Hallo ,
ich versuche das HK animated Title Screen Script mit einem von MOG Scripts zu verbinden. Allerdings kommt folgende Fehlermeldung:

Script "Titlemenü" line 70:NoMethodError occured.
undefined Method "update" for nil:Nil class

Im script lande ich dann auf die stelle im ersten code:
def update
super
if $STILL_BG == false
@wave.update


folgende Scripte (seperat) habe ich:
Code:
#==============================================================================
#  Hanzo Kimura's Animated Title Screen    (Translated by BlueTyphlosion)
#  Scripted Date: 02/24/09
#  PLEASE CREDIT: Hanzo Kimura
#  if Your going to use this script for your title
#
#  IMAGES USED(All in Graphics/System) Folder:
#     "TitleBGLoop.jpg" - For Scrolling Upward Effect
#     "TitleBGSprite.jpg" - For Horizantally Endless Scrolling 
#     "TitleCursor.png" - For the title cursor
#     "TitleMenu01.png" - For the title Menu (First Menu Active)
#     "TitleMenu02.png" - For the title Menu (Second Menu Active)
#     "TitleMenu03.png" - For the title Menu (Third Menu Active)
#     "TitleLogo.png" - For the Title Logo
#     "TitleSpark01.png" - For the Title Spark
#     "TitleSpark02.png" - For the Title Spark
#     "TitleSymbol.png" - For the Title Symbol
#     "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)
#     "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)
#   **"TitleBG.jpg" - For Still Version Title Background
#
#  UPDATE #1
#  ***New Function Added '$STILL_BG' Let's you control the Background behavior
#     Set it to True if you want the Animated Waving Effect,
#     Set it to False if you want a Still Background
#  ***640x480 Version Added 
#
#  IF YOU FIND ANY BUGS REPORT HERE:
#  http://www.rpgmakervx.net/index.php?showtopic=16133&st=60 
#
#==============================================================================
#NEW FUNCTION
$STILL_BG = false       # true=Still Background false=Animated Background
                        #'TitleBG' is the filename that will be used for Still BG

$TITLE_MENU_X = 184     # Your Title Menu X Position
$TITLE_MENU_Y = 260     # Your Title Menu Y Position
$LOGO_X = 50             # Your Logo X Position
$LOGO_Y = 0             # Your Logo Y Position
$SPARK_COUNT = 350      # SPARK COUNT: Frames Before the Spark Appears again
$SPARK_SPEED = 10       # The Speed of the Sparks
$MENU_NEW = 260         # THE Y Position of the Cursor if NEW GAME
$MENU_CONTINUE = 305    # THE Y Position of the Cursor if CONTINUE
$MENU_EXIT = 345           # THE Y Position of the Cursor if EXIT
$SYMBOL_SPEED = 1

#DONT EDIT BELOW
$titleloop = 1
$SYMBOL_RESET = false
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
  def start
    super
    SceneManager.clear
    Graphics.freeze
    create_command_window
    create_title_background
    play_title_music
  end
  alias create_command_window_hk create_command_window
  def create_command_window
    create_command_window_hk
    @command_window.visible = false
  end
  def update
    super
    if $STILL_BG == false
     @wave.update
    if @sprite.oy != 0
      @sprite.oy -= 1
    elsif @sprite.oy == 0
      @sprite.ox += 1
    end
    if @wave.oy != 0
      @wave.oy -= 1
    elsif @wave.oy == 0
      if $TITLE_LOOP == 1 && @wave.ox != 1289
        @wave.ox += 1
      else
        $TITLE_LOOP == 2
      end
      if $TITLE_LOOP == 2 && @wave.ox != -1189
        @wave.ox -= 1
      else
        $TITLE_LOOP == 1
      end
    end
   end
     @symbol.ox -= $SYMBOL_SPEED
     if $SYMBOL_RESET == true && @symbol.opacity == 0
          $SYMBOL_RESET = false
        elsif @symbol.opacity != 255
          @symbol.opacity += 3
        end
        
         
     #=======Spark Animation========
     @spark01.x += $SPARK_SPEED
     @spark02.x -= $SPARK_SPEED
     if $SPARK_COUNT != 0
       $SPARK_COUNT -= 1
     else
       $SPARK_COUNT = 350
       @spark01.x = -172
       @spark02.x = 544
     end
     if @spark01.opacity != 255
       @spark01.opacity += 20
       @spark02.opacity += 20
     end

