Okay, I'm using this script for my Title screen (animated)
BUT now when I try to start new game or continue I get an error that says
What do I do?!
Code:
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##################################################
# Scene Title Screen Miria V1.0 Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â #
##################################################
# By Moghunter
# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]
##################################################
# Tela de titulo animada.
# Crie uma pasta com o nome deTitle dentro da pasta
# Graphics e coloque todas as imagens dentro dela.
# São necessárias as seguintes imagens.
#
# Title      #Imagem que contem o texto do titulo
# Transition   #Imagem da transição de tela
# Plane1 Â Â Â Â #Imagem da camada 1
# Plane2 Â Â Â Â #Imagem da camada 2
# Plane3 Â Â Â Â #Imagem da camada 3
# Com_01    #Imagem do menu seleção NEW GAME
# Com_02    #Imagem do menu seleção CONTINUE
# Com_03    #Imagem do menu seleção EXIT
#
#-------------------------------------------------
#############
# Â CONFIG Â Â #
#############
module MOG_VX01
#Ativar tela cheia. Â Â (true = Ativar ou false = Desativar)
FULL_SCREEN = false
# Tempo de transição.
TT = 120
#Ativar movimento de Onda no texto do titulo.
# (true = Ativar ou false = Desativar)
TWAVE = true
#Opacidade da imagem camada 1.
TPLANE1_OPA = 255
#Opacidade da imagem camada 2.
TPLANE2_OPA = 200
#Opacidade da imagem camada 3
TPLANE3_OPA = 170
# Velocidade de movimento da camada 1 na horizontal.
TPLANE1_X = 1
# Velocidade de movimento da camada 1 na vertical.
TPLANE1_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE2_X = 2
# Velocidade de movimento da camada 2 na vertical.
TPLANE2_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE3_X = 4
# Velocidade de movimento da camada 2 na vertical.
TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
 def self.title(filename)
  load_bitmap("Graphics/Title/", filename)
 end
end
#############
# Scene_Title #
#############
$full_screen = 0
class Scene_Title
include  MOG_VX01
  def main
  if $BTEST           Â
   battle_test          Â
  return
  end   Â
  $full_screen += 1
  if MOG_VX01::FULL_SCREEN == true and $full_screen == 1
  $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
  $showm.call(18,0,0,0)
  $showm.call(13,0,0,0)
  $showm.call(13,0,2,0)
  $showm.call(18,0,2,0)
  end  Â
  start            Â
  perform_transition     Â
  post_start          Â
  Input.update        Â
  loop do
   Graphics.update      Â
   Input.update        Â
   update           Â
   break if $scene != self  Â
  end
  Graphics.update
  pre_terminate        Â
  Graphics.freeze       Â
  terminate          Â
 end
 def start
  load_database          Â
  create_game_objects      Â
  check_continue          Â
  create_title_graphic      Â
  create_command_window    Â
  play_title_music        Â
 end
 def perform_transition
  Graphics.transition(TT , "Graphics/Title/Transition")
 end
 def post_start
  open_command_window
 end
 def pre_terminate
  close_command_window
 end
 def terminate
  dispose_command_window
  snapshot_for_background
  dispose_title_graphic
 end
 def update
  @command_window.update
   case @command_window.index
   when 0
   @com.bitmap = Cache.title("Com_01")
   when 1
   @com.bitmap = Cache.title("Com_02") Â
   when 2
   @com.bitmap = Cache.title("Com_03")
  end   Â
  @sprite_title.opacity += 2
  @com.opacity += 2 if @sprite_title.opacity > 150
  @sprite.ox += TPLANE1_X
  @sprite.oy += TPLANE1_Y
  @sprite2.ox += TPLANE2_X
  @sprite2.oy += TPLANE2_Y
  @sprite3.ox += TPLANE3_X
  @sprite3.oy += TPLANE3_Y
  @sprite_title.update if TWAVE == true
  if Input.trigger?(Input::C)
   case @command_window.index
   when 0 Â
    command_new_game
   when 1 Â
    command_continue
   when 2 Â
    command_shutdown
   end
  end
 end
 def update_slide
  @sprite.ox += TPLANE1_X
  @sprite.oy += TPLANE1_Y
  @sprite2.ox += TPLANE2_X
  @sprite2.oy += TPLANE2_Y
  @sprite3.ox += TPLANE3_X
  @sprite3.oy += TPLANE3_Y
  @sprite_title.update if TWAVE == true  Â
 end
 def load_database
  $data_actors     = load_data("Data/Actors.rvdata")
  $data_classes    = load_data("Data/Classes.rvdata")
  $data_skills     = load_data("Data/Skills.rvdata")
  $data_items     = load_data("Data/Items.rvdata")
  $data_weapons    = load_data("Data/Weapons.rvdata")
  $data_armors     = load_data("Data/Armors.rvdata")
  $data_enemies    = load_data("Data/Enemies.rvdata")
  $data_troops     = load_data("Data/Troops.rvdata")
  $data_states     = load_data("Data/States.rvdata")
  $data_animations   = load_data("Data/Animations.rvdata")
  $data_common_events = load_data("Data/CommonEvents.rvdata")
  $data_system     = load_data("Data/System.rvdata")
  $data_areas     = load_data("Data/Areas.rvdata")
 end
 def load_bt_database
  $data_actors     = load_data("Data/BT_Actors.rvdata")
  $data_classes    = load_data("Data/BT_Classes.rvdata")
