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Difficulty Script

lome0

Member

This is my first script, it makes so you can choose the difficulty of the game, to use it delete scene_title and put in this:


Version 1:
Code:
#==============================================================================

# ** Scene_Title

#------------------------------------------------------------------------------

#  This class performs title screen processing.

#==============================================================================

 

class Scene_Title

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = false

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    # If continue is enabled, move cursor to "Continue"

    # If disabled, display "Continue" text in gray

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    # Play title BGM

    $game_system.bgm_play($data_system.title_bgm)

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # New game

        command_new_game

      when 1  # Continue

        command_continue

      when 2  # Shutdown

        command_shutdown

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: New Game

  #--------------------------------------------------------------------------

  def command_new_game

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to map screen

    $scene = Scene_Difficulty.new

  end

  #--------------------------------------------------------------------------

  # * Command: Continue

  #--------------------------------------------------------------------------

  def command_continue

    # If continue is disabled

    unless @continue_enabled

      # Play buzzer SE

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to load screen

    $scene = Scene_Load.new

  end

  #--------------------------------------------------------------------------

  # * Command: Shutdown

  #--------------------------------------------------------------------------

  def command_shutdown

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Fade out BGM, BGS, and ME

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    # Shutdown

    $scene = nil

  end

  #--------------------------------------------------------------------------

  # * Battle Test

  #--------------------------------------------------------------------------

  def battle_test

    # Load database (for 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")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $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

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

end

 
Underneath scene title put in this and name it scene_difficulty:
Code:
#==============================================================================

# ** Scene_Difficulty

#------------------------------------------------------------------------------

#  This class performs title screen processing.

#==============================================================================

 

class Scene_Difficulty

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "Easy"

    s2 = "Normal"

    s3 = "Hard"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = true

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # Easy

        command_easy

      when 1  # Normal

        command_normal

      when 2  # Shutdown

        command_hard

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: Easy

  #--------------------------------------------------------------------------

  def command_easy

    # Load Data

    $data_actors        = load_data("Data/Easy/Actors.rxdata")

    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Normal

  #--------------------------------------------------------------------------

  def command_normal

    # Load Data

    $data_actors        = load_data("Data/Normal/Actors.rxdata")

    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Hard

  #--------------------------------------------------------------------------

  def command_hard

    # Load Data

    $data_actors        = load_data("Data/Hard/Actors.rxdata")

    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Battle Test

  #--------------------------------------------------------------------------

  def battle_test

    # Load database (for 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")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $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

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

end

 

Version 2:
Code:
#

#

#                           KAISERLOMEPRODUCTIONS

#

#

#==============================================================================

# ** Scene_Title

#------------------------------------------------------------------------------

#  This class performs title screen processing.

#  Edited by Lome0

#==============================================================================

 

class Scene_Title

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = false

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    # If continue is enabled, move cursor to "Continue"

    # If disabled, display "Continue" text in gray

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    # Play title BGM

    $game_system.bgm_play($data_system.title_bgm)

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # New game

        command_new_game

      when 1  # Continue

        command_continue

      when 2  # Shutdown

        command_shutdown

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: New Game

  #--------------------------------------------------------------------------

  def command_new_game

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to map screen

    $scene = Scene_Difficulty.new

  end

  class Scene_Difficulty

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "Easy"

    s2 = "Normal"

    s3 = "Hard"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # Easy

        command_easy

      when 1  # Normal

        command_normal

      when 2  # Shutdown

        command_hard

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: Easy

  #--------------------------------------------------------------------------

  def command_easy

    # Load Data

    $data_actors        = load_data("Data/Easy/Actors.rxdata")

    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Normal

  #--------------------------------------------------------------------------

  def command_normal

    # Load Data

    $data_actors        = load_data("Data/Normal/Actors.rxdata")

    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Hard

  #--------------------------------------------------------------------------

  def command_hard

    # Load Data

    $data_actors        = load_data("Data/Hard/Actors.rxdata")

    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

end

 

  #--------------------------------------------------------------------------

  # * Command: Continue

  #--------------------------------------------------------------------------

  def command_continue

    # If continue is disabled

    unless @continue_enabled

      # Play buzzer SE

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to load screen

    $scene = Scene_Load.new

  end

  #--------------------------------------------------------------------------

  # * Command: Shutdown

  #--------------------------------------------------------------------------

  def command_shutdown

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Fade out BGM, BGS, and ME

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    # Shutdown

    $scene = nil

  end

  #--------------------------------------------------------------------------

  # * Battle Test

  #--------------------------------------------------------------------------

  def battle_test

    # Load database (for 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")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $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

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

end

Version 3:
In this version switch 1 will be on in easy mode, switch 2 in normal mode and switch 3 in hard mode.
Code:
#