 
    #=======Menu Animation=========
    case @command_window.index
      when 0
        @spark01.y = $MENU_NEW - 20
        @spark02.y = $MENU_NEW
        @symbol.oy = $MENU_NEW + 183
        @strike1.y = $MENU_NEW
        @strike2.y = $MENU_NEW
        if @menu01.opacity != 255
          @menu01.opacity += 20
          @menu02.opacity -= 20
          @menu03.opacity -= 20
        end
        if @cursor.y != $TITLE_MENU_Y
          @cursor.y -= 5
          end
      when 1
        @spark01.y = $MENU_CONTINUE - 20
        @spark02.y = $MENU_CONTINUE
        @symbol.oy = $MENU_CONTINUE + 93
        @strike1.y = $MENU_CONTINUE
        @strike2.y = $MENU_CONTINUE
        if @menu02.opacity != 255
          @menu02.opacity += 20
          @menu01.opacity -= 20
          @menu03.opacity -= 20
        end
        if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
          @cursor.y += 5
          elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
          @cursor.y -= 5
          end
      when 2
        @spark01.y = $MENU_EXIT - 20
        @spark02.y = $MENU_EXIT
        @symbol.oy = $MENU_EXIT + 13
        @strike1.y = $MENU_EXIT
        @strike2.y = $MENU_EXIT
        if @menu03.opacity != 255
          @menu03.opacity += 20
          @menu02.opacity -= 20
          @menu01.opacity -= 20
        end
        if @cursor.y != $MENU_EXIT
          @cursor.y += 5
        end
      end
  if @strike1.x != 0
    @strike1.x += 11
  end
  if @strike2.x != 212
    @strike2.x -= 12
  end
      check_menu
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    #New game
        command_new_game
      when 1    # Continue
        command_continue
      when 2    # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Checking Current Menu
  #--------------------------------------------------------------------------
  def check_menu
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      $SPARK_COUNT = 350
      @spark01.x = -172
      @spark02.x = 544
      @spark01.opacity -= 255
      @spark02.opacity -= 255
      @symbol.opacity -= 255
      $SYMBOL_RESET = true
    case @command_window.index
      when 0
        @spark01.y = 280
        @spark02.y = 300
        @symbol.oy = 403
        @strike1.y = 300
        @strike2.y = 300
        @strike1.x = -330
        @strike2.x = 584
      when 1
        @spark01.y = 325
        @spark02.y = 345
        @symbol.oy = 358
        @strike1.y = 345
        @strike2.y = 345
        @strike1.x = -330
        @strike2.x = 584
      when 2
        @spark01.y = 365
        @spark02.y = 385
        @symbol.oy = 317
        @strike1.y = 385
        @strike2.y = 385
        @strike1.x = -330
        @strike2.x = 584
      end
    end
  end
  def create_title_background
    @viewport1 = Viewport.new(0, 0, 1288, 891)
    @viewport2 = Viewport.new(0, 0, 824, 480)
    @viewport2.z = 10
    if $STILL_BG == false
    @sprite = Plane.new(@viewport1)
    @sprite.bitmap = Cache.system("TitleBGLoop")
    @sprite.oy = 371
    @sprite.ox = 100
    @sprite.z = -100
    @wave = Sprite.new(@viewport1)
    @wave.bitmap = Cache.system("TitleBGSprite")
    @wave.oy = 371
    @wave.ox = 100
    @wave.wave_amp = 50
    @wave.wave_length = 440
    @wave.wave_speed = 1250   
    @wave.opacity = 125
    @wave.z = 5

