IconView
Last Update: 2009.03.27
By: Yanfly
Introduction
The reason I made this is so that I could figure out which ID numbers some icons had and Woratana's version lags horribly on a large iconsheet since I have a slow slow slow computer. This one doesn't load up the whole sheet at once, but instead, only loads up a 16 by 16 grid of the icons on that sheet, and inputs them out individually onto a window.
Screenshots
Script
Instructions
Just put it under Materials somewhere. When you launch your game in Test Mode (like you normally would if you launch the game in RPG Maker VX), you'll notice a fourth option in your title menu called "IconView." Just select that and you'll have access to the screen you see above. During a non-test run of the executable, this option won't appear at all.
Download the IconSet
For those who would like the iconset used in the screenshot, you can download it here. Just remember to name it as IconSet.png in your system folder.
Terms and Conditions
This is just for utility to provide ease for figuring out Icon ID's. Just give credit where due.
Credits and Thanks
-Woratana for the initial idea
-Guild Wars/Arena Net for icons
Originally Found Here: http://pockethouse.wordpress.com/vx/iconview/
Last Update: 2009.03.27
By: Yanfly
Introduction
The reason I made this is so that I could figure out which ID numbers some icons had and Woratana's version lags horribly on a large iconsheet since I have a slow slow slow computer. This one doesn't load up the whole sheet at once, but instead, only loads up a 16 by 16 grid of the icons on that sheet, and inputs them out individually onto a window.
Screenshots

Script
Code:
#===============================================================================
#
# Yanfly Engine - IconView
# Last Date Updated: 2009.03.27
# Level: Easy
#
# Don't know how to use Photoshop's X and Y coordinates to count your icons or
# just too lazy to do it? Well, you can use this tool to make your life easier
# by loading up the icons on a static sheet and figuring out what those icons
# are indexed as. This script will mark 256 icons per page and allows you to
# scroll through those pages as lagless as possible. The icons are displayed
# in columns of 16 icons each, following exactly the way your IconSet is made
# (or should be made).
#
#===============================================================================
# Instructions
#===============================================================================
#
# Fire up your game in test mode. It'll display an extra option at the main menu
# which pulls up your icons and their icon index numbers for you. If the fourth
# option doesn't show up, then check IV_ENABLE to see if it's set to "true"
# instead of "false" since that triggers it, too.
#
# Note, when playing the game normally and not from RPG Maker VX, the IconView
# option won't show up at all.
#
#===============================================================================
#
# Compatibility
# - Overwrites: Scene_Title, create_command_window
# - Overwrites: Scene_Title, update
#
#===============================================================================
Â
$imported = {} if $imported == nil
$imported["IconView"] = true
Â
module YE
 module TOOLS
  module ICONVIEW
 Â
   # Set this to true to enable IconView when you test run your game.
   IV_ENABLE = true
 Â
   # This is what you named your IconSet in the System Folder:
   ICONSET = "IconSet"
 Â
   # This is what shows up under your shutdown option at the title screen.
   IV_NAME = "IconView"
 Â
   # Show this icon if that icon doesn't exist in your IconSet.
   EMPTYICON = 23
 Â
  end  Â
 end
end
Â
#===============================================================================
# Don't touch anything past here or else your computer will explode and you will
# be a very sad person.
#===============================================================================
Â
#==============================================================================
# Scene IconView
#==============================================================================
Â
class Scene_IconView < Scene_Base
Â
 #--------------------------------------------------------------------------
 # Start
 #--------------------------------------------------------------------------
 def start
  create_icon_window
  create_page_window
  @last_index = 256
  @up_page = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15]
  @dn_page = [255,254,253,252,251,250,249,248,247,246,245,244,243,242,241,240]
  @icon_window.update_icons(@page_window.index, @total_icons)
  @icon_id_window = Window_Base.new (0, 0, 128, 80)
  @instruction_window = Window_Base.new (0, 336, 128, 80)
  instruct1 = "L:PageUp"
  instruct2 = "R:PageDn"
  @instruction_window.contents.draw_text(4,  0, 88, 24, instruct1, 1)
  @instruction_window.contents.draw_text(4, 24, 88, 24, instruct2, 1)
 end
Â
 #--------------------------------------------------------------------------
 # Terminate
 #--------------------------------------------------------------------------
 def terminate
  @icon_window.dispose
  @page_window.dispose
  @icon_id_window.dispose
  @instruction_window.dispose
 end
Â
 #--------------------------------------------------------------------------
 # Update
 #--------------------------------------------------------------------------
 def update
  @icon_window.update
  update_icon_id_window
  if Input.repeat?(Input::L)
   pageup
  elsif Input.repeat?(Input::R)
   pagedn
  elsif Input.trigger?(Input::B)
   Sound.play_cancel
   $scene = Scene_Title.new
  end
 end
Â
 #--------------------------------------------------------------------------
 # Page Up and Page Down
 #--------------------------------------------------------------------------
 def pageup
  Sound.play_decision
  @page_window.index -= 1
  @page_window.index = (@totalpages - 1 )if @page_window.index < 0
  @icon_window.update_icons(@page_window.index, @total_icons)
  @page_window.update
  force_update_id
 end
Â
 def pagedn
  Sound.play_decision
  @page_window.index += 1
  @page_window.index = 0 if @page_window.index > (@totalpages - 1)
