Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - LiTTleDRAgo

61
RMXP Script Database / [XP][VX][VXA] Simple Event Sensor
February 21, 2011, 07:41:25 am
Simple Event Sensor
Authors: LiTTleDRAgo
Version: 1.10
Type: Add-on
Key Term: Misc Add-on



Introduction

It's simple, if your character's distance with an event, that event self switch will turned on


Features


  • Event Sensor




Screenshots




Demo

If requested


Script

Here


Instructions

Set the event name to : <Sensor(RANGE)>
example :
           <Sensor4>

If player is in event sensor range, Self switch D (default) will turned ON


Compatibility

Should compatible with anything


Credits and Thanks


  • LiTTleDRAgo




Author's Notes

It's just a simple script, I'm not sure if I should apply the template or not

Enjoy ~
62
RMXP Script Database / [XP] Blizz ABS Enemy HP Meter
February 12, 2011, 09:37:50 pm
Blizz ABS Enemy HP Meter
Authors: LiTTleDRAgo
Version: 1.02
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction

I'm too lazy to make introduction


Features


  • See screenshot




Screenshots

Spoiler: ShowHide

Spoiler: ShowHide




Demo

---


Script

Here


Instructions

Put below Blizz ABS part 3

Some Default Image Needed : Click
 
Put them at windowskin folder


Compatibility

Needs Blizz ABS 2.79 or higher, Works with/without SDK


Credits and Thanks


  • LiTTleDRAgo

  • Moghunter




Author's Notes

Yay, blizz abs ~XAS Mode~
63
RMXP Script Database / [XP] Blizz ABS Animated Combo Hud
February 11, 2011, 04:23:19 am
Blizz ABS Animated Combo Hud
Authors: LiTTleDRAgo
Version: 1.00
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction

This is just same as XAS Combo Displayer, except this in Blizz ABS Format


Features


  • Just see screenshot




Screenshots

Spoiler: ShowHide




Demo

---


Script

Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz ABS Animated Combo Hud
# Version: 1.00
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================#
#
# Explanation :
# Displays the amount of hits and total damage caused to an enemy.         
#                                                                             
# Graphics required:                                                           
#                                                                             
# Combo_Damage                                                                 
# Combo_Hud                                                                   
# Combo_Number                                                                 
#                                                                             
# All images must be in the Windowskin folder.                               
#                                                                             
# Special Thanks :
# Moghunter for XAS Combo Hit
#
#==============================================================================#

module LiTTleDRAgo

  BLIZZ_ABS_COMBO_TIME = 1   # Time displayed on-screen
  BLIZZ_ABS_COMBO_X = 450    # Position of the Combo HUD
  BLIZZ_ABS_COMBO_Y = 30
 
