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I need to change the effect of New Game on the Title screen

Background: Okay, I have the two scripts Mode 7 and a Script that bypasses the Title screen, and I've made my own custom Title Screen thing, and then when I added in a Choice that lets you load the game, Mode 7 conflicts with it. So I've decided, If I use the "Return to Title Screen" Command, It will take me to the old version of the Title screen, which gave me an idea. I made the custom title screen I made earlier say "Press Enter to start" and then it uses the command "Return to title screen" which returns you to the defult title screen thing. But when I press "New Game" It brings me back to the previous menu.
What I need help with: I'm trying to modifiy the Scene_title script so selecting "New Game" Transfers the player to the first map. [Map ID: 2, X: 9, Y: 7]

Scene_TITLE
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)

    # 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: 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

 

If you have any questions on what I'm trying to do [I may of worded it weirdly] Just ask, and I will answer. I really need to get this working so my Title Screens work.
 
Code:
# 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)
I figure that's what you'Re looking for? It's right inside command_new_game...
 

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