This is kind hard to explain if you don't have any knowledge of how the command windows and selection works.
Basically you need to make a new method in the Window_command to use 3 columns, pretty simple. Then have the title screen call that method.
I created a new method "columns" in the window command class:
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# Adds 3 columns for the title screen
#--------------------------------------------------------------------------
def columns
@column_max = 3
end
end
Then called that method after the titlescreen creates a new command window.
@command_window = Window_Command.new(196, [s1, s2, s3] )
@command_window.columns
Here's title screen with the changes. Again, it might be a different version then what you're using.
- #_________________________________________________
- # MOG Animated Title Celia V1.6
- #_________________________________________________
- # By Moghunter
- # http://www.atelier-rgss.com
- #_________________________________________________
- # Tela de titulo animada por frames.
- # Para nomear os frames de imagens nomeie da seguinte forma.
- #
- # Title0.jpg /Title1.jpg / Title2.jpg / Title3.jpg /...
- #
- # Coloque o nome Title + o numero do frame.
- # (A quantidade de frames é ilimitada.)
- # Ainda serão necessários as imagens de comando.
- #
- # Com_01.jpg / Com_02.jpg / Com_03.jpg
- #
- # Todas as imagens devem ficar na pasta GRAPHICS/TITLES/
- module MOG
- #Ativar fullScreen automático.
- FULL_SCREEN = false
- #Velocidade da animação
- BACKTITLESPEED = 10
- #Posição do comando.
- COM_X = 0 # Com X Pos
- COM_Y = 0 # Com Y Pos
- end
-
- class Window_Command < Window_Selectable
- #--------------------------------------------------------------------------
- # Adds 3 columns for the title screen
- #--------------------------------------------------------------------------
- def columns
- @column_max = 3
- end
- end
-
- #===============================================================================
- # Scene_Title
- #===============================================================================
- class Scene_Title
- def main
- if $BTEST
- battle_test
- return
- end
- $full_screen += 1
- if MOG::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
- $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_system = Game_System.new
- s1 = "New Game"
- s2 = "Continue"
- s3 = "Shutdown"
- @command_window = Window_Command.new(196, [s1, s2, s3] )
- @command_window.columns
- @command_window.back_opacity = 160
- @command_window.x = 320 - @command_window.width / 2
- @command_window.y = 288
- @command_window.visible = false
- @continue_enabled = false
- @frmtitle = Sprite.new
- @frmtitle.bitmap = Bitmap.new(640,480)
- @frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil
- @backtitleref = 0
- @backtitlespeed = 0
- @com = Sprite.new
- @com.bitmap = RPG::Cache.title("Com_01") rescue nil
- @com.z = 10
- @com.x = (MOG::COM_X)
- @com.y = (MOG::COM_Y)
- for i in 0..3
- if FileTest.exist?("Save#{i+1}.rxdata")
- @continue_enabled = true
- end
- end
- if @continue_enabled
- @command_window.index = 1
- else
- @command_window.disable_item(1)
- end
- $game_system.bgm_play($data_system.title_bgm)
- Audio.me_stop
- Audio.bgs_stop
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @command_window.dispose
- @frmtitle.dispose
- @com.dispose
- end
-
- #--------------------------------------------------------------------------
- # Update
- #--------------------------------------------------------------------------
- def update
- @command_window.update
- case @command_window.index
- when 0
- @com.bitmap = RPG::Cache.title("Com_01") rescue nil
- when 1
- @com.bitmap = RPG::Cache.title("Com_02") rescue nil
- when 2
- @com.bitmap = RPG::Cache.title("Com_03") rescue nil
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0
- command_new_game
- when 1
- command_continue
- when 2
- command_shutdown
- end
- end
- @backtitlespeed += 1
- if @backtitlespeed > MOG::BACKTITLESPEED
- @backtitleref += 1
- @backtitlespeed = 0
- end
- if @frmtitle.bitmap != nil
- @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
- end
- if @frmtitle.bitmap == nil
- @backtitleref = 0
- @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
- end
- end
- #--------------------------------------------------------------------------
- # Command_New_Game
- #--------------------------------------------------------------------------
- def command_new_game
- $game_system.se_play($data_system.decision_se)
- Audio.bgm_stop
- 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_starting_members
- $game_map.setup($data_system.start_map_id)
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- $game_player.refresh
- $game_map.autoplay
- $game_map.update
- $scene = Scene_Map.new
- end
-
- #--------------------------------------------------------------------------
- # Command_Continue
- #--------------------------------------------------------------------------
- def command_continue
- unless @continue_enabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Load.new
- end
- #--------------------------------------------------------------------------
- # Command_Shutdown
- #--------------------------------------------------------------------------
- def command_shutdown
- $game_system.se_play($data_system.decision_se)
- Audio.bgm_fade(800)
- Audio.bgs_fade(800)
- Audio.me_fade(800)
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # Battle_Test
- #--------------------------------------------------------------------------
- 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
- $game_temp.battle_troop_id = $data_system.test_troop_id
- $game_temp.battle_can_escape = true
- $game_map.battleback_name = $data_system.battleback_name
- $game_system.se_play($data_system.battle_start_se)
- $game_system.bgm_play($game_system.battle_bgm)
- $scene = Scene_Battle.new
- end
- end
-
- $full_screen = 0
- $mog_rgss_title_celia = true
Expand to see the code.