#Made by your friend: Freaku / @[Just] Freak#4999 # Defines a simple plugin that allows you to: ## See any errors of your mods (if present) in folder BombSquad/logging/logs.txt ## Get config contents ## Enable internal debugging ## Create/Delete sys ## Get 3D co-ordinate points in any Map! # NOTE: Please perform the activities to log, if its a gamemode pls open and play it and then see logs. If its a window please touch buttons and then see logs # and so on according to the mod you're working... #Join BCS: # https://discord.gg/ucyaesh #My GitHub: # https://github.com/Freaku17/BombSquad-Mods-byFreaku ########## INDEX ########## ''' - Must READ - For beginners - Fixing errors... ''' # ----- MUST READ ----- ''' # I hope you know Python Programming Language and have seen Bombsquad's API, avaiable at # https://ballistica.net/wiki # else... its still fine :) # Python is easiest language, hardly will take 1 week to learn (See YouTube tutorials) # This mod is *genuinely* for Mobile Modders, # in PC you can directly get these Terminal Errors in console. # but sadly on mobile there's no way to view console. # We can, by following GitHub's Android coding environment # https://github.com/efroemling/ballistica/wiki/Coding-Environment-(Android) # but it's long process, additionally around 500mb of data to download # for Pydroid 3 and it's Pydroid's plugins... (not guaranteed to work properly) # This is helpful for new Modders (who don't use PC) # Also I'll ***HIGHLY*** suggest to not use this when other mods are installed # As a TONS of other mods includes errors (which aren't fixed) # Rename BombSquad folder to BombSquad1 and make a # new BombSquad folder and paste this in that # and also the mod you're working on.... # Happy coding! 🔥 # Dont worry about those currency mods or similar stuffs... # Their data is still stored on app so whenever you use them back # (deleting BombSquad folder and renaming BombSquad1 back to BombSquad) # All currency/data will still be avaiable!! ''' # ----- For beginners ----- ''' # Use create_sys / delete_sys in Plugins # and a Code Editor app (on Play Store) ''' # ----- Fixing errors... ----- ''' # Incase you haven't ever seen console: # The logs.txt shows full stuff ... # Like say you made a error in your mod but in logs you'll see entire file paths of in-game files. # Over here you should ignore in-game files and just see Exception/Traceback (or the path where your mod file is named) # and bottom lines (to know what error is it exactly) # Reason? Game is certainly completed so no matter what it wont have any error, the error causing is just your file. # Traceback could look like: Game called a activity as said in this-this line of file, then Map was loaded by the activity, then Map tried to fetch spawn points, but spawn points have error (since you modified it) ''' # Additionally, errors like # - Invalid Syntax (if you use code editor just press 3 dots and off word wrap, so you can scroll left/right so you can see the ^ arrow pointing correctly) This error is either cuz of some brackets opened but not closed or the other way around. Could also be if you put = instead of == # - Indentation error (this is related to spaces, Google can help/explain you in this...) # - etc etc (take help of Google 🤐) # Sometimes you can't just solve it yourself, so you need to ask someone for help # I would suggest to join BCS: A lovely discord server (link at top) # Aimed 4 Android modders! # ba_meta require api 7 import _ba, ba, os folder = _ba.env()['python_directory_user'] + "/logging/" log_copy = folder + 'logs.txt' config_copy = folder + 'config.txt' def make_folder(): if not os.path.exists(folder): os.makedirs(folder) def make_logs(content): with open(log_copy, 'w+') as l: l.write(content) l.close() def log_it(): our_logs = _ba.getlog() if our_logs != '': make_logs(our_logs) else: make_logs("🔥 Congratulations! No errors were found during this playing session!! 