end

#===============================================================================
# Map_Battler
#===============================================================================
class Map_Battler < Game_Character
  if BlizzABS::VERSION >= 2.7
  #--------------------------------------------------------------------------
  # Action Effect
  #--------------------------------------------------------------------------
   alias action_effect_earlier action_effect
   def action_effect(object)
      action_effect_earlier(object)
      combo_displayer
    end
  #--------------------------------------------------------------------------
  # Combo Displayer
  #--------------------------------------------------------------------------
    def combo_displayer
      if self.damage_done?
        if @battler.is_a?(Game_Actor)
          $game_temp.xvtr_max_damage = 0
          $game_temp.xvtrcombo = 0
        else
          $game_temp.xvtr_max_damage += @battler.hpdamage.to_i.abs
          $game_temp.xvtrcombo += 1
          $game_temp.xvtrcombotime = 3
          $game_temp.xvtrcombotime2 = 40 * LiTTleDRAgo::BLIZZ_ABS_COMBO_TIME
        end
      end
    end
  end
end
#===============================================================================
# Combo_Hud
#===============================================================================
class Combo_Hud < Sprite
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
  def initialize
    @viewport = Viewport.new(0, 0, 640, 480)
    @viewport.z = 9999   
    super(@viewport)
    @combo_hit = $game_temp.xvtrcombo
    @combo, @total, @hud = Sprite.new, Sprite.new, Sprite.new
    @combo_image = RPG::Cache.windowskin("Combo_Number")
    @total_image = RPG::Cache.windowskin("Combo_damage")
    @hud.bitmap = RPG::Cache.windowskin("Combo_HUD")
    @combo_bitmap = Bitmap.new(@combo_image.width,@combo_image.height)
    @total_bitmap = Bitmap.new(@combo_image.width,@combo_image.height)
    @combo.bitmap = @combo_bitmap
    @total.bitmap = @total_bitmap
    @combo_im_cw = @combo_image.width / 10
    @combo_im_ch = @combo_image.height   
    @total_im_cw = @total_image.width / 10
    @total_im_ch = @total_image.height   
    @combo_number_text = @combo_hit.abs.to_s.split(//)
    @total_number_text = $game_temp.xvtr_max_damage.abs.to_s.split(//)
    for r in 0..@combo_number_text.size - 1
      @combo_number_abs = @combo_number_text[r].to_i
      @combo_src_rect = Rect.new (@combo_im_cw *
      @combo_number_abs, 0, @combo_im_cw, @combo_im_ch)
      @combo_bitmap.blt(40 + ((@combo_im_cw - 12) *  r),
      0, @combo_image, @combo_src_rect)       
    end     
    for r in 0..@total_number_text.size - 1
      @total_number_abs = @total_number_text[r].to_i
      @total_src_rect = Rect.new(@total_im_cw *
      @total_number_abs, 0, @total_im_cw, @total_im_ch)
      @total_bitmap.blt(40 + ((@total_im_cw - 12) *  r),
      0, @total_image, @total_src_rect)       
    end 
    @combo.z, @total.z, @hud.z = 5009, 5009, 5008
    @combo.ox = $game_temp.xvtrhitwin_x
    @combo.oy = $game_temp.xvtrhitwin_y
    @total.ox = $game_temp.xvtrdamwin_x
    @total.oy = $game_temp.xvtrdamwin_y
    @hud.ox = $game_temp.xvtrhudwin_x
    @hud.oy = $game_temp.xvtrhudwin_y
    @combo.zoom_x = $game_temp.xvtrhitwin_zoom_x
    @combo.zoom_y = $game_temp.xvtrhitwin_zoom_y
    @total.zoom_x = $game_temp.xvtrdamwin_zoom_x
    @total.zoom_y = $game_temp.xvtrdamwin_zoom_y
    @combo.opacity = $game_temp.xvtrhitwin_opa 
    @total.opacity = $game_temp.xvtrdamwin_opa   
    @hud.opacity = $game_temp.xvtrhudwin_opa 
   
    @combo.x = LiTTleDRAgo::BLIZZ_ABS_COMBO_X
    @combo.y = LiTTleDRAgo::BLIZZ_ABS_COMBO_Y
    @total.x = LiTTleDRAgo::BLIZZ_ABS_COMBO_X
    @total.y = LiTTleDRAgo::BLIZZ_ABS_COMBO_Y
    @hud.x   = LiTTleDRAgo::BLIZZ_ABS_COMBO_X
    @hud.y   = LiTTleDRAgo::BLIZZ_ABS_COMBO_Y
   
    if @combo_hit <= 0
      @combo.opacity = 0
      @combo.visible = @hud.visible = @total.visible = false
    else
      @combo.visible = @hud.visible = @total.visible = true
    end 
   end   
   
#--------------------------------------------------------------------------
# Dispose
#--------------------------------------------------------------------------
  def dispose
    [@combo_bitmap, @combo.bitmap, @combo, @hud.bitmap, @hud, @total_bitmap,
    @total, @viewport].each {|s| s.dispose if s != nil}
    [@combo_bitmap, @combo.bitmap, @combo, @hud.bitmap, @hud, @total_bitmap,
    @total, @viewport].each {|s| s = nil if s != nil} 
  end
   
