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Topics - Zare

1
Hello guys^^ I had 3 requests, 2 are already solved (many thx to lilbrudder917 and Jaberwocky) so just this request is left:


I have 2 different versions of mogs animated title.
The first one works properly and gives no errors but the second one rewrites the new game class so it gives me an error. Could someone edit the second one so it works like the first one and doesn't rewrite one of the classes? The first one does not aliase the new_game_command or anything, and this is what I want the second one to work like.


1. One (works properly)
#============================================================================
# ** Moghunter's Animated Title (Celes)
#----------------------------------------------------------------------------
# Moghunter : Kurisu
# 10/5/2007
# Version: 1.01
# SDK Version : (2.2) - Part 3
#---
# Intructions:
# ~ COMMANDFILENAME :The filename   (Commands)
# ~ COMMAND_X       :The X Position (Commands)
# ~ COMMAND_Y       :The Y Position (Commands)
# ~ COMMAND_Z       :The Z Position (Commands)
# ~ TITLEFILENAME   :The Filename   (TitleBack)
# ~ TITLEFRAMES     :Total Frames   (TitleBack)
# ~ TITLESPEED      :Frames Speed   (TitleBack)
#---
# Credits:
# ~ Originally Created by      : Moghunter
# ~ Rewrote by                 : Kurisu
# ~ Many Thanks to             : Trickster
#============================================================================

#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Mog Animated Title', 'Moghunter / Kurisu', 2.2, '10/5/07')
#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [3])
#--------------------------------------------------------------------------
# * Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Mog Animated Title')
 
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
COMMANDFILENAME = 'Com'
COMMAND_X       = 0
COMMAND_Y       = 0
COMMAND_Z       = 100
TITLEFILENAME   = 'Title'
TITLEFRAMES     = 0
TITLESPEED      = 3

class Scene_Title
 #--------------------------------------------------------------------------
 # * Aliases
 #--------------------------------------------------------------------------
 alias_method :mog_animated_title_title_main_sprite, :main_sprite
 alias_method :mog_animated_title_title_main_window, :main_window
 alias_method :mog_animated_title_title_update,      :update
 #--------------------------------------------------------------------------
 # * Main_Sprite
 #--------------------------------------------------------------------------
 def main_sprite
   mog_animated_title_title_main_sprite
   # Animated Background
   @mog_animated_title         = Sprite.new
   @mog_animated_title.bitmap  = RPG::Cache.title('')
   @mog_animated_title_frames  = 0
   @mog_animated_title_speed   = 0
   # Command Sprites
   @mog_sprite_command = Sprite.new
   @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')
   @mog_sprite_command.x = COMMAND_X
   @mog_sprite_command.y = COMMAND_Y
   @mog_sprite_command.z = COMMAND_Z
 end
 #--------------------------------------------------------------------------
 # * Main_Window
 #--------------------------------------------------------------------------
 def main_window
   mog_animated_title_title_main_window
   @command_window.visible = false
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 def update
   mog_animated_title_title_update
   case @command_window.index
   when 0
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')      
   when 1
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_02')      
   when 2
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_03')
   end
   @mog_animated_title_speed    += 1
   if @mog_animated_title_speed > TITLESPEED
     @mog_animated_title_frames += 1
     @mog_animated_title_speed   = 0
   end
   if @mog_animated_title_frames > TITLEFRAMES
     @mog_animated_title_frames  = 0
   end  
   @mog_animated_title.bitmap  = RPG::Cache.title(TITLEFILENAME + @mog_animated_title_frames.to_s)
 end
end
#--------------------------------------------------------------------------
# * End SDK Enabled Check
#--------------------------------------------------------------------------
end