  else
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("TitleBG")
    @sprite.y = 0
    @sprite.x = 0
    @sprite.z = -100
  end
    @logo = Sprite.new
    @logo.bitmap = Cache.system("Layout")
    @logo.x = $LOGO_X
    @logo.y = $LOGO_Y
    @logo.z = 10
    @menu01 = Sprite.new
    @menu01.bitmap = Cache.system("TitleMenu01")
    @menu01.x = $TITLE_MENU_X
    @menu01.y = $TITLE_MENU_Y
    @menu02 = Sprite.new
    @menu02.bitmap = Cache.system("TitleMenu02")
    @menu02.x = $TITLE_MENU_X
    @menu02.y = $TITLE_MENU_Y
    @menu02.opacity = 0
    @menu03 = Sprite.new
    @menu03.bitmap = Cache.system("TitleMenu03")
    @menu03.x = $TITLE_MENU_X
    @menu03.y = $TITLE_MENU_Y
    @menu03.opacity = 0
    @cursor = Sprite.new
    @cursor.bitmap = Cache.system("TitleCursor")
    @cursor.x = $TITLE_MENU_X
    @cursor.y = $TITLE_MENU_Y
    @cursor.z = 12
    @strike1 = Sprite.new
    @strike1.bitmap = Cache.system("TitleCursorStrike01")
    @strike1.x = 0
    @strike1.y = 260
    @strike1.z = 9
    @strike2 = Sprite.new
    @strike2.bitmap = Cache.system("TitleCursorStrike02")
    @strike2.x = 212
    @strike2.y = 260
    @strike2.z = 9
    @symbol = Plane.new(@viewport2)
    @symbol.bitmap = Cache.system("TitleSymbol")
    @symbol.oy = 443
    @symbol.ox = 100
    @spark01 = Sprite.new
    @spark01.bitmap = Cache.system("TitleSpark01")
    @spark01.y = 280
    @spark01.x = -172
    @spark01.z = 12
    @spark02 = Sprite.new
    @spark02.bitmap = Cache.system("TitleSpark02")
    @spark02.y = 300
    @spark02.x = 544
    @spark02.z = 12
    @menu01.z = @menu02.z = @menu03.z = 13
    if @continue_enabled  
      @menu01.opacity = 0
      @menu02.opacity = 255
      @cursor.y = 305
      @strike1.y = 305
      @strike2.y = 305
      @symbol.oy = 398
    end
  end
  
 
  #--------------------------------------------------------------------------
  # * Dispose of Title Graphic
  #--------------------------------------------------------------------------
  def dispose_title_background
    if $STILL_BG == false
    @wave.dispose
    @wave.bitmap.dispose
  end
    @sprite.dispose
    @logo.dispose
    @menu01.dispose
    @menu02.dispose
    @menu03.dispose
    @cursor.dispose
    @strike1.dispose
    @strike2.dispose
    @symbol.dispose
    @spark01.dispose
    @spark02.dispose
    @logo.bitmap.dispose
    @menu01.bitmap.dispose
    @menu02.bitmap.dispose
    @menu03.bitmap.dispose
    @cursor.bitmap.dispose
    @strike1.bitmap.dispose
    @strike2.bitmap.dispose
    @spark01.bitmap.dispose
    @spark02.bitmap.dispose
  end
  def terminate
    super
    SceneManager.snapshot_for_background
    dispose_title_background
  end
end
das andere
Code:
#==============================================================================
# +++ MOG - Mokou Title Screen (v1.0) +++
#==============================================================================
# By Moghunter 
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de título animada com o tema da Fujiwara no Mokou, para os fans de Touhou.
# Naturalmente é possível customizar qualquer tipo de personagem.
#==============================================================================
module MOG_MOKOU_TITLE_SCRREN
  #Definição da quantidade de partículas.
  NUMBER_OF_PARTICLES = 10
  #Definição do tipo de blend da partícula.
  PARTICLES_BLEND_TYPE  = 1
  #Definição da força do efeito wave na névoa.
  AURA_POSITION = [50,20]
  #Ativar efeito aura na imagem do personagem.
  CHARACTER_AURA_EFFECT = true
    LOGO = true
  #Definição da duração do logo.
  LOGO_DURATION = 2
  #Definição do tempo de transição.
  TRASITION_DURATION = 0
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  include MOG_MOKOU_TITLE_SCRREN
  
  #--------------------------------------------------------------------------
  # ● Main
  #--------------------------------------------------------------------------        
  def main
      execute_logo if LOGO
      Graphics.update
      Graphics.freeze
      execute_setup
      execute_loop
      dispose
  end  
  
  #--------------------------------------------------------------------------
  # ● Execute Setup
  #--------------------------------------------------------------------------        
  def execute_setup
      @phase = 0
      @active = false
      @continue_enabled = DataManager.save_file_exists?
      @com_index = @continue_enabled ? 1 : 0
      @com_index_old = @com_index
      @com_index_max = 2
      create_sprites
  end
  