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
   def refresh
     @combo_hit = $game_temp.xvtrcombo
     combo_strike_valor = 0.1 *@combo_hit / 10
     $game_temp.xvtrhitwin_zoom_x = 2;   $game_temp.xvtrhitwin_zoom_y = 2 
     $game_temp.xvtrhitwin_opa = 70;     $game_temp.xvtrhitwin_x = 15
     $game_temp.xvtrhitwin_y = -10  ;    $game_temp.xvtrhudwin_x = 0
     $game_temp.xvtrhudwin_y = -100;     $game_temp.xvtrhudwin_opa = 255   
     $game_temp.xvtrdamwin_zoom_x = 1;   $game_temp.xvtrdamwin_zoom_y = 1
     $game_temp.xvtrdamwin_opa = 100;    $game_temp.xvtrdamwin_x = -85
     $game_temp.xvtrdamwin_y = -80;      @combo.bitmap.clear     
     @combo_number_text = @combo_hit.abs.to_s.split(//)
     for r in 0..@combo_number_text.size - 1
       @combo_number_abs = @combo_number_text[r].to_i
       @combo_src_rect = Rect.new(@combo_im_cw *
       @combo_number_abs, 0, @combo_im_cw, @combo_im_ch)
       @combo_bitmap.blt(40 + ((@combo_im_cw - 12) *  r),
       0, @combo_image, @combo_src_rect)   
     end       
     @total.bitmap.clear
     @total_number_text = $game_temp.xvtr_max_damage.abs.to_s.split(//)
     for r in 0..@total_number_text.size - 1
       @total_number_abs = @total_number_text[r].to_i
       @total_src_rect = Rect.new(@total_im_cw *
       @total_number_abs, 0, @total_im_cw, @total_im_ch)
       @total_bitmap.blt(40 + ((@total_im_cw - 12) *  r),
       20, @total_image, @total_src_rect)   
     end           
     hud_pos_update
     @combo.visible = @hud.visible = @total.visible = true     
  end
     
#--------------------------------------------------------------------------
# Hud Pos Update
#--------------------------------------------------------------------------
  def hud_pos_update     
     @combo.ox = $game_temp.xvtrhitwin_x
     @combo.oy = $game_temp.xvtrhitwin_y
     @combo.zoom_x = $game_temp.xvtrhitwin_zoom_x
     @combo.zoom_y = $game_temp.xvtrhitwin_zoom_y
     @combo.opacity = $game_temp.xvtrhitwin_opa
     @hud.ox = $game_temp.xvtrhudwin_x
     @hud.oy = $game_temp.xvtrhudwin_y 
     @hud.opacity = $game_temp.xvtrhudwin_opa 
     @total.ox = $game_temp.xvtrdamwin_x
     @total.oy = $game_temp.xvtrdamwin_y
     @total.zoom_x = $game_temp.xvtrdamwin_zoom_x
     @total.zoom_y = $game_temp.xvtrdamwin_zoom_y
     @total.opacity = $game_temp.xvtrdamwin_opa 
  end
   
#--------------------------------------------------------------------------
# Slide Update
#--------------------------------------------------------------------------
  def slide_update
    if $game_temp.xvtrcombotime > 0 && $game_temp.xvtrcombo > 0   
      if $game_temp.xvtrdamwin_x < -65
        $game_temp.xvtrdamwin_x += 1;  $game_temp.xvtrdamwin_opa += 8   
      elsif $game_temp.xvtrdamwin_x <= -65
        $game_temp.xvtrdamwin_x, $game_temp.xvtrdamwin_opa = -65, 255
      end         
      if $game_temp.xvtrcombotime > 0.1 
        $game_temp.xvtrhitwin_zoom_x -= 0.05;$game_temp.xvtrhitwin_zoom_y -= 0.05       
        $game_temp.xvtrhitwin_opa += 8
      elsif $game_temp.xvtrcombotime <= 0.1 && $game_temp.xvtrcombo > 0
        $game_temp.xvtrhitwin_zoom_x = $game_temp.xvtrhitwin_zoom_y = 1
        $game_temp.xvtrhitwin_opa = 255;  $game_temp.xvtrhitwin_x = 10
        $game_temp.xvtrhitwin_y = -115
      end     
      $game_temp.xvtrhitwin_x -= 5 if $game_temp.xvtrhitwin_x > 25
      $game_temp.xvtrhitwin_y -= 5 if $game_temp.xvtrhitwin_y > -105
    elsif @combo.visible == true &&  $game_temp.xvtrcombotime2 < 80
      $game_temp.xvtrhitwin_x -= 5;   $game_temp.xvtrhitwin_opa -= 10
      $game_temp.xvtrdamwin_x -= 3;   $game_temp.xvtrdamwin_opa -= 10
      $game_temp.xvtrhudwin_x += 5;   $game_temp.xvtrhudwin_opa -= 10     
      $game_temp.xvtrcombo = $game_temp.xvtr_max_damage = 0
      @combo_hit = $game_temp.xvtrcombo
    end   
  end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
  def update
   @combo.visible = @hud.visible = @total.visible = false if @combo.opacity <= 0     
   hud_pos_update; @combo_hit = $game_temp.xvtrcombo if $game_temp.xvtrcombo == 0
   slide_update; refresh if @combo_hit != $game_temp.xvtrcombo && $game_temp.xvtrcombo != 0   
  end   
end