2. One (doesn't work properly)

#_________________________________________________
# MOG_Animated Title Sofia V1.1            
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.  
FULL_SCREEN = true
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.  
BGS_ON = false
#Set Title BGS.  
BGS = "004-Wind04"
#Set BGS volume.  
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de direção.
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 3 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção.  
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50  #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção.  
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "Leaf02" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title  
 def main
   if $BTEST
     battle_test
     return
   end
   $full_screen += 1
   if MOG::FULL_SCREEN == true and $full_screen == 1
   $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
   $showm.call(18,0,0,0)
   $showm.call(13,0,0,0)
   $showm.call(13,0,2,0)
   $showm.call(18,0,2,0)
   end        
   $data_actors        = load_data("Data/Actors.rxdata")
   $data_classes       = load_data("Data/Classes.rxdata")
   $data_skills        = load_data("Data/Skills.rxdata")
   $data_items         = load_data("Data/Items.rxdata")
   $data_weapons       = load_data("Data/Weapons.rxdata")
   $data_armors        = load_data("Data/Armors.rxdata")
   $data_enemies       = load_data("Data/Enemies.rxdata")
   $data_troops        = load_data("Data/Troops.rxdata")
   $data_states        = load_data("Data/States.rxdata")
   $data_animations    = load_data("Data/Animations.rxdata")
   $data_tilesets      = load_data("Data/Tilesets.rxdata")
   $data_common_events = load_data("Data/CommonEvents.rxdata")
   $data_system        = load_data("Data/System.rxdata")
   $game_system = Game_System.new
   s1 = ""
   s2 = ""
   s3 = ""
   @command_window = Window_Command.new(160, [s1, s2, s3])
   @command_window.opacity = 0
   @command_window.x = 0 - @command_window.width / 2
   @command_window.y = 0
   @command_window.visible = false
   @command_window.active = false    
   @mb01 = Plane.new
   @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
   @mb01.opacity = MOG::PIC_FD_OPA
   @mb01.z = MOG::PIC_FD_PRIOR
   @mb01.blend_type = MOG::PIC_FD_BLEND
   @mb02 = Plane.new
   @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
   @mb02.z = MOG::PIC_TEXTO_PRIOR
   @mb02.opacity = MOG::PIC_TEXTO_OPA
   @mb02.blend_type = MOG::PIC_TEXTO_BLEND    
   @mb03 = Plane.new
   @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
   @mb03.z = MOG::PIC_FOG1_PRIOR
   @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
   @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
   @mb03.blend_type = MOG::PIC_FOG1_BLEND
   @mb03.opacity = MOG::PIC_FOG1_OPA
   @mb04 = Plane.new
   @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
   @mb04.z = MOG::PIC_FOG2_PRIOR
   @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
   @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
   @mb04.blend_type = MOG::PIC_FOG2_BLEND
   @mb04.opacity = MOG::PIC_FOG2_OPA
   @mb05 = Plane.new
   @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
   @mb05.z = MOG::PIC_FOG3_PRIOR
   @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
   @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
   @mb05.blend_type = MOG::PIC_FOG3_BLEND
   @mb05.opacity = MOG::PIC_FOG3_OPA
   @mb07 = Plane.new
   @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
   @mb07.z = MOG::PIC_LEAF1_PRIOR
   @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
   @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY    
   @mb07.blend_type = MOG::PIC_LEAF1_BLEND  
   @mb07.opacity = MOG::PIC_LEAF1_OPA
   @mb08 = Plane.new
   @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
   @mb08.z = MOG::PIC_LEAF2_PRIOR
   @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
   @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY    
   @mb08.blend_type = MOG::PIC_LEAF2_BLEND      
   @mb08.opacity = MOG::PIC_LEAF2_OPA    
   @bot = Sprite.new
   @bot.bitmap = Bitmap.new(160,100)
   @bot.x = MOG::T_B_X
   @bot.y = MOG::T_B_Y
   @bot.z = 9999
   @bot.opacity = 0
   @bot.bitmap.font.size = MOG::T_B_FONT
   @bot.bitmap.font.bold = true
   @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
   @bot2 = Sprite.new
   @bot2.bitmap = Bitmap.new(160,100)
   @bot2.x = MOG::T_B_X
   @bot2.y = MOG::T_B_Y
   @bot2.z = 9998
   @bot2.opacity = 0
   @bot2.bitmap.font.size = MOG::T_B_FONT
   @bot2.bitmap.font.bold = true
   @bot2.color.set(0,0,0)
   @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
