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