  #--------------------------------------------------------------------------
  # ● Execute Lopp
  #--------------------------------------------------------------------------        
  def execute_loop
      Graphics.transition(TRASITION_DURATION)
      play_title_music
      loop do
         Input.update
         update
         Graphics.update
         break if SceneManager.scene != self
      end
   end
      
end
 
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  include MOG_MOKOU_TITLE_SCRREN
  
  #--------------------------------------------------------------------------
  # ● Execute Logo
  #--------------------------------------------------------------------------    
  def execute_logo
      Graphics.transition
      create_logo 
      loop do
         Input.update
         update_logo
         Graphics.update
         break if !@logo_phase
      end
      dispose_logo
  end
   
  #--------------------------------------------------------------------------
  # ● Create Logo
  #--------------------------------------------------------------------------      
  def create_logo
      @logo = Sprite.new
      @logo.z = 100
      @logo.opacity = 0
      @logo_duration = [0,60 * LOGO_DURATION]
      @logo.bitmap = Cache.title1("Logo") rescue nil
      @logo_phase = @logo.bitmap != nil ? true : false      
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose Logo
  #--------------------------------------------------------------------------       
  def dispose_logo      
      Graphics.freeze
      @logo.bitmap.dispose if @logo.bitmap != nil
      @logo.dispose
  end
  
  #--------------------------------------------------------------------------
  # ● Update Logo
  #--------------------------------------------------------------------------      
  def update_logo  
      return if !@logo_phase
      update_logo_command
      if @logo_duration[0] == 0
         @logo.opacity += 5
         @logo_duration[0] = 1 if @logo.opacity >= 255
       elsif @logo_duration[0] == 1
         @logo_duration[1] -= 1
         @logo_duration[0] = 2 if @logo_duration[1] <= 0
       else  
         @logo.opacity -= 5
         @logo_phase = false if @logo.opacity <= 0
       end
  end
  
  #--------------------------------------------------------------------------
  # ● Update Logo Command
  #--------------------------------------------------------------------------      
  def update_logo_command
      return if @logo_duration[0] == 2
      if Input.trigger?(:C) or Input.trigger?(:B)
         @logo_duration = [2,0]
      end
  end
  
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  
  #--------------------------------------------------------------------------
  # ● Create Sprites
  #--------------------------------------------------------------------------          
  def create_sprites
      create_particles
      create_particles2
      create_particles3
      create_aura
  end
    

  #--------------------------------------------------------------------------
  # ● Create Particles
  #--------------------------------------------------------------------------  
  def create_particles
      @particles_sprite =[]
      for i in 0...NUMBER_OF_PARTICLES
          @particles_sprite.push(Particles_Title.new(nil))
      end
  end   
  
  #--------------------------------------------------------------------------
  # ● Create Particles
  #--------------------------------------------------------------------------  
  def create_particles2
      @particles_sprite2 =[]
      for i in 0...NUMBER_OF_PARTICLES
          @particles_sprite2.push(Particles_Title2.new(nil))
      end
  end    
  
  #--------------------------------------------------------------------------
  # ● Create Particles
  #--------------------------------------------------------------------------  
  def create_particles3
      @particles_sprite3 =[]
      for i in 0...NUMBER_OF_PARTICLES
          @particles_sprite3.push(Particles_Title3.new(nil))
      end
  end    
  

 
  #--------------------------------------------------------------------------
  # ● Create Aura
  #--------------------------------------------------------------------------      
  def create_aura
      @aura = Sprite.new
      @aura.bitmap = Cache.title1("Aura")

      @aura.x = AURA_POSITION[0] + @aura.ox
      @aura.y = AURA_POSITION[1] + @aura.oy
      @aura.z = 2      
      @aura.blend_type = 1
      @aura.opacity = 255
      @aura_zoom_phase = [0,0]
  end
  
end

#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title2 < Sprite
  
  include MOG_MOKOU_TITLE_SCRREN
  
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------             
  def initialize(viewport = nil)
      super(viewport)
      @speed_x = 0
      @speed_y = 0
      @speed_a = 0
      @next_pos = [440,190]
      self.bitmap = Cache.title1("Particles2")
      self.blend_type = PARTICLES_BLEND_TYPE 
      self.z = 4
      @cy_size = self.bitmap.height + (self.bitmap.height / 2)
      @cy_limit = Graphics.height + @cy_size
      @rg = [Graphics.width - self.bitmap.width ,0]
      @phase = 0
      reset_setting(true)
  end  
  
