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+[Custom Title Screen Menu]+

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**
Rep:
Level 86
Custom Title Screen Menu
Version 1.0
by Woratana
Release Date: 04/04/2008


Introduction
This script will help you add, arrange, and edit menu in title screen easier.

You can easily move, change its size, change skin, and  change opacity.


Features
Version 1.0
- Easy to Edit window's appearance (size, position, skin, opacity)
- Easy to Add/Arrange commands
- Included built-in method to help you make new command easier


Script
Place it above main

Code: [Select]
#===============================================================
# ? [VX] ? Custom Title Screen Menu ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Version: 1.0
# ? Released on: 04/04/2008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to Add/Arrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title < Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ** Command Window Appearance Setup
  #----------------------------------------------------------------------
  # * Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  # * or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
 
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
 
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
 
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
command_list = []
COMMAND.each {|i| command_list.push (i[0]) }
@command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
@command_window.x = COMMAND_WINDOW_X.is_a?(String) ? eval(COMMAND_WINDOW_X) : COMMAND_WINDOW_X
@command_window.y = COMMAND_WINDOW_Y.is_a?(String) ? eval(COMMAND_WINDOW_Y) : COMMAND_WINDOW_Y
@command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil?
@command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
@command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
@command_window.opacity = COMMAND_WINDOW_OPACITY

if @continue_enabled   # If continue is enabled
  @command_window.index = LOAD_COMMAND_INDEX  # Move cursor over command
else  # If disabled
  @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
super
@command_window.update
if Input.trigger?(Input::C)
  eval(COMMAND[@command_window.index][1])
end
  end
  #--------------------------------------------------------------------------
  # * Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
Sound.play_decision
$scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  # * New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
Sound.play_decision
$game_party.custom_starting_members(member_ary)
$game_map.setup(map_id)
$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
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
@actors = []
member_ary.each {|i| @actors.push(i) }
  end
end


Instruction
- Setup script between this line...
Code: [Select]
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
and this line...
Code: [Select]
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------

Here are the setup guides from script:
Code: [Select]
  #--------------------------------------------------------------------------
  # ** Command Window Appearance Setup
  #----------------------------------------------------------------------
  # * Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  # * or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------

Code: [Select]
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
 
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
 
Code: [Select]
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
 
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
 
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial


Compatibility
This script rewrite methods update and create_command_window

so it may not work with scripts that need to edit those methods.


Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.

*******
Rep:
Level 90
Returned from the dead.
Pretty handy script there, nice work.
Maybe after some more practice, you could go on to letting people make their own Menu systems and stuff? Up to you though, this could still help newbies spruce up their game. ;D
Sincerely,
Your conscience.

***
Rep:
Level 86
I hate everyone except the ones I don't hate...
Very nice. It is a great idea, and it is very easy to use! Keep it up! I will definetly use this ;)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

**
Rep: +0/-0Level 84
Hi worale, great script! This and your Random Title Screen are a great way for newbies like me to add variety to our title screens in a simple and effect way. Thanks!

I wanted to point out what I think might be an error in the code. When I first installed this script, I kept getting an NameError on line 101 when trying to start the game: uninitialized constant Scene_Title::load_command_index.

I took a careful look and noticed an inconsistency in that line as compared to the surrounding lines.

Quote
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_COMMAND_INDEX  # Move cursor over command
is supposed to look like:
Quote
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command

I fixed it up in my game and everything works fine now, so I just wanted to point this out in case someone else tried to use the script and encountered the same problem. Thanks again for the scripts!

**
Rep: +0/-0Level 85
I know this Topic is old, but this Script has a bug.
I found the bug so Im gonna post the solution here.

Its the same Script, but this time its working :D
Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu 
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title  Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {i command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a(String)  eval(COMMAND_WINDOW_X)  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a(String)  eval(COMMAND_WINDOW_Y)  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger(InputC)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party  Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end
Its Dangerous To Have A Signature These Days.

*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
I know this Topic is old, but this Script has a bug.
I found the bug so Im gonna post the solution here.

