[XP] Blizz ABS Custom Script Call

Started by LiTTleDRAgo, March 18, 2011, 10:08:17 am

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LiTTleDRAgo

March 18, 2011, 10:08:17 am Last Edit: August 29, 2014, 06:33:30 pm by LiTTleDRAgo
Blizz ABS Custom Script Call
Authors: LiTTleDRAgo
Version: 1.01
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction

Do you think Blizz abs script call is too long?


Features


  • Shorten Blizz ABS Script Call

  • It's just for lazy person




Screenshots

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Demo

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Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz ABS Custom Script Call
# Version: 1.01
# Author : LiTTleDRAgo                                (last edited = 30.8.2014)
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=


=begin #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#==============================================================================
                            CONTROL MANIPULATION
#==============================================================================
blizzabs(true/false/nil)    - turns the Blizz-ABS controls on, off,
                               or gives control back to Blizz-ABS system.
attack_button(true/false)   - enables or disables the attack button.
defend_button(true/false)   - enables or disables the defend button.
skill_button(true/false)    - enables or disables the skill button.
item_button(true/false)     - enables or disables the item button.
select_button(true/false)   - enables or disables the select button.
hud_button(true/false)      - enables or disables the hud button.
hotkey_button(true/false)   - enables or disables the hotkey button.
minimap_button(true/false)  - enables or disables the minimap button.
turn_button(true/false)     - enables or disables the turn button.
running_button(true/false)  - enables or disables the running button.
sneaking_button(true/false) - enables or disables the sneaking button.
jumping_button(true/false)  - enables or disables the jumping button.
hud_display(true/false)     - turns the HUD on and off.
hotkeys_display(true/false) - turns the hotkey display on and off.
minimap_display(0/1/2)      - turns the minimap off, in corner, and fullscreen.
#==============================================================================
                             BATTLEFLOW CONTROL
#==============================================================================
enemy_hp(event_id, operation, type, operand, allow_kill)
enemy_sp(event_id, operation, type, operand)
enemy_state(event_id, change, state_id)
enemy_recover(event_id)
enemy_transform(event_id, enemy_id)
enemy_damage(event_id, type, operand)
actor_damage(party_position, type, operand)
enemy_affect_group(event_id, group_id)
enemy_change_group(event_id, group_id)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  event_id   : either an event ID on the map (a number) or type TROOP
               to target all enemies on the map or @SELF which indicates at
               the calling event
  operation  : either INCREASE or DECREASE
  type       : either CONSTANT or VARIABLE
  operand    : if type is set to CONSTANT,
               this value represents the constant number to operate with,
               if type is set to VARIABLE this number represents the variable ID
  allow_kill : either KILL or NO_KILL (can be left out)
  change     : either ADD or REMOVE 
  state_id   : the ID of the status effect to operate with
  group_id   : the ID number of the alignment group to operate with
  enemy_id   : the ID number of the enemy to operate with
  party_position : either the position of the actor in the party (starts from 0!)
                   or PARTY to target all actors in the party
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
                                  FORCED ACTION
#==============================================================================
enemy_force(event_id, target_type, target, action_type, data)
actor_force(party_position, target_type, target, action_type, data)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  target_type : either ACTORS, ENEMIES or NONE
               (NONE will let the battler decide by himself)
  target      : if you are targeting ENEMIES, this argument acts like event_id,
                if you are targeting ACTORS, it acts like party_position
  action_type : either ATTACK, DEFEND, ESCAPE (only for enemies),
                SKILL or ITEM (only for actors)
  data        : depending on which action_type you use it has a different meaning;
                if you use ATTACK, you can leave it out;
                if you use DEFEND, it defines the time in frames how long
                  the battler will defend;
                if you use ESCAPE, it defines how long the enemy will keep
                  running away in frames;
                if you use SKILL, it is the skill ID;
                if you use ITEM, it is the item ID (40 frames are 1 second)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
                                     MISC
#==============================================================================
rename_event(event_id, 'NEW_NAME') # Rename Event
path_target_x(value)               # Pathfinder
path_target_y(value)


create_event(x, y, name, data)      # event creation
create_event_page(data)
create_event_page_cond(data)
create_event_page_graphic(data)
create_event_page_move_route(data)
create_event_page_move_command(data)
create_event_page_event_command(data)
--------------------------------------
ce(x, y, name, data)                # same as above (shorten version)
cep(data)
cepc(data)
cepg(data)
cepmr(data)
cepmc(data)
cepec(data)


item_hotkey(actor_id, hotkey_pos, item_id)   # change hotkey
skill_hotkey(actor_id, hotkey_pos, skill_id)
#==============================================================================

=end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

class Interpreter
 
  def blizzabs(x = nil)
    $game_system.blizzabs = x
  end
 
  def rename_event(event_id, name = '')
    $game_map.rename_event(event_id, name)
  end
 
  def attack_button(x = true)
    $game_system.attack_button = x
  end
 
  def defend_button(x = true)
    $game_system.defend_button = x
  end

  def skill_button(x = true)
    $game_system.skill_button = x
  end

  def item_button(x = true)
    $game_system.item_button = x
  end

  def select_button(x = true)
    $game_system.select_button = x
  end

  def hud_button(x = true)
    $game_system.hud_button = x
  end

  def hotkey_button(x = true)
    $game_system.hotkey_button = x
  end

  def minimap_button(x = true)
    $game_system.minimap_button = x
  end

  def turn_button(x = true)
    $game_system.turn_button = x
  end

  def running_button(x = true)
    $game_system.running_button = x
  end

  def sneaking_button(x = true)
    $game_system.sneaking_button = x
  end

  def jumping_button(x = true)
    $game_system.jumping_button = x
  end

  def hud_display(x = true)
    $game_system.hud = x
  end

  def hotkey_display(x = true)
    $game_system.hotkeys = x
  end

  def minimap_display(x = 0)
    $game_system.minimap = [[x, 0].max, 2].min
  end

  def enemy_hp(event_id, operation, type, operand, allow_kill = nil)
    $BlizzABS.enemy_change_hp(event_id, operation, type, operand, allow_kill)
  end
 