 #--------------------------------------------------------------------------
 # ● Reset Setting
 #--------------------------------------------------------------------------               
  def reset_setting(initial = false)
      zoom = (50 + rand(100)) / 100.1
      self.zoom_x = zoom
      self.zoom_y = zoom
      self.x = rand(576) - 160
      self.y = initial == true ? rand(480) : -@cy_size
      @speed_y = (1 + rand(3))
      @speed_x = (1 + rand(2))
      @speed_a = (1 + rand(2))    
      @rg[1] = (Graphics.height / 2) + rand(128)     
      @phase = 0      
  end
  
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------               
  def dispose
      super
      self.bitmap.dispose if self.bitmap != nil
  end  
  
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------               
  def update
      super
      if @phase == 0 and self.y < @rg[1] and self.x < @rg[0]
         self.x += @speed_x
         self.y += @speed_y
      else
        @phase = 1
        update_slide(0,@next_pos[0])
        update_slide(1,@next_pos[1])
      end
      self.opacity += 5
      reset_setting if can_reset_setting?
  end  
  
 #--------------------------------------------------------------------------
 # ● Can Reset Setting
 #--------------------------------------------------------------------------                 
  def can_reset_setting?
      return true if self.x == @next_pos[0] and self.y == @next_pos[1]
#      return true if self.opacity <= 1
      return false
  end  

 #--------------------------------------------------------------------------
 # ● Update Slide
 #--------------------------------------------------------------------------                       
  def update_slide(type,np)
      cp = type == 0 ? self.x : self.y
      sp = 2 + ((cp - np).abs / 20)
      if cp > np 
         cp -= sp
         cp = np if cp < np
      elsif cp < np 
         cp += sp
         cp = np if cp > np
      end     
      self.x = cp if type == 0
      self.y = cp if type == 1
  end    
  
end

#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title3 < Sprite
  
  include MOG_MOKOU_TITLE_SCRREN
  
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------             
  def initialize(viewport = nil)
      super(viewport)
      @speed_x = 0
      @speed_y = 0
      @speed_a = 0
      @next_pos = [440,190]
      self.bitmap = Cache.title1("Particles3")
      self.blend_type = PARTICLES_BLEND_TYPE 
      self.z = 4
      @cy_size = self.bitmap.height + (self.bitmap.height / 2)
      @cy_limit = Graphics.height + @cy_size
      @rg = [Graphics.width - self.bitmap.width ,0]
      @phase = 0
      reset_setting(true)
  end  
  
 #--------------------------------------------------------------------------
 # ● Reset Setting
 #--------------------------------------------------------------------------               
  def reset_setting(initial = false)
      zoom = (50 + rand(100)) / 100.1
      self.zoom_x = zoom
      self.zoom_y = zoom
      self.x = 440 + rand(self.bitmap.width) # - 160
      self.y = 190 + rand(self.bitmap.height) #initial == true ? rand(480) : -@cy_size
      self.opacity = 255
      @speed_y = (1 + rand(3))
      @speed_x = (1 + rand(2))
      @speed_a = (1 + rand(2))    
      @rg[1] = (Graphics.height / 2) + rand(128)     
      @phase = 0      
  end
  
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------               
  def dispose
      super
      self.bitmap.dispose if self.bitmap != nil
  end  
  
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------               
  def update
      super
     # self.x += @speed_x
      self.y -= @speed_y
      self.opacity -= 3
      reset_setting if can_reset_setting?
  end  
  
 #--------------------------------------------------------------------------
 # ● Can Reset Setting
 #--------------------------------------------------------------------------                 
  def can_reset_setting?
      return true if self.y < 0
      return false
  end  
  
end

#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title < Sprite
  
  include MOG_MOKOU_TITLE_SCRREN
  
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------             
  def initialize(viewport = nil)
      super(viewport)
      @speed_x = 0
      @speed_y = 0
      @speed_a = 0
      @speed_o = 0
      self.bitmap = Cache.title1("Particles")
      self.blend_type = PARTICLES_BLEND_TYPE 
      self.z = 4
      @cy_size = self.bitmap.height + (self.bitmap.height / 2)
      @cy_limit = Graphics.height - (@cy_size * 3)
      reset_setting(true)
  end  
  
