to menu screen

It is actively so simple.

And to use a new option such as a bestiary script with Ring Menu, you just need to  include the patch's "Ring_ReturnAddon" code and insert one of the two pre-made methods where needed.  Just looking at the patch and how the methods are integrated should be enough for even an early-intermediate scripter or user.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Ring Menu Advanced - by DerVVulfman - 06-04-2026, 11:37 PM
RE: Ring Menu Advanced - by Ace_V - 06-05-2026, 12:26 PM
RE: Ring Menu Advanced - by DerVVulfman - 06-05-2026, 07:17 PM

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