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Script help!

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**
Rep: +0/-0Level 82
i found this script in with aload of other scripts which i found on the net in a zelda pack i need some help with it to change it slightly if thats possible? Instead of it loading on the title page is it possible to get it to work after a cut scene or something like for the end of the game.
Help is appreciated

Regards
            Jyoji       

Code: [Select]


CREDITS_FONT = "Return of Ganon"
CREDITS_SIZE = 35
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#==============================================================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
#  ??????????????????
#==============================================================================

class Scene_Title

  # This next piece of code is the credits. Please keep the Zelda teams credits.
 
    CREDIT=<<_END_

The Legend of Zelda
The Castle Of Doom

Director
George Bettles-Hall
Team
             
             
Story Writter:
[Georgia Cutter]

Mappers:
[George Bettles-Hall]
[Harrison Cutter]
[Harvey Bettles-Hall]



This Game was inspired by my friends stories she makes
happily in her spare time as she is a very good zelda fan.


---------------------------
This game uses
Project Zelda: The Legend of Zelda Game Engine

Original Project Founder
------------------------------
MasterMind



Project Leader
-------------------
Ace of Spades



Developers
----------------
Ace of Spades
MasterMind
Stormreaver



Scripts
----------
Homer
Wachunga
Fuso
cogwheel
Dubealex
Astro_mech
FantasyDR
ccoa
Glaciesflamma
MasterMind
Ace of Spades



Graphics
-------------
Mikepjr
Oldskoolmario
GreenYoshiJosh
Stormreaver
MasterMind
Ace of Spades



Music Samples
--------------------
Ripped by MasterMind
VGMusic.com



Sound Effects
-------------------
Ripped by G8orByte



Special Thanks
---------------------
RMXP.net for comments and support
OpenZelda for inspiration






Thank you for watching
/Project Zelda Team





Making dreams a reality.  - MasterMind


...Carrying on the dream.  - Ace of Spades
_END_
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def main
    # ????????
    if $BTEST
      battle_test
      return
    end
    # ??????????
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # ?????????????
    $game_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
    # ???? BGM ???
    $game_system.bgm_play($data_system.title_bgm)
   
    #-------------------------------
    # Animated Background Setup
    #-------------------------------
   
    @sprite = Sprite.new
    #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @backgroundList = ["Titlescreen1", "Titlescreen1","Titlescreen1","Titlescreen1",
    "Titlescreen1","Titlescreen1","Titlescreen1","Titlescreen2", "Titlescreen3", "Titlescreen4",
    "Titlescreen5","Titlescreen6", "Titlescreen7", "Titlescreen8", "Titlescreen9", "Titlescreen10",
    "Titlescreen11", "Titlescreen12", "Titlescreen13", "Titlescreen14", "Titlescreen15",
    "Titlescreen16","Titlescreen17", "Titlescreen18", "Titlescreen19", "Titlescreen20",
    "Titlescreen21","Titlescreen22", "Titlescreen23", "Titlescreen24", "Titlescreen25",
    "Titlescreen26", "Titlescreen27", "Titlescreen28", "Titlescreen29", "Titlescreen30",
    "Titlescreen31","Titlescreen32", "Titlescreen33", "Titlescreen34", "Titlescreen35",
    "Titlescreen36", "Titlescreen37", "Titlescreen38", "Titlescreen39", "Titlescreen40",
    "Titlescreen41","Titlescreen42", "Titlescreen43", "Titlescreen44", "Titlescreen45",
    "Titlescreen46", "Titlescreen47", "Titlescreen48", "Titlescreen49", "Titlescreen50",
    "Titlescreen51","Titlescreen52", "Titlescreen53", "Titlescreen54", "Titlescreen55",
    "Titlescreen56", "Titlescreen57", "Titlescreen58", "Titlescreen59", "Titlescreen60",
    "Titlescreen61","Titlescreen62", "Titlescreen63", "Titlescreen64", "Titlescreen65",
    "Titlescreen66", "Titlescreen67","Titlescreen68", "Titlescreen68", "Titlescreen68",
    "Titlescreen68", "Titlescreen68", "Titlescreen68", "Titlescreen68","Titlescreen68",
    "Titlescreen67","Titlescreen66", "Titlescreen65", "Titlescreen64", "Titlescreen63",
    "Titlescreen62","Titlescreen61", "Titlescreen60", "Titlescreen59", "Titlescreen58",
    "Titlescreen57", "Titlescreen56", "Titlescreen54", "Titlescreen53", "Titlescreen52",
    "Titlescreen51", "Titlescreen50", "Titlescreen49","Titlescreen48", "Titlescreen47",
    "Titlescreen46", "Titlescreen45", "Titlescreen44","Titlescreen43", "Titlescreen42",
    "Titlescreen41", "Titlescreen40", "Titlescreen39", "Titlescreen38", "Titlescreen37",
    "Titlescreen36", "Titlescreen35", "Titlescreen34","Titlescreen33", "Titlescreen32",
    "Titlescreen31", "Titlescreen30", "Titlescreen29", "Titlescreen28", "Titlescreen27",
    "Titlescreen26", "Titlescreen25", "Titlescreen24","Titlescreen23", "Titlescreen22",
    "Titlescreen21", "Titlescreen20", "Titlescreen19", "Titlescreen18", "Titlescreen17",
    "Titlescreen16", "Titlescreen15", "Titlescreen14","Titlescreen13", "Titlescreen12",
    "Titlescreen11", "Titlescreen10", "Titlescreen9", "Titlescreen8", "Titlescreen7",
    "Titlescreen6", "Titlescreen5", "Titlescreen3", "Titlescreen2", "Titlescreen1", "Titlescreen1"]
    @backgroundGameFrameCount = 0
    # Number of game frames per background frame.
    @backgroundG_BFrameCount = 3.4
    @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
   
