I really don't know how I missed your plugins until now, each of them are super helpful for any game including ABS, and you add a lot of information on each of them with a lot of details, Thank you!
Viewing post in Ritter Active Item System (RPG Maker MV) comments
Thank you for your kind words! I'm glad you're enjoying them!
There's one more plugin coming (Map Transform) for MV + MZ as soon as I get over some hurdles, then it's back to work on a bigger plugin/tool that I've been coding for a little while now.
Map Transform is pretty neat, you can change the way tiles look, copy things from one map to another (provided they use the same tileset), change tile regionIds and all sorts of neat things :]
Sounds like a 'neat' plugin coming up.
Quick question about this one though:
I was thinking to use it to call/addvABS items/skills (chorono engine), as you probably know with mog ABS is have an extra 'comment' script he need to call it in the ABS items/skills menu, also is ABS skills/items show up in a separate menu (not part of the default menu).
How will I add/setup a ABS(chorono engine) item to show up?
While this plugin wasn't specifically designed for this and I've never tested this but I imagine creating an item with a Common Event as its effect, then within that common event do something like:
Plugin Command >> set_actor_skill : actorId : skillId
Example set_actor_skill : 1 : 1
should change your actor 1 skill to skill 1 when the item is used. To take it one step further in the common event you may be able to follow up with:
Script Call >> $gamePlayer.act(skillId);
Script Call >> $gamePlayer.requestAnimation(animationId);
and for items it would probably be something like:
Plugin Command >> set_actor_item : actorId : itemId
Script Call >> $gamePlayer.commandRasItem(itemId);
Script Call >> $gamePlayer.requestAnimation(animationId);
Like I said though, I've never considered using the active item system this way and cannot guarantee this will work as you need, but it may or may not be a step in the right direction. I've used these commands while developing an AI for the game I'm making and found them to work very well for my needs. Animations may not be needed as it'll probably perform the animation you set for your skill on the target, as far as items go if they are used to attack a target I'm also not entirely sure, but I figured I'd let you see how to call them in case you encounter a need for them.
$gameMap.event(eventId).requestAnimation(animationId);
this works as well to show an animation on an event^
Hope it works out for you :]