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