A little Message from the Author

Hello Everyone! Listed below are some valuable scripts that you can use in your rpg games. Note that I did not made this scripts. They are simply scripts that are distributed in the internet that I had gathered here. Please give credits to the author of this scripts if you intend to use them in your rpg maker project. Hope you enjoy making your game!

Click the Title of the script to view the script's content.

_______________________________________________RPG Maker VX Scripts Collections________________________________________

Add Extra title button in your title menu


Some some extra title button in your title menu screen. You can set the button in your keyboard and by clicking the set button it can either call an event or transfer to a new map!



Start Copying here:


#===============================================================
# ● [VX] ◦ Extra Title Screen Buttons ◦ □
# * Add extra buttons in title screen *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Version: 1.0
# ◦ Released on: 12/07/2008
#--------------------------------------------------------------

class Scene_Title < Scene_Base
  EXTRA_BUTTON = {}

  #=============================================================
  # ** [START] EXTRA BUTTONS SCRIPT SETUP PART
  #-------------------------------------------------------------
  # * Add the following line for new extra button:
  #  EXTRA_BUTTON[(button)] = "(script)"

  # (button) : Button to press, see module 'Input' in help file
  # For example,
  # Input::X = button A on keyboard
  # Input::Y = button S on keyboard
  # Input::Z = button D on keyboard
  # Input::L = button Q on keyboard
  # Input::R = button W on keyboard
  # Input::A = button SHIFT on keyboard
  # Input::CTRL = button CTRL on keyboard
  # Input::ALT = button ALT on keyboard
  # Input::F5 ... to F9 = button F5 on keyboard ... to F9
  # Input::LEFT = button LEFT on keyboard
  # Input::RIGHT = button RIGHT on keyboard
  #
  # (script) : Script to run when player press (button)
  # For example,
  #   go_to_map(map_id, x, y) = Transfer player to following map at x, y
  #   show_pic('image_name', x, y, opacity, duration) =
  # Show image (image must be in folder Picture) for ..(duration).. second(s)
  #   exit = Close game
  #-------------------------------------------------------------
  # * Example:
  #  EXTRA_BUTTON[Input::X] = "go_to_map(1, 5, 6)"
  #
  # * this code will transfer player to Map ID 1 at (5,6)
  # when player pressed A on keyboard.
  #-------------------------------------------------------------

  EXTRA_BUTTON[Input::X] = "go_to_map(66, 8, 7)"
  EXTRA_BUTTON[Input::Y] = "go_to_map(67, 8, 7)"


  #-------------------------------------------------------------
  # ** [END] EXTRA BUTTONS SCRIPT SETUP PART
  #=============================================================

  alias wora_extrabut_scetitle_upd update
  alias wora_extrabut_scetitle_ter terminate

  def update
    if @extra_button_image != nil
      if @extra_button_image_duration > 0
        @extra_button_image_duration -= 1
      else
        @extra_button_image.bitmap.dispose
        @extra_button_image.dispose
        @extra_button_image = nil
        @extra_button_image_duration = 0
      end
    else
      wora_extrabut_scetitle_upd
      EXTRA_BUTTON.each_key do |b|
        eval(EXTRA_BUTTON[b]) if Input.trigger?(b)
      end
    end
  end

  def terminate
    if @extra_button_image != nil
      @extra_button_image.bitmap.dispose
      @extra_button_image.dispose
      @extra_button_image = nil
      @extra_button_image_duration = 0
    end
    wora_extrabut_scetitle_ter
  end

  def go_to_map(map_id, x, y)
    Sound.play_decision
    $game_map.setup(map_id)    # Initial map position
    $game_player.moveto(x, y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end

  def show_pic(image, x, y, opacity, duration)
    Sound.play_decision
    @extra_button_image = Sprite.new
    @extra_button_image.bitmap = Cache.picture(image)
    @extra_button_image.x = x
    @extra_button_image.y = y
    @extra_button_image.z = 10000
    @extra_button_image.opacity = opacity
    @extra_button_image_duration = duration * Graphics.frame_rate
  end
end