  @icon_window.update_icons(@page_window.index, @total_icons)
  @page_window.update
  force_update_id
 end
Â
 #--------------------------------------------------------------------------
 # Update Icon ID Window
 #--------------------------------------------------------------------------
 def update_icon_id_window
  if @last_index != @icon_window.index
   force_update_id
  end
 end
Â
 #--------------------------------------------------------------------------
 # Update Icon ID Window
 #--------------------------------------------------------------------------
 def force_update_id
  @icon_id_window.contents.clear
  # @icon_id_window.contents.font.size = 24
  id_text = sprintf("Icon %d", @page_window.index * 256 + @icon_window.index)
  @icon_id_window.contents.draw_text(4,  0, 88, 24, id_text, 1)
  # @icon_id_window.contents.font.size = 24
  id_total = sprintf("Total: %d", @total_icons - 1)
  @icon_id_window.contents.draw_text(4, 24, 88, 24, id_total, 1)
  @last_index = @icon_window.index
 end
Â
 #--------------------------------------------------------------------------
 # Create Icon Window
 #--------------------------------------------------------------------------
 def create_icon_window
  icon_list = []
  for i in 1..256
   icon_list.push ("  ")
  end
  @icon_window = Window_Command.new(416, icon_list, 16, 16, 0)
  @icon_window.x = 128
 end
Â
 #--------------------------------------------------------------------------
 # Create Page Window
 #--------------------------------------------------------------------------
 def create_page_window
  iconset = Cache.system(YE::TOOLS::ICONVIEW::ICONSET)
  iconrow = iconset.height / 24
  iconcol = iconset.width / 24
  @total_icons = iconrow * iconcol
  @totalpages = @total_icons / 256
  @totalpages += 1 if iconrow > (@totalpages * 256 / iconcol)
  page_list = []
  for i in 1..@totalpages
   page_list.push (sprintf("Page %d", i))
  end
  @page_window = Window_Command.new(128, page_list, 1, @totalpages)
  @page_window.y = 80
  @page_window.height = 256
  @page_window.active = false
  iconset.dispose
 end
Â
end
Â
#==============================================================================
# Window_Base
#==============================================================================
Â
class Window_Base < Window
Â
 #--------------------------------------------------------------------------
 # Update Icons
 #--------------------------------------------------------------------------
 def update_icons(page_number, total_icons)
  self.contents.clear
  iconrow = 0
  iconcol = 0
  icon_index = page_number * 256
  for i in 1..256
   draw_icon(icon_index, iconcol * 24, iconrow * 24) if icon_index < total_icons
   draw_icon(YE::TOOLS::ICONVIEW::EMPTYICON, iconcol * 24, iconrow * 24) if icon_index >= total_icons
   icon_index += 1
   iconcol += 1
   if iconcol == 16
    iconcol = 0
    iconrow += 1
   end
  end
 end
Â
end
Â
#==============================================================================
# Scene_Title
#==============================================================================
Â
class Scene_Title < Scene_Base
Â
 #-----------------------------------------------------------------------------
 if $TEST and YE::TOOLS::ICONVIEW::IV_ENABLE #---------------------------------
 #-----------------------------------------------------------------------------
Â
 #--------------------------------------------------------------------------
 # Create Command Window
 #--------------------------------------------------------------------------
 def create_command_window
  s1 = Vocab::new_game
  s2 = Vocab::continue
  s3 = Vocab::shutdown
  s4 = YE::TOOLS::ICONVIEW::IV_NAME
  @command_window = Window_Command.new(172, [s1, s2, s3, s4])
  @command_window.x = (544 - @command_window.width) / 2
  @command_window.y = 256
  if @continue_enabled           # If continue is enabled
   @command_window.index = 1       # Move cursor over command
  else                   # If disabled
   @command_window.draw_item(1, false)  # Make command semi-transparent
  end
  @command_window.openness = 0
  @command_window.open
 end
Â
 #--------------------------------------------------------------------------
 # Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  @command_window.update
  if Input.trigger?(Input::C)
   case @command_window.index
   when 0
    command_new_game
   when 1
    command_continue
   when 2
    command_shutdown
   when 3
    command_iconview
   end
  end
 end
Â
 #--------------------------------------------------------------------------
 # Command IconView
 #--------------------------------------------------------------------------
 def command_iconview
  Sound.play_decision
  close_command_window
  $scene = Scene_IconView.new
 end
Â
 #--------------------------------------------------------------------------
 # End for Testing
 #--------------------------------------------------------------------------
Â
 #-----------------------------------------------------------------------------
 end #-------------------------------------------------------------------------
 #-----------------------------------------------------------------------------
Â
end
Â
#===============================================================================
#
# END OF FILE
#
#===============================================================================
Instructions
Just put it under Materials somewhere. When you launch your game in Test Mode (like you normally would if you launch the game in RPG Maker VX), you'll notice a fourth option in your title menu called "IconView." Just select that and you'll have access to the screen you see above. During a non-test run of the executable, this option won't appear at all.
Download the IconSet
For those who would like the iconset used in the screenshot, you can download it here. Just remember to name it as IconSet.png in your system folder.

Terms and Conditions
This is just for utility to provide ease for figuring out Icon ID's. Just give credit where due.
Credits and Thanks
-Woratana for the initial idea
-Guild Wars/Arena Net for icons
Originally Found Here: http://pockethouse.wordpress.com/vx/iconview/