What these basically do is make the Title Screen, Menu, and End Game screen have icons next to their words. You can customize the icons, by the way.
Put all of these above main and below any other scripts you might have
[Show/Hide] TitleIcons
See the top of the script for instructions
CODE
#==============================================================================
# ** Redd's TitleIcons
#==============================================================================
# Gives the title screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 40, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_TitleIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_TitleIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '001-Weapon01'
when 1
icon = '035-Item04'
when 2
icon = '046-Skill03'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
# ** Redd's TitleIcons
#==============================================================================
# Gives the title screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 40, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_TitleIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_TitleIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '001-Weapon01'
when 1
icon = '035-Item04'
when 2
icon = '046-Skill03'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
[Show/Hide] MenuIcons
See the top of the script for instructions
CODE
#==============================================================================
# ** Redd's MenuIcons
#==============================================================================
# Gives the menu the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 26, and change
# @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
# to...
# @command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_MenuIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '032-Item01'
when 1
icon = '050-Skill07'
when 2
icon = '013-Body01'
when 3
icon = '040-Item09'
when 4
icon = '035-Item04'
when 5
icon = '046-Skill03'
# If there are more than 6 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
# ** Redd's MenuIcons
#==============================================================================
# Gives the menu the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 26, and change
# @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
# to...
# @command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_MenuIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '032-Item01'
when 1
icon = '050-Skill07'
when 2
icon = '013-Body01'
when 3
icon = '040-Item09'
when 4
icon = '035-Item04'
when 5
icon = '046-Skill03'
# If there are more than 6 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
[Show/Hide] EndIcons
See the top of the script for instructions
CODE
#==============================================================================
# ** Redd's EndIcons
#==============================================================================
# Gives the ending screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_End, look
# for line 16, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_EndIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_EndIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '048-Skill05'
when 1
icon = '046-Skill03'
when 2
icon = '036-Item05'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
# ** Redd's EndIcons
#==============================================================================
# Gives the ending screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_End, look
# for line 16, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_EndIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_EndIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '048-Skill05'
when 1
icon = '046-Skill03'
when 2
icon = '036-Item05'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
Hope you like them. No need to give credit. They were really simple to make.
If you want me to put icons in a custom menu/title/whatever script, just ask
Ultra thanks to Night_Runner for making the tutorial on how to do this... at least part of it.
EDIT: Here's the whole thing put together in one script:
[Show/Hide] All-In-One
CODE
#==============================================================================
# ** Redd's TitleIcons
#==============================================================================
# Gives the title screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 40, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_TitleIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_TitleIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '001-Weapon01'
when 1
icon = '035-Item04'
when 2
icon = '046-Skill03'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's MenuIcons
#==============================================================================
# Gives the menu the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 26, and change
# @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
# to...
# @command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_MenuIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '032-Item01'
when 1
icon = '050-Skill07'
when 2
icon = '013-Body01'
when 3
icon = '040-Item09'
when 4
icon = '035-Item04'
when 5
icon = '046-Skill03'
# If there are more than 6 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's EndIcons
#==============================================================================
# Gives the ending screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_End, look
# for line 16, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_EndIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_EndIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '048-Skill05'
when 1
icon = '046-Skill03'
when 2
icon = '036-Item05'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
# ** Redd's TitleIcons
#==============================================================================
# Gives the title screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 40, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_TitleIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_TitleIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '001-Weapon01'
when 1
icon = '035-Item04'
when 2
icon = '046-Skill03'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's MenuIcons
#==============================================================================
# Gives the menu the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 26, and change
# @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
# to...
# @command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_MenuIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '032-Item01'
when 1
icon = '050-Skill07'
when 2
icon = '013-Body01'
when 3
icon = '040-Item09'
when 4
icon = '035-Item04'
when 5
icon = '046-Skill03'
# If there are more than 6 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's EndIcons
#==============================================================================
# Gives the ending screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_End, look
# for line 16, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_EndIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_EndIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch
when 0
# Sets the icon name (Case Sensitive)
icon = '048-Skill05'
when 1
icon = '046-Skill03'
when 2
icon = '036-Item05'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