Its the same Script, but this time its working :D
Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu 
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title  Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {i command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a(String)  eval(COMMAND_WINDOW_X)  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a(String)  eval(COMMAND_WINDOW_Y)  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger(InputC)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party  Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end


I don't quite understand what your saying, but if you're saying there's a bug in his script, it's because your version of his script has some errors.

For example, on line 17, it should be class Scene_Title < Scene_Base, not class Scene_Title  Scene_Base.
And one line 30, it should be   COMMAND_WINDOW_X = '(544 - @command_window.width) /  2', not  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'.

If you have a problem with it, just re-download Wora's script.

**
Rep: +0/-0Level 85
I know this Topic is old, but this Script has a bug.
I found the bug so Im gonna post the solution here.

Its the same Script, but this time its working :D
Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu 
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title  Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {i command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a(String)  eval(COMMAND_WINDOW_X)  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a(String)  eval(COMMAND_WINDOW_Y)  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger(InputC)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party  Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end


I don't quite understand what your saying, but if you're saying there's a bug in his script, it's because your version of his script has some errors.

For example, on line 17, it should be class Scene_Title < Scene_Base, not class Scene_Title  Scene_Base.
And one line 30, it should be   COMMAND_WINDOW_X = '(544 - @command_window.width) /  2', not  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'.

If you have a problem with it, just re-download Wora's script.
Im nut sure if the lines you have mentioned as Errors are "Bugs".
But since I edited the Script I dont have the NameError on line 101 anymore.
Anyways, if you want to know what I mean do following:

1. Start a new Project
2. Copy worale's Script above Main
Code: [Select]
#===============================================================
# ? [VX] ? Custom Title Screen Menu ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Version: 1.0
# ? Released on: 04/04/2008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to Add/Arrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title < Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ** Command Window Appearance Setup
  #----------------------------------------------------------------------
  # * Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  # * or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
 
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
 
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
 
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {|i| command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a?(String) ? eval(COMMAND_WINDOW_X) : COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a?(String) ? eval(COMMAND_WINDOW_Y) : COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil?
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger?(Input::C)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  # * Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  # * New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $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
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {|i| @actors.push(i) }
  end
end
3. Start Game
4. Save Game
5. Exit the game back to the Main Title
6. Load Game
This is the Point where the game should crash with the following Error:
uninitialized constant Scene_Title::load_command_index.

Now do following
Replace worale's Script with mine
Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title  Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {i command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a(String)  eval(COMMAND_WINDOW_X)  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a(String)  eval(COMMAND_WINDOW_Y)  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger(InputC)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party  Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end
And repeat step 3 - 6
:)
Its Dangerous To Have A Signature These Days.

*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
Your script does seem to fix the errors, but new ones appear. For example:

Syntax Error, Line 17.

I took the liberty of fixing these errors for you (hope you don't mind).

Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title < Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {|i| command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a?(String) ? eval(COMMAND_WINDOW_X) :  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a?(String) ? eval(COMMAND_WINDOW_Y) :  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil?
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger?(Input::C)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end

***
Rep:
Level 81
it's time to poke
Spoiler for Quote:
Your script does seem to fix the errors, but new ones appear. For example:

Syntax Error, Line 17.

I took the liberty of fixing these errors for you (hope you don't mind).

Code: [Select]
#===============================================================
#  [VX]  Custom Title Screen Menu
#--------------------------------------------------------------
#  by Woratana [woratana@hotmail.com]
#  Version 1.0
#  Released on 04042008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to AddArrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title < Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  #  Command Window Appearance Setup
  #----------------------------------------------------------------------
  #  Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  #  or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width)  2'
  # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  #  Commands List Setup
  #----------------------------------------------------------------------
  #  Template
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene(Scene_Test.new)]
 
  #  Description
  # Command Index
  #  Command Index start from 0. The lower index will show above higher index
  # 'Text'
  #  Text you want to show for that command, type text in '...'
  # 'Script'
  #  Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  #  Built-in Method
  #  List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game'  New Game
  # 'command_continue'  Continue Game
  # 'command_shutdown'  Shut down Game
 
  # 'scene(Scene_Name.new)'  Change Scene to 'Scene_Name.new'
  # e.g. 'scene(Scene_End.new)'
  # e.g.2 'scene(Scene_Menu.new(2))'
 
