Alright, let me try this again...
Remove the Idle Title Cutscene script.
Again, making sure it's below MogHunter's Animated Title Screen.
Spoiler
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# Idle Title Screen Cutscene# Version: 1.0# Author: DiamondandPlatinum3# Date: June 7, 2014#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# Description:## This script adds a timer on the title screen that, when reached, transfers# to a Game Map. On this game map, you can use events to show cutscenes or a# "story so far" demo.##~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#------------------------------------------------------------------------------# Instructions:## ~ Modify Editable Region to your liking.## ~ When Transferring to the Map, the map begins in a screen_fadeout state.# This is to allow you to set up the map behind the scenes.# When the map is ready to view, use the "Fadein Screen" Event.## ~ When finished with the Map Cutscene, be sure to use the# "Return to Title Screen" event to return to the title screen.##=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=module DiamondandPlatinum3 module IdleTitleScreenCutscene #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # -= # Editable Region //// == # =- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # How long does the Title Screen have to be waiting before # skipping to the map? # # Note: this is done with seconds. So 30.5 would quite literally # mean "30 and a half seconds" SkipTimer = 30.0 # If the player presses any button. Should the Timer be reset? # Note: If set to false, then the title screen will skip to the map # when the timer has been reached regardles of what the player # was doing InputCancel = true # This is the map the Title Screen will skip to. Use this map to display an # cutscene or whatever you'd like. Be sure that when finished you use the # "Return to Title Screen" event. MapID = 1 #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # \/ # End of Editable Region /\ # \/ #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= endend #==============================================================================# ** Scene_Title#------------------------------------------------------------------------------# This class performs the title screen processing.#============================================================================== class Scene_Title < Scene_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # *= Alias Listings #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias_method:)dp3_itss_scntitle_inti_qw90y, :initialize) alias_method:)dp3_itss_scntitle_update_qw90y, :update) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Aliased Method: Object Initialisation #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize(*args) dp3_itss_scntitle_inti_qw90y(*args) @dp3_titlescreenskipmanager = DiamondandPlatinum3::IdleTitleScreenCutscene::SceneTitleSkipManager.new() end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Aliased Method: Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update(*args) dp3_itss_scntitle_update_qw90y(*args) @dp3_titlescreenskipmanager.update() endend #=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=# ** New Class: Scene Title Skip Manager#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# This class Manages the Skip Option for the Title Screen#~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~module DiamondandPlatinum3 module IdleTitleScreenCutscene class SceneTitleSkipManager #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Derived Method: Object Initialisation #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize() @skip_timer = DPCore::TimeTracker.new(SkipTimer) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update if InputCancel && has_input?() @skip_timer.reset() else @skip_timer.update() if @skip_timer.time_up?() SceneManager.scene.fadeout_all() DataManager.create_game_objects() $game_map.setup(MapID) $game_player.moveto(0, 0) $game_map.autoplay() $game_map.screen.start_fadeout(1) SceneManager.goto(Scene_Map) end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Has Input? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def has_input? return [:LEFT, :UP, :RIGHT, :DOWN, :A, :B, :C, :X, :Y, :Z, :L, :R, :SHIFT, :CTRL, :ALT, :F5, :F6, :F7, :F8, :F9 ].any? { |sym| Input.press?(sym) } end end endend unless ($diamondandplatinum3scripts ||= {})[:TimeTracker] #=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=# ** New Class: Time Tracker#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# Once initialised, this class keeps track of time in seconds.# All instances of the TimeTracker class are updated automatically if you# have chosen to allow themselves to be added to the list (true by default).## Once initialised, simply call the ' time_up? ' method to see if the time# is up for this TimeTracker.# Call ' dispose ' once finished.#~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~($diamondandplatinum3scripts ||= {})[:TimeTracker] = true#~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~module DPCore class TimeTracker #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # *+ Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_reader :current_frame # Current Frame the Tracker is on: Use to Reset Tracker. attr_reader :seconds # Seconds until TimeUp: Change to Increase/Decrease the Wait Time. attr_reader :scenetype # Scenetype: If not nil, this TimeTracker will only Update if SceneManager is in that Specified Scene. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # *- Private Static Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@timetracker_list = [] # Static Variable List/Array containing active instances of TimeTrackers #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Object Initialisation #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Time: How long (in seconds) until this TimeTracker has been successful # Scene Class: Which Scene Can this TimeTracker be updated in : nil by default, which means it can always be updated no matter what scene it is. # Add Self To List: Add Self to the Automatic Update List? : false by default. If not true, you need to update the TimeTracker manually #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize(time, scene_class = nil, add_self_to_list = false) @current_time = 0.0 @finish_time = time.to_f @scenetype = scene_class @time_up = false @@timetracker_list.push(self) if add_self_to_list end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose() @@timetracker_list.reject! { |tracker| tracker == self } end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update() if !@time_up @current_time += (1.0 / Graphics.frame_rate) @time_up = (@current_time > @finish_time) @current_time = @finish_time if @time_up end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Reset #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def reset() @current_time = 0.0 @time_up = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Set Current Time #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_current_time(time) @current_time = time @time_up = (@current_time > @finish_time) @current_time = @finish_time if @time_up end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Set Finish Time #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_finish_time(time) @finish_time = time @time_up = (@current_time > @finish_time) @current_time = @finish_time if @time_up end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Get Current Time (in seconds) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def get_current_time() return @current_time end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Is Time Up? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def time_up?() return @time_up end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Get Total Completion Percentage #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def get_completion_percentage() return (@current_time / @finish_time) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Get TimeTracker List #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def self.get_timetracker_list() return @@timetracker_list end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Method: Update TimeTrackers #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def self.update_timetrackers() @@timetracker_list.each do |tracker| tracker.update() unless !tracker.scenetype.nil? && !SceneManager.scene_is?(tracker.scenetype) end end endend end
If it's still having a fit after that, you're gonna have to send me a demo.