#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map 
 
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
  alias xvtrcombo_main main
  def main
    @combosprite_hud = Combo_Hud.new
    xvtrcombo_main
    @combosprite_hud.dispose
    @combosprite_hud = nil
  end 
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
  alias xvtrcombo_update update
  def update
    xvtrcombo_update   
    $game_temp.xvtrcombotime -= 0.15
    $game_temp.xvtrcombotime2 -= 1
    @combosprite_hud.update
  end 
end

#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
    attr_accessor :xvtrcombo   
    attr_accessor :xvtrcombotime
    attr_accessor :xvtrcombotime2
    attr_accessor :xvtrcombowin_x
    attr_accessor :xvtrcombowin_y
    attr_accessor :xvtrcomboopa
    attr_accessor :xvtr_hit
    attr_accessor :xvtr_max_damage
    attr_accessor :xvtrhitwin_x
    attr_accessor :xvtrhitwin_y
    attr_accessor :xvtrhitwin_opa
    attr_accessor :xvtrhitwin_zoom_x
    attr_accessor :xvtrhitwin_zoom_y
    attr_accessor :xvtrdamwin_x
    attr_accessor :xvtrdamwin_y
    attr_accessor :xvtrdamwin_opa
    attr_accessor :xvtrdamwin_zoom_x
    attr_accessor :xvtrdamwin_zoom_y   
    attr_accessor :xvtrhudwin_x
    attr_accessor :xvtrhudwin_y
    attr_accessor :xvtrhudwin_opa   

#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
  alias drago_xvtrcombo_initialize initialize
  def initialize
    drago_xvtrcombo_initialize
    @xvtrcombo = @xvtrcombotime = @xvtrcombotime2 = 0
    @xvtrcombowin_x = -200;    @xvtrhudwin_x = 0
    @xvtrcombowin_y = 0;       @xvtrhudwin_y = 0
    @xvtrhitwin_x = 0;         @xvtrdamwin_x = 0
    @xvtrhitwin_y = 0;         @xvtrdamwin_y = 0
    @xvtrcomboopa = @xvtr_hit = @xvtr_max_damage =  0
    @xvtrhitwin_zoom_x = @xvtrdamwin_zoom_x = 1
    @xvtrhitwin_zoom_y = @xvtrdamwin_zoom_y = 1 
    @xvtrhitwin_opa = @xvtrhudwin_opa = @xvtrdamwin_opa = 0
  end 
end

$drago_xvtr_animated_combo_hit = true




Instructions

Put below Blizz ABS part 3

Some Default Image Needed

http://www.mediafire.com/?yfklefu9kw39mc9
 
Put them at windowskin folder


Compatibility

Needs Blizz ABS 2.79 or higher, Not tested with SDK


Credits and Thanks


  • LiTTleDRAgo

  • Moghunter for XAS Combo Hit




Author's Notes

Enjoy ~
64
I found a nice script at santuariorpgmaker.com
It shows footprint when character and event walking with no lagg

unfortunately, that script is not compatible with blizz abs
could someone modifying / make a compatible version with blizz abs?

Edit : nevermind, I already finished the compatible version,
probably I'll post my modified version later ~
65
Did anyone know how to modify other event Self Switches with call script?

Thanks~


edit :  resolved
66
RMXP Script Database / [XP][VX][VXA] Item Art Color
February 01, 2011, 08:51:44 pm
Item Art Color
Authors: LiTTleDRAgo
Version: 1.20
Type: Item Grouping
Key Term: Custom Item System



Introduction

I create this because Game_Guy's Item QC messing up with some of my script (like Active Action) ~sorry G_G
The Features are same, except the configuration is all in the script, not renaming all the items


Features


  • Screenshot will explain



Screenshots

Spoiler: ShowHide



Demo

---


Script

Here

Place below Scene_Debug, below STCMS if present


Instructions

Config are in the script


Compatibility

Works with / without SDK, probably messing up with some CMS but it's very unlikely
untested in VX-A, but I think it should work


Credits and Thanks


  • LiTTleDRAgo

  • game_guy

  • mroedesigns

  • Leongon




Author's Notes

Enjoy ~
67
RMXP Script Database / [XP] Translucent Menu
January 12, 2011, 09:51:39 am
Drago - Translucent Menu
Authors: LiTTleDRAgo
Version: 2.00
Type: Custom Menu Screen
Key Term: Menu Add-on



