#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# [email][email protected][/email]
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#     menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
   @menu_index = menu_index
   $location_text=[]
   $window_size=[]
   $ring_menu_text=[]
   $chara_select=[]
   @window_opacity=[]
   @chara_select=[]
   @window_position=[]
  
    #--------------------------------------------------------------------------------------------------
    # ■ Ring Menu Customization Section: (By Dubealex)
    #--------------------------------------------------------------------------------------------------
    # Those variables defines how the script will act.
    # Simply change the value by those you want.
    # Remember that changing the font size has its limitation due to text space allocation.
    #
    # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
    $location_text[0]="Tahoma"      # Font Type
    $location_text[1]=22                # Font Size
    $location_text[2]=6                  # Location Title Color
    $location_text[4]=0                  # Map Name Color
    $location_text[3]="Location:"     # Customize the "Location" Title Text
    
    # ▼ SHOW LOCATION WINDOW SETTINS:
    @show_location_window=true                       #Set to false to not use it !
    @window_opacity[0]=255                             # Border Opacity
    @window_opacity[1]=130                             # Background Opacity
    $window_location_skin="001-Blue01"            # Window Skin
    @window_position[0]=20                             # X Axis Position
    @window_position[1]=20                             # Y Axis Position
    $window_size[0]=160                                  # Lengh
    $window_size[1]=96                                    # Heigh
    
    # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
    $ring_menu_text[0]="Tahoma"      # Font Type
    $ring_menu_text[7]=0                  # Font Color
    $ring_menu_text[8]=22                # Font Size
    $ring_menu_text[1]="Items"         # Items Menu Text
    $ring_menu_text[2]="Skills"          # Skills Menu Text
    $ring_menu_text[3]="Equip"         # Equip Menu Text
    $ring_menu_text[4]="Stats"          # Stats Menu Text
    $ring_menu_text[5]="Save"          # Save Menu Text
    $ring_menu_text[6]="Quit"           # Quit Menu Text
    
    # ▼  CHARACTER SELECTION WINDOW SETTINGS :
    @chara_select[0]=400               # 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]=22                  # Font Size
    $chara_select[2]=255               # Window Border Opacity
    $chara_select[3]=130               # Window Background Opacity
    $chara_select[4]="001-Blue01"  # Window Skin to use
   #--------------------------------------------------------------------------------------------------
  
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main
  
   # Show Player Location Feature:
   if @show_location_window==true    
   @window_location = Window_Location.new
      @window_location.x = @window_position[0]
      @window_location.y = @window_position[1]
      @window_location.opacity = @window_opacity[0]
      @window_location.back_opacity = @window_opacity[1]
      end
   #End of Show Player Location
  
   # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
   @spriteset = Spriteset_Map.new
   # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
   px = $game_player.screen_x - 15
   py = $game_player.screen_y - 24
   @command_window = Window_RingMenu.new(px,py)
   @command_window.index = @menu_index
   # ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
   if $game_party.actors.size == 0
     # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
     @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
   # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
   if $game_system.save_disabled
     # ƒZ[ƒu‚𖳌ø‚É‚·‚é
     @command_window.disable_item(4)
   end
   # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
   @status_window = Window_RingMenuStatus.new
   @status_window.x = @chara_select[0]
   @status_window.y = @chara_select[1]
   @status_window.z = 200
   @status_window.opacity=$chara_select[2]
   @status_window.back_opacity=$chara_select[3]
   @status_window.visible = false
   # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
   Graphics.transition
   # ƒƒCƒ“ƒ‹[ƒv
   loop do
     # ƒQ[ƒ€‰æ–Ê‚ðXV
     Graphics.update
     # “ü—͏î•ñ‚ðXV
     Input.update
     # ƒtƒŒ[ƒ€XV
     update
     # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
     if $scene != self
       break
     end
   end
   # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
   Graphics.freeze
   # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
   @spriteset.dispose
   # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
   if @show_location_window==true
   @window_location.dispose
   end
   @command_window.dispose
   @status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
   # ƒEƒBƒ“ƒhƒE‚ðXV
   if @show_location_window==true
   @window_location.update
   end
   @command_window.update
   @status_window.update
   # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
   if @command_window.active
     update_command
     return
   end
   # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
   if @status_window.active
     update_status
     return
   end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
   # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::B)
     # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
     $game_system.se_play($data_system.cancel_se)
     # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
     $scene = Scene_Map.new
     return
   end
   # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::C)
     # ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
     if $game_party.actors.size == 0 and @command_window.index < 4
       # ƒuƒU[ SE ‚ð‰‰‘t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
     case @command_window.index
     when 0  # ƒAƒCƒeƒ€
       # Œˆ’è  SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_Item.new
     when 1  # ƒXƒLƒ‹
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
       @command_window.active = false
       @status_window.active = true
       @status_window.visible = true
       @status_window.index = 0
     when 2  # ‘•”õ
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
       @command_window.active = false
       @status_window.active = true
       @status_window.visible = true
       @status_window.index = 0
     when 3  # ƒXƒe[ƒ^ƒX
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
       @command_window.active = false
       @status_window.active = true
       @status_window.visible = true
       @status_window.index = 0
     when 4  # ƒZ[ƒu
       # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
       if $game_system.save_disabled
         # ƒuƒU[ SE ‚ð‰‰‘t
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_Save.new
     when 5  # ƒQ[ƒ€I—¹
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_End.new
     end
     return
   end
   # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
   return if @command_window.animation?
   # ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   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
   # «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   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
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status
   # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::B)
     # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
     $game_system.se_play($data_system.cancel_se)
     # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
     @command_window.active = true
     @status_window.active = false
     @status_window.visible = false
     @status_window.index = -1
     return
   end
   # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::C)
     # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
     case @command_window.index
     when 1  # ƒXƒLƒ‹
       # ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
       if $game_party.actors[@status_window.index].restriction >= 2
         # ƒuƒU[ SE ‚ð‰‰‘t
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_Skill.new(@status_window.index)
     when 2  # ‘•”õ
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_Equip.new(@status_window.index)
     when 3  # ƒXƒe[ƒ^ƒX
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       # ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
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 ]
   [url=home.php?mod=space&uid=249395]@disabled[/url] = [ false, false, false, false, false, false ]
   @cx = center_x - 16
   @cy = center_y - 16
   setup_move_start
   refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
   super
   refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   # ƒAƒCƒRƒ“‚ð•`‰æ
   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
   # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
   self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
#  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
#     x :
#     y :
#     i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
   #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
   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
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
#     index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
   @disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
   return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize
   super(204, 64, 232, 352)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.size = $chara_select[5]
   refresh
   self.active = false
   self.index = -1
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   self.windowskin = RPG::Cache.windowskin($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 - 40, y + 80)
     draw_actor_name(actor, x, y + 24)
   end
end
#--------------------------------------------------------------------------
# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
#--------------------------------------------------------------------------
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
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map
  
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
   $map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
  super(0, 0, $window_size[0], $window_size[1])
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $location_text[0]
   self.contents.font.size = $location_text[1]
  refresh
end

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
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================