#

#                           KAISERLOMEPRODUCTIONS

#

#

#==============================================================================

# ** Scene_Title

#------------------------------------------------------------------------------

#  This class performs title screen processing.

#  Edited by Lome0

#==============================================================================

 

class Scene_Title

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = false

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    # If continue is enabled, move cursor to "Continue"

    # If disabled, display "Continue" text in gray

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    # Play title BGM

    $game_system.bgm_play($data_system.title_bgm)

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # New game

        command_new_game

      when 1  # Continue

        command_continue

      when 2  # Shutdown

        command_shutdown

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: New Game

  #--------------------------------------------------------------------------

  def command_new_game

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to map screen

    $scene = Scene_Difficulty.new

  end

  class Scene_Difficulty

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "Easy"

    s2 = "Normal"

    s3 = "Hard"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # Easy

        command_easy

      when 1  # Normal

        command_normal

      when 2  # Shutdown

        command_hard

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: Easy

  #--------------------------------------------------------------------------

  def command_easy

    # Turn on easy switch

    $game_switches[1] = true

    # Load Data

    $data_actors        = load_data("Data/Easy/Actors.rxdata")

    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Normal

  #--------------------------------------------------------------------------

  def command_normal

      # Turn on normal switch

    $game_switches[2] = true

    # Load Data

    $data_actors        = load_data("Data/Normal/Actors.rxdata")

    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Hard

  #--------------------------------------------------------------------------

  def command_hard

    # Turn on hard switch

    $game_switches[3] = true

    # Load Data

    $data_actors        = load_data("Data/Hard/Actors.rxdata")

    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

end

 

  #--------------------------------------------------------------------------

  # * Command: Continue

  #--------------------------------------------------------------------------

  def command_continue

    # If continue is disabled

    unless @continue_enabled

      # Play buzzer SE

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to load screen

    $scene = Scene_Load.new

  end

  #--------------------------------------------------------------------------

  # * Command: Shutdown

  #--------------------------------------------------------------------------

  def command_shutdown

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Fade out BGM, BGS, and ME

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    # Shutdown

    $scene = nil

  end

  #--------------------------------------------------------------------------

  # * Battle Test

  #--------------------------------------------------------------------------

  def battle_test

    # Load database (for 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")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $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

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

end

Version 3 Fix:
A fix if it isn't working. This may help.
Code:
#

#

#                           KAISERLOMEPRODUCTIONS

#

#

#==============================================================================

# ** Scene_Title

#------------------------------------------------------------------------------

#  This class performs title screen processing.

#  Edited by Lome0

#==============================================================================

 

class Scene_Title

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = false

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    # If continue is enabled, move cursor to "Continue"

    # If disabled, display "Continue" text in gray

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    # Play title BGM

    $game_system.bgm_play($data_system.title_bgm)

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # New game

        command_new_game

      when 1  # Continue

        command_continue

      when 2  # Shutdown

        command_shutdown

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: New Game

  #--------------------------------------------------------------------------

  def command_new_game

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to map screen

    $scene = Scene_Difficulty.new

  end

  class Scene_Difficulty

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # If battle test

    if $BTEST

      battle_test

      return

    end

    # Load database

    $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")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "Easy"

    s2 = "Normal"

    s3 = "Hard"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0  # Easy

        command_easy

      when 1  # Normal

        command_normal

      when 2  # Shutdown

        command_hard

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: Easy

  #--------------------------------------------------------------------------

  def command_easy

    # Turn on easy switch

    $game_switches[1] = true

    # Load Data

    $data_actors        = load_data("Data/Easy/Actors.rxdata")

    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Normal

  #--------------------------------------------------------------------------

  def command_normal

      # Turn on normal switch

    $game_switches[2] = true

    # Load Data

    $data_actors        = load_data("Data/Normal/Actors.rxdata")

    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

  #--------------------------------------------------------------------------

  # * Command: Hard

  #--------------------------------------------------------------------------

  def command_hard

    # Turn on hard switch

    $game_switches[3] = true

    # Load Data

    $data_actors        = load_data("Data/Hard/Actors.rxdata")

    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $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

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

  end

end

 

  #--------------------------------------------------------------------------

  # * Command: Continue

  #--------------------------------------------------------------------------

  def command_continue

    # If continue is disabled

    unless @continue_enabled

      # Play buzzer SE

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to load screen

    $scene = Scene_Load.new

  end

  #--------------------------------------------------------------------------

  # * Command: Shutdown

  #--------------------------------------------------------------------------

  def command_shutdown

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Fade out BGM, BGS, and ME

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    # Shutdown

    $scene = nil

  end

  #--------------------------------------------------------------------------

  # * Battle Test

  #--------------------------------------------------------------------------

  def battle_test

    # Load database (for 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")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $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

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

end

After you have done this create 3 folders named Easy, Normal and Hard Into the Data Folder, You need to make 3 different actor datas for each difficulty and 3 different enemy datas and put them in the folders, hope I explained it right... :grin:
 
Looks cool, I shall test it and edit.