   @com = Sprite.new
   @com.bitmap = RPG::Cache.title(MOG::COM + "_01")
   @com.z = 10000
   @com.opacity = 0
   @com.y = 300
   @logo = Plane.new
   @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
   @logo.z = 999999
   @logo.opacity = 0    
   @time = 0
   @time_zoom = 0
   @time_music = 0
   @time_logo = MOG::LOGO_TIME
   @logo_r = 0
   @rs = 0
   @mb01.visible = false      
   @mb02.visible = false  
   @mb03.visible = false  
   @mb04.visible = false  
   @mb05.visible = false  
   @mb07.visible = false  
   @mb08.visible = false  
   @com.visible = false  
   @logo.visible = true
   @continue_enabled = false
   for i in 0..3
     if FileTest.exist?("Save#{i+1}.rxdata")
       @continue_enabled = true
     end
   end
   if @continue_enabled
     @command_window.index = 1
   else
     @command_window.disable_item(1)
   end
   Audio.bgm_stop
   Audio.me_stop
   Audio.bgs_stop
   if MOG::BGS_ON == true
   Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
   end
   Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   if MOG::DIS_MOV == true
   for i in 1..MOG::DIS_TIME
   @mb01.opacity -= MOG::DIS_PIC1_OPA      
   @mb02.opacity -= MOG::DIS_PIC2_OPA
   @mb03.opacity -= MOG::DIS_PIC3_OPA
   @mb04.opacity -= MOG::DIS_PIC4_OPA
   @mb05.opacity -= MOG::DIS_PIC5_OPA
   @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
   @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
   @com.opacity -= MOG::DIS_PIC2_OPA
   @mb01.ox += MOG::DIS_PIC1_OX
   @mb01.oy += MOG::DIS_PIC1_OY
   @mb02.ox += MOG::DIS_PIC2_OX
   @mb02.oy += MOG::DIS_PIC2_OY
   @mb03.ox += MOG::DIS_PIC3_OX
   @mb03.oy += MOG::DIS_PIC3_OY
   @mb04.ox += MOG::DIS_PIC4_OX
   @mb04.oy += MOG::DIS_PIC4_OY
   @mb05.ox += MOG::DIS_PIC5_OX
   @mb05.oy += MOG::DIS_PIC5_OY
   @mb07.ox += MOG::DIS_PIC_LEAF1_OX
   @mb07.oy += MOG::DIS_PIC_LEAF1_OY
   @mb08.ox += MOG::DIS_PIC_LEAF2_OX
   @mb08.oy += MOG::DIS_PIC_LEAF2_OY
   @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
   @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
   @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
   @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
   @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
   @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
   @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
   @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
   @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
   @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
   @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
   @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
   @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
   @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
   @bot.opacity -= 10
   @bot2.opacity -= 10
   Graphics.update
   end
   end
   Graphics.freeze
   @command_window.dispose
   @mb01.dispose
   @mb02.dispose
   @mb03.dispose
   @mb04.dispose
   @mb05.dispose
   @mb07.dispose
   @mb08.dispose
   @bot.dispose
   @bot2.dispose
   @com.dispose
   @logo.dispose
 end
 def update
   @time_logo -= 1
   if @time_logo <= 0
      @time_logo = 0
   end  
   if @logo.opacity < 30 and @logo_r == 1
      @logo.visible = false
      @logo.opacity = 0
      @logo.bitmap = RPG::Cache.title("")
   end
   if @bot.opacity < 30 and @command_window.active == true
      @bot.visible = false
      @bot2.visible = false
      @bot.bitmap.draw_text(0, 0, 32, 32,"")
      @bot2.bitmap.draw_text(0, 0, 32, 32,"")
   end  
   if @logo_r == 0 and @logo.opacity <= 250
   @logo.opacity += 2  
   elsif @time_logo <= 0  
   @logo_r = 1
   @logo.opacity -= 2
   @mb01.visible = true    
   @mb02.visible = true  
   @mb03.visible = true  
   @mb04.visible = true  
   @mb05.visible = true  
   @mb07.visible = true  
   @mb08.visible = true
   @com.visible = true
   @bot.opacity += 2
   @bot2.opacity +=  2
   Audio.me_fade(500)
   if @bot.opacity >= 255
      @bot.opacity = 255
      @bot2.opacity = 255        
   end  
   end  
   if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
   @rs += 1
   case rand(3)
   when 0
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
   when 1
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
   when 2  
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)
   end
   else    
   if @logo_r == 1 and @rs == 1
   $game_system.bgm_play($data_system.title_bgm)
   @rs += 1
   end  
   end      
   if @command_window.active == true
   @bot.opacity -= 5
   @bot2.opacity -=  5
   @bot.x -= 5
   @bot2.x += 5
   @com.opacity += 2
   if @com.y > 0
      @com.y -= 5      
   elsif @com.y < 0
      @com.y = 0
      @com.opacity = 255
   end