 #--------------------------------------------------------------------------
 # ● Reset Setting
 #--------------------------------------------------------------------------               
  def reset_setting(initial = false)
      zoom = (50 + rand(100)) / 100.1
      self.zoom_x = zoom
      self.zoom_y = zoom
      self.x = rand(Graphics.width)
      self.y = initial == true ? rand(480) : (Graphics.height + @cy_size)
      self.opacity = 255
      z = rand(2)
      if z == 1
         self.z = 40
      else
         self.z = 20
      end
      @speed_y = -(1 + rand(3))
      @speed_x = (1 + rand(2))
      @speed_a = (1 + rand(2))
      @speed_o = (2 + rand(8))
  end
  
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------               
  def dispose
      super
      self.bitmap.dispose if self.bitmap != nil
  end  
  
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------               
  def update
      super
      self.y += @speed_y
      self.opacity -= @speed_o
      reset_setting if can_reset_setting?
  end  
  
 #--------------------------------------------------------------------------
 # ● Can Reset Setting
 #--------------------------------------------------------------------------                 
  def can_reset_setting?
      return true if self.opacity == 0
      return true if self.y < -@cy_size
      return false
  end  

end


#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------          
  def dispose
      Graphics.freeze
      dispose_particles
      dispose_particles2
      dispose_particles3
      dispose_aura
  end
    

  
 #--------------------------------------------------------------------------
 # ● Dispose Particles
 #--------------------------------------------------------------------------    
 def dispose_particles
     @particles_sprite.each {|sprite| sprite.dispose }
 end    
  
 #--------------------------------------------------------------------------
 # ● Dispose Particles 2
 #--------------------------------------------------------------------------    
 def dispose_particles2
     @particles_sprite2.each {|sprite| sprite.dispose }
 end   
 
 #--------------------------------------------------------------------------
 # ● Dispose Particles 3
 #--------------------------------------------------------------------------    
 def dispose_particles3
     @particles_sprite3.each {|sprite| sprite.dispose }
 end   
 
 
  #--------------------------------------------------------------------------
  # ● Dispose Aura
  #--------------------------------------------------------------------------    
  def dispose_aura
      @aura.bitmap.dispose
      @aura.dispose
 end      
  
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  
  #--------------------------------------------------------------------------
  # ● Update Sprites
  #--------------------------------------------------------------------------          
  def update_sprites
      update_particles
      update_particles2
      update_particles3
      update_aura
  end
    

  
  #--------------------------------------------------------------------------
  # ● Update Particles
  #--------------------------------------------------------------------------  
  def update_particles
      @particles_sprite.each {|sprite| sprite.update }
  end  
  
  #--------------------------------------------------------------------------
  # ● Update Particles 2
  #--------------------------------------------------------------------------  
  def update_particles2
      @particles_sprite2.each {|sprite| sprite.update }
  end    
  
  #--------------------------------------------------------------------------
  # ● Update Particles 3
  #--------------------------------------------------------------------------  
  def update_particles3
      @particles_sprite3.each {|sprite| sprite.update }
  end   
  
  #--------------------------------------------------------------------------
  # ● Update Aura
  #--------------------------------------------------------------------------    
  def update_aura
      if @aura_zoom_phase[0] == 0
         @aura.zoom_x += 0.001
         if @aura.zoom_x > 1.10
            @aura_zoom_phase[0] = 1
            @aura.zoom_x = 1.10
         end
      else
         @aura.zoom_x -= 0.001
         if @aura.zoom_x < 1.00
            @aura_zoom_phase[0] = 0
            @aura.zoom_x = 1.00
         end         
         
      end  
      @aura.zoom_y = @aura.zoom_x
  end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------          
  def update
      update_sprites
  end
    
end


  end

$mog_rgss3_mokou_title_screen = true
Weiß jemand wie ich evtl. beides in einem Script verpacken kann oder was genau falsch ist? Vielen dank im vorraus