| 
 Edit Mogs Animated Title - Ace -  03-20-2010
 
 Yeah I made a request like this before but now I can't find it anymore, so here we go:
 
 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 because I'm using the SDK. Could someone edit the second one so it works like the first one and doesn't rewrite one of the classes (like new game and so on)? 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)
 
 Code: #============================================================================# ** 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)
 
 
 Code: #_________________________________________________# 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.
 #à 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
----------------------------------------------------------------------------------------
 please this is really important to me^^ ty
 
 
 [Resolved] Edit Mogs Animated Title - rm-rf -  03-20-2010
 
 nice, my old old nick was Kuri$u ;x
 I guess Ill do a final quick script before i stop rm-ing lol
 ill edit this post or post the script in 20-30 minutes
 
 
 [Resolved] Edit Mogs Animated Title - Ace -  03-20-2010
 
 okay ty, I would be really happy if this works :D
 
 
 [Resolved] Edit Mogs Animated Title - rm-rf -  03-20-2010
 
 i've edited it to make it work with the latest SDK version, but i havent tidied up the codes though, it still look like a clusterfuck haha
 works fine though ;) (gimme shout if you find any errors)
 
 
 Code: #_________________________________________________# MOG_Animated Title Sofia V1.1
 #_________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_________________________________________________
 module MOG
 #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.
 #à 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
 
 class Scene_Title
 def main
 main_variable                 # Main Variable Initialization
 main_spriteset                # Main Spriteset Initialization
 main_sprite                   # Main Sprite Initialization
 main_window                   # Main Window Initialization
 main_audio                    # Main Audio Initialization
 main_transition               # Main Transition Initialization
 loop do                       # Scene Loop
 main_loop                   # Main Loop
 break if main_break?        # Break If Breakloop Test
 end                           # End Scene Loop
 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               # Prepare for transition
 main_dispose                  # Main Dispose
 main_end                      # Main End
 end
 def main_window
 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
 end
 
 alias mog_sofiatitle_mainsprite main_sprite
 def main_sprite
 mog_sofiatitle_mainsprite
 @sprite.visible = 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
 @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
 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
 end
 end
 end
 
 alias mog_sofiatitle_main_variable main_variable
 def main_variable
 @index = 0
 @time = 0
 @time_zoom = 0
 @time_music = 0
 @time_logo = MOG::LOGO_TIME
 @logo_r = 0
 @rs = 0
 
 mog_sofiatitle_main_variable
 end
 
 alias mog_sofiatitle_mainaudio main_audio
 def main_audio
 mog_sofiatitle_mainaudio
 Audio.bgm_stop
 if MOG::BGS_ON == true
 Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
 end
 end
 
 def main_transition
 super
 Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
 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
 end
 
 [Resolved] Edit Mogs Animated Title - Ace -  03-20-2010
 
 yeah it works now :D ty so much, awesome^^
 
 
 [Resolved] Edit Mogs Animated Title - rm-rf -  03-20-2010
 
 no problem ;D
 
 
 [Resolved] Edit Mogs Animated Title - Ace -  03-21-2010
 
 oh I found something weird:
 it messes up the size of the ingame font Oo
 it makes it very small and I don't know why, could you take a look?
 and just a small problem: how do I make it so if there is a save file, it automaticly jumps to the second command load?
 
 ty again^^
 
 
 [Resolved] Edit Mogs Animated Title - rm-rf -  03-21-2010
 
 hmm, the font shrinking issues isnt there for me, maybe its a script clash or something :(
 and the updated code for savegame => continue
 
 
 Code: #_________________________________________________# MOG_Animated Title Sofia V1.1
 #_________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_________________________________________________
 module MOG
 #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.
 #à 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
 
 class Scene_Title
 def main
 main_variable                 # Main Variable Initialization
 main_spriteset                # Main Spriteset Initialization
 main_sprite                   # Main Sprite Initialization
 main_window                   # Main Window Initialization
 main_audio                    # Main Audio Initialization
 main_transition               # Main Transition Initialization
 loop do                       # Scene Loop
 main_loop                   # Main Loop
 break if main_break?        # Break If Breakloop Test
 end                           # End Scene Loop
 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               # Prepare for transition
 main_dispose                  # Main Dispose
 main_end                      # Main End
 end
 
 alias mog_sofiatitle_mainwindow main_window
 def main_window
 mog_sofiatitle_mainwindow
 @command_window.visible = false
 @command_window.active = false
 end
 
 alias mog_sofiatitle_mainsprite main_sprite
 def main_sprite
 mog_sofiatitle_mainsprite
 @sprite.visible = 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
 @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
 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
 end
 end
 end
 
 alias mog_sofiatitle_main_variable main_variable
 def main_variable
 @index = 0
 @time = 0
 @time_zoom = 0
 @time_music = 0
 @time_logo = MOG::LOGO_TIME
 @logo_r = 0
 @rs = 0
 
 mog_sofiatitle_main_variable
 end
 
 alias mog_sofiatitle_mainaudio main_audio
 def main_audio
 mog_sofiatitle_mainaudio
 Audio.bgm_stop
 if MOG::BGS_ON == true
 Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
 end
 end
 
 def main_transition
 super
 Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
 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
 end
 
 [Resolved] Edit Mogs Animated Title - Ace -  03-21-2010
 
 ah I solved the font problem, and the continue thing works fine. ty so much, that's awesome :D
 
 
 [Resolved] Edit Mogs Animated Title - DerVVulfman -  03-21-2010
 
 :cheery:
 
 Good.  Now I can close both this, and the Script Request (
  ) topics. 
 
 
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