Introduction

See Screenshot


Features


  • See Screenshot




Screenshots


Click to Enlarge


Script

Click


Instructions

Put below Scene Debug


Compatibility

~


Credits and Thanks


  • LiTTleDRAgo




Author's Notes

Enjoy~
68
-----------I don't need it anymore------------------
69
RMXP Script Database / [XP][VX][VXA] Show Event Name
December 22, 2010, 10:00:05 am
Show Event Name
Authors: LiTTleDRAgo
Version: 5.00
Type: Graphical Add-on
Key Term: Environment Add-on



Introduction

Show event name in map


Features


  • Screenshot should sums it up



Screenshots

Spoiler: ShowHide



Script

Click


Instructions

In the script



Compatibility

Compatible with VX / VXA


Credits and Thanks


  • LiTTleDRAgo



Author's Notes

Enjoy~
70
Script Requests / [XP] [Resolved] Resize Actor Script
December 19, 2010, 04:12:28 am
Hello everyone, do anyone have a script that can change the actor size to small / big?
Of course have to compatible with blizz abs
71
RMXP Script Database / [XP] Blizz ABS Active Action Info
December 07, 2010, 07:12:21 am
Blizz ABS Active Action Info
Authors: LiTTleDRAgo
Version: 1.52
Type: Blizz ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction

This is similar to XAS Active Action Info, except, this is in Blizz ABS format


Features


  • Show skill name every time skill is used
  • Show item name every time item is used
  • Show item name that you got in game
  • Show gold that you got in game



Screenshots




Script

Here

Image required in the blog


Instructions

Put right below Blizz ABS part 3


Compatibility

Require Blizz ABS, will corrupt old savegames



Credits and Thanks


  • Moghunter for Active Action Info in XAS
  • LiTTleDRAgo



Author's Notes

Enjoy~
72
RMXP Script Database / [XP] Blizz ABS Custom PreMenu
November 28, 2010, 03:23:31 am
Blizz ABS Custom PreMenu
Authors: LiTTleDRAgo
Version: 1.02
Type: Blizz ABS Menu
Key Term: Blizz-ABS Plugin



Introduction

This script modified the original Blizz ABS menu screen


Features


  • Add playtime, money, steps and player location in Blizz ABS Premenu screen
  • Game won't pause when Blizz ABS Premenu is called
  • Added an option to remove Blizz ABS Premenu
  • Fix Increase Step Counter



Screenshots

Spoiler: ShowHide



Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Custom Blizz ABS PreMenu
# Version: 1.02
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module LiTTleDRAgo

 PAUSEMENU       = false # If you want the game to pause when in the menu.
 DISABLE_PREMENU = false # If you want to dispose the Blizz ABS Premenu
 
 TEXT1, TEXT2, TEXT3 = 'Location', 'Steps', 'Money'
 CommandsPreMenu  = ['Menu', 'Hotkeys', 'AI Behavior', 'AI Triggers', 'Cancel']
 FontFacePreMenu = 'Calibri'
 FontSizePreMenu  =  19
end

module SetFont
 def initialize
   super(0, 0, 450, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = LiTTleDRAgo::FontFacePreMenu
   self.contents.font.size = LiTTleDRAgo::FontSizePreMenu
   refresh
 end
 def update
   super
   refresh if Graphics.frame_count / Graphics.frame_rate != @total_sec
 end
end

class Game_Map
 def name
   load_data('Data/MapInfos.rxdata')[@map_id].name
 end  
end

if !LiTTleDRAgo::DISABLE_PREMENU
class Window_Location < Window_Base
 include SetFont
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, LiTTleDRAgo::TEXT1)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
 end
end

class Window_Steps < Window_Base
 alias pre_menu_refresh refresh
 def refresh
   original = pre_menu_refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, LiTTleDRAgo::TEXT2)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
 end
end

if $BlizzABS && BlizzABS::VERSION <= 2.84
 class Map_Battler < Game_Character
   def increase_steps
     if @battler.is_a?(Game_Actor) && @battler.id == $game_party.actors[0].id
       $game_party.steps = [$game_party.steps + 1, 9999999999999999].min
     end
   end
 end
end

class Window_NewGold < Window_Base
 include SetFont
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, LiTTleDRAgo::TEXT3)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s+" "+$data_system.words.gold, 2)
 end
end