  # 'new(Map ID, X, Y, Members)'  New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  #  New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  #  Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {|i| command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a?(String) ? eval(COMMAND_WINDOW_X) :  COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a?(String) ? eval(COMMAND_WINDOW_Y) :  COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil?
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  #  Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger?(Input::C)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  #  Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  #  New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $game_player.moveto(x, y)
   $game_player.refresh
   $scene = Scene_Map.new
   RPGBGM.fade(1500)
   close_command_window
   Graphics.fadeout(60)
   Graphics.wait(40)
   Graphics.frame_count = 0
   RPGBGM.stop
   $game_map.autoplay
  end
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  #  Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {i @actors.push(i) }
  end
end

Actually, yours comes up with undefined local variable and name errors Here:
Code: [Select]
RPGBGM.fade(1500)
Here....:
Code: [Select]
RPGBGM.stop

And here:
Code: [Select]
member_ary.each {i @actors.push(i) }

Lines 136, 141, and 152, respectively. Replace them with:
Code: [Select]
RPG::BGM.fade(1500)
Code: [Select]
RPG::BGM.stop
and
Code: [Select]
member_ary.each {|i| @actors.push(i) }


EDIT: By the way, when I try to run this script with the Vampyr VTP ABS (using an additional new game option with different starting members), I get a NoMethod Error on line 397 of the VTP ABS script.

How the hell do I patch it (or is it even possible?)
« Last Edit: May 29, 2010, 10:01:04 AM by Mikhail Faulken »


*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
Woops, sorry.

Code: [Select]
#===============================================================
# ? [VX] ? Custom Title Screen Menu ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Version: 1.0
# ? Released on: 04/04/2008
#--------------------------------------------------------------

#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to Add/Arrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------

class Scene_Title < Scene_Base
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ** Command Window Appearance Setup
  #----------------------------------------------------------------------
  # * Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  # * or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------
  COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  COMMAND_WINDOW_Y = 288
  COMMAND_WINDOW_WIDTH = 172
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
 
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
 
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
 
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
 
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
 
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
 
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
 
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
  # (This command will unable to use if there's no save file available)
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   command_list = []
   COMMAND.each {|i| command_list.push (i[0]) }
   @command_window = Window_Command.new(COMMAND_WINDOW_WIDTH, command_list, COMMAND_WINDOW_COLUMN_MAX, COMMAND_WINDOW_ROW_MAX, COMMAND_WINDOW_SPACING)
   @command_window.x = COMMAND_WINDOW_X.is_a?(String) ? eval(COMMAND_WINDOW_X) : COMMAND_WINDOW_X
   @command_window.y = COMMAND_WINDOW_Y.is_a?(String) ? eval(COMMAND_WINDOW_Y) : COMMAND_WINDOW_Y
   @command_window.height = COMMAND_WINDOW_HEIGHT if !COMMAND_WINDOW_HEIGHT.nil?
   @command_window.windowskin = Cache.system(COMMAND_WINDOW_SKIN)
   @command_window.back_opacity = COMMAND_WINDOW_BACK_OPACITY
   @command_window.opacity = COMMAND_WINDOW_OPACITY
   
   if @continue_enabled   # If continue is enabled
     @command_window.index = LOAD_GAME_COMMAND_INDEX  # Move cursor over command
   else  # If disabled
     @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
   end
   @command_window.openness = 0
   @command_window.open
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   @command_window.update
   if Input.trigger?(Input::C)
     eval(COMMAND[@command_window.index][1])
   end
  end
  #--------------------------------------------------------------------------
  # * Call Scene
  #--------------------------------------------------------------------------
  def scene(scene_name)
   Sound.play_decision
   $scene = eval(scene_name)
  end
  #--------------------------------------------------------------------------
  # * New Game in Other Location
  #--------------------------------------------------------------------------
  def new(map_id, x, y, member_ary)
   Sound.play_decision
   $game_party.custom_starting_members(member_ary)
   $game_map.setup(map_id)
   $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
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * Custom Party Setup
  #--------------------------------------------------------------------------
  def custom_starting_members(member_ary)
   @actors = []
   member_ary.each {|i| @actors.push(i) }
  end
end

Here ya go.