    #------------------
    # Credits Setup
    #------------------
   
    credit_lines = CREDIT.split(/\n/)
    credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
    credit_lines.each_index do |i|
      line = credit_lines[i]
      credit_bitmap.font.name = CREDITS_FONT
      credit_bitmap.font.size = CREDITS_SIZE
      x = 0
       credit_bitmap.font.color = CREDITS_OUTLINE
       credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.font.color = CREDITS_SHADOW
       credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
       credit_bitmap.font.color = CREDITS_FILL
      credit_bitmap.draw_text(0,i * 32,640,32,line,1)
    end
    @credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
    @credit_sprite.bitmap = credit_bitmap
    @credit_sprite.z = 9998
    @credit_sprite.oy = -430
    @frame_index = 0
    @last_flag = false
   
    #--------
    # Setup
    #--------
   
    # ME?BGS ??????
    Audio.me_stop
    Audio.bgs_stop
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    @sprite.dispose
    @credit_sprite.dispose
  end
 
  #Checks if credits bitmap has reached it's ending point
  def last?
    return (@frame_index >= @credit_sprite.bitmap.height + 480)
  end
  def last
    if not @last_flag
      @last_flag = true
      @last_count = 0
    else
      @last_count += 1
    end
    if @last_count >= 300
      $scene = Scene_NewLoad.new
    end
  end
 
  #Check if the credits should be cancelled
    def cancel?
    if Input.trigger?(Input::C)
      $scene = Scene_NewLoad.new
      return true
    end
    return false
  end
 
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    @backgroundGameFrameCount = @backgroundGameFrameCount + 1
    if @backgroundGameFrameCount >= @backgroundG_BFrameCount
    @backgroundGameFrameCount = 0
    # Add current background frame to the end
    @backgroundList = @backgroundList << @backgroundList[0]
    # and drop it from the first position
    @backgroundList.delete_at(0)
    @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
  end
    return if cancel?
    last if last?
    @credit_sprite.oy += 1
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def battle_test
    # ?????? (??????) ????
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # ??????????????????????
    Graphics.frame_count = 0
    # ??????????????
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # ??????????????????
    $game_party.setup_battle_test_members
    # ???? ID??????????????????
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # ????? SE ???
    $game_system.se_play($data_system.battle_start_se)
    # ??? BGM ???
    $game_system.bgm_play($game_system.battle_bgm)
    # ??????????
    $scene = Scene_Battle.new
  end
end