class Window_Clock < Window_Base
 if $ccts != nil
   include SetFont
   def refresh
     self.contents.clear
     self.contents.font.color = system_color
     x = $game_system.time.month - 1
     min, hour = $game_system.time.minute, $game_system.time.hour
     day, day_name = $game_system.time.day.to_s, $game_system.time.day_name
     month = $ccts < 1.2 ? CCTS::Months[x] : CCTS::MONTHS[x]
     year = $game_system.time.year.to_s
     date = "#{day} #{month}, #{year}"  
     self.contents.draw_text(0, 0, 200, 32, day_name+", "+date,2)
     self.contents.draw_text(0, 32, 200, 32, sprintf('%2d:%02d', hour, min),2)
     self.contents.font.color = normal_color
   end
 end
end
end

class Scene_Menu
 alias drago_blizzabs_later main_blizzabs_later
 def main
   if @index_flag == nil && !LiTTleDRAgo::DISABLE_PREMENU
     $game_temp.in_battle = true
     @hud     = Hud.new  if BlizzABS::Config::HUD_ENABLED && $game_system.hud
     @hotkeys = Hotkey_Assignment.new if
       BlizzABS::Config::HOTKEYS && $game_system.hotkeys
     @window  = Window_Command.new(192, LiTTleDRAgo::CommandsPreMenu)
     if $game_party.actors.size == 0
       @window.disable_item(1)
       @window.disable_item(2)
       @window.disable_item(3)
     end
     @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
     @window.z = 21000
     #-------------------------------------------------------------------------
     @steps_w, @gold_w        = Window_Steps.new, Window_NewGold.new
     @location_w, @playtime_w = Window_Location.new, Window_PlayTime.new
     @clock                   = Window_Clock.new   if $ccts != nil
     #-------------------------------------------------------------------------
     @steps_w.x   , @steps_w.y          = 0  , 394
     @gold_w.x    , @gold_w.y           = 0  , 345
     @location_w.x, @location_w.y       = 480, 394
     @playtime_w.x, @playtime_w.y       = 480, $ccts != nil ?  49 : 0
     @clock.x, @clock.y, @clock.opacity = 400, 0,0 if $ccts != nil
     #-------------------------------------------------------------------------
     @gold_w.opacity, @window.back_opacity, @steps_w.opacity,
     @location_w.opacity, @playtime_w.opacity = 0,0,0,0,0      
     #-------------------------------------------------------------------------
     @spriteset, @view = Spriteset_Map.new, Viewport.new(0, 0, 640, 480)
     x = BlizzABS::Config::MENU_COLOR_TINT
     tint = x > 0 ? BlizzABS::Config::MENU_COLOR_TINT : rand(8) + 1
     case tint
     when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
     when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
     when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
     when 4 then @view.tone = Tone.new(0, -255, -255, 255)
     when 5 then @view.tone = Tone.new(0, 0, -255, 255)
     when 6 then @view.tone = Tone.new(0, -255, 0, 255)
     when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
     when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
     end
     Graphics.transition
     loop do
       [Graphics, Input].each {|s| s.update if s != nil}
       break if update_before_main
     end
     Graphics.freeze
     [@hud, @hotkeys, @spriteset, @window, @playtime_w, @steps_w, @gold_w,
     @location_w, @clock].each {|s| s.dispose if s != nil}
     @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
     @window = @spriteset = @view = nil
   end
   drago_blizzabs_later if $scene.is_a?(Scene_Menu)
 end
 #----------------------------------------------------------------------------
 #  Processes the pre-menu.
 #----------------------------------------------------------------------------
 alias drago_update_before update_before_main
 def update_before_main
   return drago_update_before if LiTTleDRAgo::DISABLE_PREMENU
   [@spriteset, $game_map, $game_system.map_interpreter, $game_system,
   $game_screen].each {|s| s.update if s != nil} if !LiTTleDRAgo::PAUSEMENU
   $BlizzABS.AI.update
   [@playtime_w, @steps_w, @gold_w, @location_w,
   @clock].each {|s| s.update if s != nil}
   drago_update_before
 end
end



Instructions

Put Below Blizz ABS


Compatibility

Require Blizz ABS


Credits and Thanks


  • LiTTleDRAgo
  • Blizzard for making Blizz ABS



Author's Notes

This is my first time scripting, it's only modified from Blizz ABS version though
73
Is there anyone have a script that let the character change his clothes when equiping another armor or something like that (in Blizz ABS of course)?

Ex : when the character equip blue cape then his armor will become like this



I have script like that but it didn't have any effect on blizz abs