   end
   r = rand(100) + 150
   g = rand(100) + 150
   b = rand(100) + 150
   @command_window.update
   @time += 2
   @time_zoom += 1
   if @time_zoom > 1000
      @time_zoom = 0
   end
   if @time_zoom > 500 and MOG::BACK_ZOOM == true
   @mb01.zoom_x += 0.004
   @mb01.zoom_y += 0.004
   if @mb01.zoom_x >= 2
      @mb01.zoom_x = 2
      @mb01.zoom_y = 2  
   end
   elsif MOG::BACK_ZOOM == true
   @mb01.zoom_x -= 0.004
   @mb01.zoom_y -= 0.004
   if @mb01.zoom_x <= 1
      @mb01.zoom_x = 1
      @mb01.zoom_y = 1  
   end
   end  
   @mb01.ox -= MOG::PIC_FD_OX
   @mb01.oy -= MOG::PIC_FD_OY
   @mb02.ox -= MOG::PIC_TEXTO_OX
   @mb02.oy -= MOG::PIC_TEXTO_OY
   @mb02.opacity += 2
   Graphics.frame_rate = MOG::PER
   if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
   @mb07.ox += MOG::PIC_LEAF1_OX2
   @mb07.oy -= MOG::PIC_LEAF1_OY2
   else
   @mb07.ox -= MOG::PIC_LEAF1_OX1
   @mb07.oy -= MOG::PIC_LEAF1_OY1
   end  
   if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
   @mb08.ox -= MOG::PIC_LEAF2_OX2
   @mb08.oy -= MOG::PIC_LEAF2_OY2
   else
   @mb08.ox += MOG::PIC_LEAF2_OX1
   @mb08.oy -= MOG::PIC_LEAF2_OY1
   end  
   if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
   @mb03.ox -= MOG::PIC_FOG_OX_02
   @mb03.oy -= MOG::PIC_FOG_OY_02  
   else
   @mb03.ox += MOG::PIC_FOG_OX_01
   @mb03.oy -= MOG::PIC_FOG_OY_01    
   end    
   if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
   @mb04.ox -= MOG::PIC_FOG2_OX_02
   @mb04.oy -= MOG::PIC_FOG2_OY_02
   else
   @mb04.ox -= MOG::PIC_FOG2_OX_01
   @mb04.oy -= MOG::PIC_FOG2_OY_01
   end
   if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
   @mb05.ox -= MOG::PIC_FOG3_OX_02
   @mb05.oy -= MOG::PIC_FOG3_OY_02
   else
   @mb05.ox -= MOG::PIC_FOG3_OX_01
   @mb05.oy -= MOG::PIC_FOG3_OY_01
   end
   @bot.color.set(r,g,b)    
   if @time > 400
      @time = 0
   end        
   if @rs == 0
   Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
   @rs += 1
   end
   if @logo.opacity <= 100 and @logo_r == 1
   if Input.trigger?(Input::C) and @command_window.active == true
     case @command_window.index
     when 0  
       command_new_game
     when 1
       command_continue
     when 2  
       command_shutdown
     end
   elsif Input.trigger?(Input::C) and @command_window.active == false or
     Input.trigger?(Input::B) and @command_window.active  == false
     Audio.se_play("Audio/SE/" + MOG::T_B_SE)
     @command_window.active = true
   end
   end
   case @command_window.index
    when 0      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")    
    when 1      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_02")
    when 2      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_03")    
    end
 end
 def command_new_game
   Audio.bgs_fade(800)
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_stop
   Graphics.frame_count = 0
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   $game_party.setup_starting_members
   $game_map.setup($data_system.start_map_id)
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   $game_player.refresh
   $game_map.autoplay
   $game_map.update
   $scene = Scene_Map.new
 end
 def command_continue
   unless @continue_enabled
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   Audio.bgs_fade(800)
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Load.new
 end
 def command_shutdown
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = nil
 end
 def battle_test
   $data_actors        = load_data("Data/BT_Actors.rxdata")
   $data_classes       = load_data("Data/BT_Classes.rxdata")
   $data_skills        = load_data("Data/BT_Skills.rxdata")
   $data_items         = load_data("Data/BT_Items.rxdata")
   $data_weapons       = load_data("Data/BT_Weapons.rxdata")
   $data_armors        = load_data("Data/BT_Armors.rxdata")
   $data_enemies       = load_data("Data/BT_Enemies.rxdata")
   $data_troops        = load_data("Data/BT_Troops.rxdata")
   $data_states        = load_data("Data/BT_States.rxdata")
   $data_animations    = load_data("Data/BT_Animations.rxdata")
   $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
   $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
   $data_system        = load_data("Data/BT_System.rxdata")
   Graphics.frame_count = 0
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   $game_party.setup_battle_test_members
   $game_temp.battle_troop_id = $data_system.test_troop_id
   $game_temp.battle_can_escape = true
   $game_map.battleback_name = $data_system.battleback_name
   $game_system.se_play($data_system.battle_start_se)
   $game_system.bgm_play($game_system.battle_bgm)
   $scene = Scene_Battle.new
 end
end