  $data_skills     = load_data("Data/BT_Skills.rvdata")
  $data_items     = load_data("Data/BT_Items.rvdata")
  $data_weapons    = load_data("Data/BT_Weapons.rvdata")
  $data_armors     = load_data("Data/BT_Armors.rvdata")
  $data_enemies    = load_data("Data/BT_Enemies.rvdata")
  $data_troops     = load_data("Data/BT_Troops.rvdata")
  $data_states     = load_data("Data/BT_States.rvdata")
  $data_animations   = load_data("Data/BT_Animations.rvdata")
  $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
  $data_system     = load_data("Data/BT_System.rvdata")
 end
 def create_game_objects
  $game_temp      = Game_Temp.new
  $game_message    = Game_Message.new
  $game_system     = Game_System.new
  $game_switches    = Game_Switches.new
  $game_variables   = Game_Variables.new
  $game_self_switches = Game_SelfSwitches.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
 end
 def check_continue
  @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
 end
 def create_title_graphic
  @sprite_title = Sprite.new  Â
  @sprite_title.bitmap = Cache.title("Title") Â
  @sprite_title.opacity = 0
  @com = Sprite.new
  @com.bitmap = Cache.title("Com_01") Â
  @com.opacity = 0
  @sprite = Plane.new  Â
  @sprite.bitmap = Cache.title("Plane1")
  @sprite2 = Plane.new
  @sprite2.bitmap = Cache.title("Plane2")
  @sprite3 = Plane.new  Â
  @sprite3.bitmap = Cache.title("Plane3")
  @sprite.opacity = TPLANE1_OPA
  @sprite2.opacity = TPLANE2_OPA  Â
  @sprite3.opacity = TPLANE3_OPA  Â
  @sprite.z  = 1
  @sprite2.z = 2
  @sprite3.z = 3
  @com.z = 4
  @sprite_title.z = 5  Â
 if TWAVE == true
  @sprite_title.wave_amp = 8
  @sprite_title.wave_length = 240
  @sprite_title.wave_speed = 320
 end
  end
 def dispose_title_graphic
  @sprite.bitmap.dispose
  @sprite2.bitmap.dispose
  @sprite3.bitmap.dispose  Â
  @com.bitmap.dispose  Â
  @sprite_title.bitmap.dispose
  @sprite.dispose
  @sprite2.dispose
  @sprite3.dispose
  @com.dispose  Â
  @sprite_title.dispose
 end
 def create_command_window
  s1 = Vocab::new_game
  s2 = Vocab::continue
  s3 = Vocab::shutdown
  @command_window = Window_Command.new(172, [s1, s2, s3])
  @command_window.opacity = 0
  @command_window.contents_opacity = 0
  if @continue_enabled         Â
   @command_window.index = 1      Â
  else               Â
   @command_window.draw_item(1, false) Â
  end
 end
 def title_fade
  if TWAVE == true  Â
  @sprite_title.wave_amp = 34
  @sprite_title.wave_length =120
  @sprite_title.wave_speed = 800
  end  Â
  for i in 0..120
  @sprite_title.opacity -= 3  Â
  @sprite_title.update if TWAVE == true  Â
  @com.opacity -= 3
   case @command_window.index
   when 0  Â
   @sprite.zoom_x += 0.01
   @sprite.zoom_y += 0.01 Â
   @sprite2.zoom_x += 0.01
   @sprite2.zoom_y += 0.01   Â
   @sprite3.zoom_x += 0.01
   @sprite3.zoom_y += 0.01   Â
   @sprite.ox += 2
   @sprite.oy += 2
   @sprite2.ox += 2
   @sprite2.oy += 2
   @sprite3.ox += 2
   @sprite3.oy += 2  Â
   end
  update_slide
  Graphics.update Â
  end    Â
 end Â
 def dispose_command_window
  @command_window.dispose
 end
 def open_command_window
  @command_window.open
  begin
   @command_window.update
   Graphics.update
  end until @command_window.openness == 255
 end
 def close_command_window
  @command_window.close
  begin
   @command_window.update
   Graphics.update
  end until @command_window.openness == 0
 end
 def play_title_music
  $data_system.title_bgm.play
  RPG::BGS.stop
  RPG::ME.stop
 end
 def confirm_player_location
  if $data_system.start_map_id == 0
   print "プレイヤーã®åˆæœŸä½ç½®ãŒè¨å®šã•ã‚Œã¦ã„ã¾ã›ã‚“。"
   exit
  end
 end
 def command_new_game
  confirm_player_location
  Sound.play_decision
  title_fade
  $game_party.setup_starting_members    Â
  $game_map.setup($data_system.start_map_id) Â
  $game_player.moveto($data_system.start_x, $data_system.start_y)
  $game_player.refresh
  $scene = Scene_Map.new
  RPG::BGM.fade(1500)
  close_command_window
  Graphics.fadeout(60)
  Graphics.wait(40)
  Graphics.frame_count = 0
  RPG::BGM.stop
  $game_map.autoplay
 end
 def command_continue
  if @continue_enabled
   Sound.play_decision
   title_fade
   $scene = Scene_File.new(false, true, false)
  else
   Sound.play_buzzer
  end
 end
 def command_shutdown  Â
  Sound.play_decision
  title_fade
  RPG::BGM.fade(800)
  RPG::BGS.fade(800)
  RPG::ME.fade(800)
  $scene = nil
 end
 def battle_test
  load_bt_database       Â
  create_game_objects    Â
  Graphics.frame_count = 0     Â
  $game_party.setup_battle_test_members
  $game_troop.setup($data_system.test_troop_id)
  $game_troop.can_escape = true
  $game_system.battle_bgm.play
  snapshot_for_background
  $scene = Scene_Battle.new
 end
 def snapshot_for_background
  $game_temp.background_bitmap.dispose
  $game_temp.background_bitmap = Graphics.snap_to_bitmap
  $game_temp.background_bitmap.blur
 end
 end
Â
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BUT now when I try to start new game or continue I get an error that says
What do I do?!