EDIT: It works, and its nice! Good job on this, may sound harsh but you can try more difficult scripts, and instead of making your own game with your maps you could join someone else's project.
 
There's an awful lot of Scene_Title there for changing a single method. Might I suggest you make it simpler by just putting it all in one script, with that single method included? Like so:

Code:
class Scene_Title
  def command_new_game
    $scene = Scene_Difficulty.new
  end
end

class Scene_Difficulty
  [...]
end

That way, there will be much better compatibility, an it will be simpler to install and understand.
 

lome0

Member

rey meustrus":3mcftufj said:
There's an awful lot of Scene_Title there for changing a single method. Might I suggest you make it simpler by just putting it all in one script, with that single method included? Like so:

Code:
class Scene_Title
  def command_new_game
    $scene = Scene_Difficulty.new
  end
end

class Scene_Difficulty
  [...]
end

That way, there will be much better compatibility, an it will be simpler to install and understand.

I don't really see what putting it into one script would do, but any way here it is:
Code:
#
#
#                           KAISERLOMEPRODUCTIONS
#
#
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#  Edited by Lome0
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to map screen
    $scene = Scene_Difficulty.new
  end
  class Scene_Difficulty
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = "Easy"
    s2 = "Normal"
    s3 = "Hard"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # Easy
        command_easy
      when 1  # Normal
        command_normal
      when 2  # Shutdown
        command_hard
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: Easy
  #--------------------------------------------------------------------------
  def command_easy
    # Load Data
    $data_actors        = load_data("Data/Easy/Actors.rxdata")
    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Normal
  #--------------------------------------------------------------------------
  def command_normal
    # Load Data
    $data_actors        = load_data("Data/Normal/Actors.rxdata")
    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Hard
  #--------------------------------------------------------------------------
  def command_hard
    # Load Data
    $data_actors        = load_data("Data/Hard/Actors.rxdata")
    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
end

  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for 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")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $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
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end

EDIT: Here's the new version of the script, it makes so in easy mode switch 1 is on, in normal mode switch 2 is on and in hard mode switch 3 is on.
Code:
#
#
#                           KAISERLOMEPRODUCTIONS
#
#
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#  Edited by Lome0
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to map screen
    $scene = Scene_Difficulty.new
  end
  class Scene_Difficulty
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = "Easy"
    s2 = "Normal"
    s3 = "Hard"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # Easy
        command_easy
      when 1  # Normal
        command_normal
      when 2  # Shutdown
        command_hard
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: Easy
  #--------------------------------------------------------------------------
  def command_easy
    # Turn on easy switch
    $game_switches[1] = true
    # Load Data
    $data_actors        = load_data("Data/Easy/Actors.rxdata")
    $data_enemies       = load_data("Data/Easy/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Normal
  #--------------------------------------------------------------------------
  def command_normal
      # Turn on normal switch
    $game_switches[2] = true
    # Load Data
    $data_actors        = load_data("Data/Normal/Actors.rxdata")
    $data_enemies       = load_data("Data/Normal/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Hard
  #--------------------------------------------------------------------------
  def command_hard
    # Turn on hard switch
    $game_switches[3] = true
    # Load Data
    $data_actors        = load_data("Data/Hard/Actors.rxdata")
    $data_enemies       = load_data("Data/Hard/Enemies.rxdata")
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
end

  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for 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")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $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
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
 

Atoa

Member

since most part of the scene is unchanged, i recomend you to use aliases.
And instead of making 3 versions and using switchs, you could use an global variable
 
The main point I was trying to make is that you don't need to copy all of Scene_Title...in Ruby, if you put a method below one with the same name, the lower one overwrites the first. It's unnecessary to remove the existing Scene_Title, you just have to put that one method in below it.
 
All it says when I click on the spoiler is expand to the see code! How do I do that. I really don't know and I want to use this script. Please tell me how.
 

lome0

Member

Birdie":1ysu5598 said:
All it says when I click on the spoiler is expand to the see code! How do I do that. I really don't know and I want to use this script. Please tell me how.

Click Expand/Contract Or Something Like That.
 

lome0

Member

Dargor":deg1ug78 said:
That's a good start for a first script lome0.
However, your topic doesn't meet the requirements for a Submitted script.
I'd like you to read and follow the guidelines here viewtopic.php?f=11&t=4113 and update your topic please.

Thank you
-Dargor

It's been a while since I've been to the forums.

Exactly what part of the requirements have I left out? I looked through that page before posting.









EDIT:
Version 3 stopped working for me for some reason and I added a new script to fix it.
 

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