-----------------------------------------------------------------------------------------

Any questions left? Don't mind asking me.^^
2
Resource Requests / Title Screen for my Game :)
January 03, 2010, 03:24:05 pm
EDIT: I am about to rewrite the story, so be patient, i will post a new discription soon^^
Maybe the Title will be a Final Fantasy like title.
3
Script Requests / Reach level 100
January 02, 2010, 01:55:39 pm
I'm sorry to open a new topic for that but I didn't found this request anywhere else.
I want make the maximum level to be 100 and not 99, i think this should do a little edit in the
game_actor but dunno^^ I would really apreciate your help
4
Hey^^ I have the auto revive skill from the tons of addons scripts.
My problem: When i equip an item(ring, shield) with auto-revive, and the char dies, auto revive
revives the char every time he dies. But i want it only to revive the char one time per battle. how can this be done?

Here's the script:

"Auto Revive": ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Auto-Revive Status Effect by Blizzard
# Version: 1.25b
# Type: Game Experience Improvement
# Date: 5.6.2006
# Date v1.2b: 14.11.2006
# Date v1.21b: 12.1.2007
# Date v1.22b: 13.11.2007
# Date v1.23b: 19.11.2007
# Date v1.24b: 10.12.2007
# Date v1.25b: 19.10.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v1.2b:
#   - less and better code, much more compatible, easier to use
#
# new in v1.21b:
#   - removed an obsolete constant
#
# new in v1.22b:
#   - now possible to have more than one Auto-Revive status effect
#
# new in v1.23b:
#   - fixed bug where game over would be automatically initiated when in battle
#
# new in v1.24b:
#   - fixed bug due to typing mistake
#
# new in v1.25b:
#   - fixed bug with RTAB
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

AUTO_REVIVE_IDS = [28] # IDs of status effects
REVIVE_ANIMATION_ID = 25 # ID of the Revive animation
REVIVE_TEXT = 'Schutzengel!' # text displayed
DEAD_ID = 1 # ID of the "dead" status effect

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

 alias all_dead_autorevive_later? all_dead?
 def all_dead?
   if $game_system.AUTO_REVIVE && (@actors.any? {|a| AUTO_REVIVE_IDS.any? {|i|
       a.states.include?(i)}})
     return false
   end
   return all_dead_autorevive_later?
 end

end

#==============================================================================
# Sprite
#==============================================================================

class RPG::Sprite
 
 alias damage_regen_later damage
 def damage(damage, critical, type = nil)
   if damage == REVIVE_TEXT
     dispose_damage
     bitmap = Bitmap.new(160, 48)
     bitmap.font.name, bitmap.font.size = 'Kartika', 32
     bitmap.font.color.set(0, 0, 0)
     bitmap.draw_text_shaded_later(-1, 12-1, 160, 36, REVIVE_TEXT, 1)
     bitmap.draw_text_shaded_later(-1, 12+1, 160, 36, REVIVE_TEXT, 1)
     bitmap.draw_text_shaded_later(1, 12-1, 160, 36, REVIVE_TEXT, 1)
     bitmap.draw_text_shaded_later(1, 12+1, 160, 36, REVIVE_TEXT, 1)
     bitmap.font.color.set(0, 192, 255)
     bitmap.font.size = 32
     bitmap.draw_text_shaded_later(0, 12, 160, 36, REVIVE_TEXT, 1)
     @_damage_sprite = ::Sprite.new(self.viewport)
     @_damage_sprite.bitmap = bitmap
     @_damage_sprite.ox, @_damage_sprite.oy = 80, 20
     @_damage_sprite.x, @_damage_sprite.y = self.x, self.y-self.oy/2
     @_damage_sprite.z, @_damage_duration = 3000, 40
   elsif type != nil
     damage_regen_later(damage, critical, type)
   else
     damage_regen_later(damage, critical)
   end
 end

end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle

 alias judge_autorevive_later judge
 def judge
   if $game_system.AUTO_REVIVE
     flag = false
     $game_party.actors.each {|actor|
         if actor.hp == 0 && AUTO_REVIVE_IDS.any? {|i| actor.states.include?(i)}
           actor.hp += actor.maxhp / 5
           (AUTO_REVIVE_IDS + [DEAD_ID]).each {|i| actor.remove_state(i)}
           actor.animation_id, actor.damage = REVIVE_ANIMATION_ID, REVIVE_TEXT
           actor.damage_pop = flag = true
         end}
     @status_window.refresh if flag
   end
   return judge_autorevive_later
 end

end



Please help me^^

Oh and i am using rmxp^^