  def enemy_sp(event_id, operation, type, operand)
    $BlizzABS.enemy_change_sp(event_id, operation, type, operand)
  end
   
  def enemy_state(event_id, change, state_id)
    $BlizzABS.enemy_change_state(event_id, change, state_id)
  end
 
  def enemy_recover(event_id)
    $BlizzABS.enemy_recover_all(event_id)
  end
 
  def enemy_transform(event_id, enemy_id)
    $BlizzABS.enemy_transform(event_id, enemy_id)
  end
 
  def enemy_damage(event_id, type, operand)
    $BlizzABS.enemy_deal_damage(event_id, type, operand)
  end
 
  def actor_damage(party_position, type, operand)
    $BlizzABS.actor_deal_damage(party_position, type, operand)
  end
 
  def enemy_affect_group(event_id, group_id)
    $BlizzABS.enemy_affect_group(event_id, group_id)
  end
 
  def enemy_change_group(event_id, group_id)
    $BlizzABS.enemy_change_group(event_id, group_id)
  end
 
  def enemy_force(event_id, target_type, target, action_type, data = nil)
    $BlizzABS.enemy_force_action(event_id, target_type, target,
    action_type, data)
  end
 
  def actor_force(party_position, target_type, target, action_type, data = nil)
    $BlizzABS.actor_force_action(party_position, target_type, target,
    action_type, data)
  end
 
  def path_target_x(value)
    $game_player.path_target_x = value
  end
 
  def path_target_y(value)
    $game_player.path_target_y = value
  end
 
  def create_event(x, y, name = '', data = [])
    $BlizzABS.create_event(x, y, name, data)
  end
 
  def create_event_page(data)
    $BlizzABS.create_event_page(data)
  end
   
  def create_event_page_cond(data)
    $BlizzABS.create_event_page_condition(data)
  end
   
  def create_event_page_graphic(data)
    $BlizzABS.create_event_page_graphic(data)
  end
   
  def create_event_page_move_route(data)
    $BlizzABS.create_event_page_move_route(data)
  end
   
  def create_event_page_move_command(data)
    $BlizzABS.create_event_page_move_command(data)
  end
   
  def create_event_page_event_command(data)
    $BlizzABS.create_event_page_event_command(data)
  end
 
  def ce(x, y, name = '', data = [])
    create_event(x, y, name, data)
  end
 
  def cep(data)
    create_event_page(data)
  end
   
  def cepc(data)
    create_event_page_cond(data)
  end
   
  def cepg(data)
    create_event_page_graphic(data)
  end
   
  def cepmr(data)
    create_event_page_move_route(data)
  end
   
  def cepmc(data)
    create_event_page_move_command(data)
  end
   
  def cepec(data)
    create_event_page_event_command(data)
  end
 
  def item_hotkey(actor_id, hotkey_pos, item_id)
    $game_actors[actor_id].skill_hotkeys[hotkey_pos] = 0
    $game_actors[actor_id].item_hotkeys[hotkey_pos] = item_id
  end

  def skill_hotkey(actor_id, hotkey_pos, skill_id)
    $game_actors[actor_id].item_hotkeys[hotkey_pos] = 0
    $game_actors[actor_id].skill_hotkeys[hotkey_pos] = skill_id
  end
end



Instructions

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Compatibility

Make sure Blizz ABS is present


Credits and Thanks


  • LiTTleDRAgo




Author's Notes

Just found it in my script archive

Blizzard

Take a look at the manual, there is something useful about making plugins that you might wanna read. :)
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

R5GAMER

Sorry, for the necropost..
If you want to disable the run!

Add :

def run_button(x = true)
 $game_system.running_button = x
end


And call :
run_button(true/false)
..........________
....'/,-Y"............."~-.
..l.Y.......................^.
./\............................_\
i.................... ___/"...."\
|.................../"...."\ .....o!
l..................].......o !__../
.\..._..._.........\..___./......"~\
..X...\/...\.....................___./
.(. \.___......_.....--~~".....~`-.           
....`.Z,--........./.....................\
.......\__....(......../.........._____)
...........\.........l......../---~~" /
............Y.......\................../
............|........"x_____.^
............|.....................\
............j.....................Y

Wecoc

August 29, 2014, 12:44:30 am #3 Last Edit: August 29, 2014, 12:46:24 am by Wecoc
Quoterunning_button(true/false)  - enables or disables the running button.


Do you mean like that? It's in the instructions, the script already had it.

R5GAMER

MMmmhh..
I look the script i have put in my project and i didn't have running code... Sorry.
..........________
....'/,-Y"............."~-.
..l.Y.......................^.
./\............................_\
i.................... ___/"...."\
|.................../"...."\ .....o!
l..................].......o !__../
.\..._..._.........\..___./......"~\
..X...\/...\.....................___./
.(. \.___......_.....--~~".....~`-.           
....`.Z,--........./.....................\
.......\__....(......../.........._____)
...........\.........l......../---~~" /
............Y.......\................../
............|........"x_____.^
............|.....................\
............j.....................Y

panzerkunst

Hi, can I ask for an example of how to properly use event creation?  :???:
I would like to create some destructibles, such as boxes or furnitures in a minigame...