🔥") def make_config(): configs = _ba.app.config_file_path config_contents = '' with open(configs) as f: config_contents = f.read() f.close() with open(config_copy, 'w+') as e: e.write(config_contents) e.close() def internal_debug(): """ Eg. May show some error via screen msg even if try except is used. Use only if you are going for really ADVANCED modding... """ setattr(_ba.app, '_debug_enabled', True) def make_sys(): path = _ba.app.python_directory_user +'/sys/'+_ba.app.version if not os.path.exists(path): ba.modutils.create_user_system_scripts() if _ba.app.platform == 'android': if path.find('/0/'): path = path.split('/0/')[1] ba.screenmessage(f'Scripts created at {path}',color=(0, 1, 0)) ba.screenmessage('Restart BombSquad to use them',color=(0, 1, 0)) ba.app.config['Plugins'][__name__+'.create_sys']['enabled'] = False ba.app.config.apply_and_commit() else: ba.screenmessage('Cannot run '+__name__+'.create_sys\nScripts already exist :/',color=(1,0,0)) def yeet_sys(): path = _ba.app.python_directory_user +'/sys/'+_ba.app.version if os.path.exists(path): ba.modutils.delete_user_system_scripts() ba.screenmessage('Scripts deleted!',color=(1, 1, 0)) ba.screenmessage('Restart BombSquad to use internal',color=(1, 1, 0)) ba.app.config['Plugins'][__name__+'.delete_sys']['enabled'] = False ba.app.config.apply_and_commit() else: ba.screenmessage('Cannot run '+__name__+'.delete_sys\nNo Scripts exist :/',color=(1,0,0)) def update_mods(): mods_folder = _ba.env()['python_directory_user'] for mod in os.listdir(mods_folder): if mod.endswith('.py') and not mod=='Terminal.py': data = open(mods_folder+os.sep+mod).read() data = data.replace('# ba_meta require api 6', '# ba_meta require api 7') data = data.replace('def on_app_launch(self)', 'def on_app_running(self)') data = data.replace('self.on_app_launch', 'self.on_app_running') with open(mods_folder+os.sep+mod, 'w') as file: file.write(data) file.close() ba.screenmessage('Updated mods to 1.7!', color=(0,1,0)) ba.screenmessage('All Mods are NOT guaranteed to work', color=(1,1,0)) ba.app.config['Plugins'][__name__+'.update_16mods_to_17']['enabled'] = False ba.app.config.apply_and_commit() # ba_meta export plugin class update_16mods_to_17(ba.Plugin): def __init__(self): update_mods() # ba_meta export plugin class get_logs(ba.Plugin): def __init__(self): make_folder() log_it() ba.timer(1, log_it, repeat=True) # ba_meta export plugin class get_config(ba.Plugin): def __init__(self): make_config() # ba_meta export plugin class live_debug(ba.Plugin): def __init__(self): internal_debug() # ba_meta export plugin class create_sys(ba.Plugin): def __init__(self): ba.timer(3, make_sys) # ba_meta export plugin class delete_sys(ba.Plugin): def __init__(self): ba.timer(3.5, yeet_sys) class Player(ba.Player['Team']): """Our player type for this game.""" class Team(ba.Team[Player]): """Our team type for this game.""" # ba_meta export game class Terminal_get3Dpoint(ba.TeamGameActivity[Player, Team]): name = '3D co-ordinate point' available_settings = [ba.BoolSetting('Boxes', default=False), ba.BoolSetting('Points', default=False)] description = 'Get 3D co-ordinate point of ANY map!' def __init__(self, settings: dict): super().__init__(settings) self._boxes = settings.get('Boxes', False) self._points = settings.get('Points',False) @classmethod def supports_session_type(cls, sessiontype): return (issubclass(sessiontype, ba.DualTeamSession) or issubclass(sessiontype, ba.FreeForAllSession)) @classmethod def get_supported_maps(cls, sessiontype): # Support every single map registered to the game... maps = [] for map in _ba.app.maps: maps.append(map) return maps def on_begin(self): super().on_begin() if self._boxes: self.spawn_boxes() if self._points: self.spawn_points() def spawn_boxes(self): for box in self.map.defs.boxes: box_pt = self.map.defs.boxes[box] box_locator = ba.newnode('locator', attrs={'shape':'box', 'position':( box_pt[0], box_pt[1], box_pt[2]), 'color':(1,1,0), 'opacity':1,'draw_beauty':True,'additive':False,'size':(box_pt[6], box_pt[7], box_pt[8])}) mnode = ba.newnode('math', owner=box_locator, attrs={ 'input1': (0, 0, 0), 'operation': 'add'}) box_locator.connectattr('position', mnode, 'input2') box_text = ba.newnode('text', owner=box_locator, attrs={ 'text': box, 'in_world': True, 'shadow': 0, 'flatness': 0, 'color': (1,1,1), 'scale': 0.01, 'h_align': 'center'}) mnode.connectattr('output', box_text, 'position') def spawn_points(self): for point in self.map.defs.points: display_pt = self.map.defs.points[point] if len(display_pt) == 6: point_locator = ba.newnode('locator', attrs={'shape':'box', 'position':( display_pt[0], display_pt[1], display_pt[2]), 'color':(1,1,0), 'opacity':1,'draw_beauty':True,'additive':False,'size':(display_pt[3], display_pt[4], display_pt[5])}) elif len(display_pt) == 3: point_locator = ba.newnode('locator',attrs={'shape':'circle','position':(display_pt[0], display_pt[1], display_pt[2]),'color':(1, 1, 0),'opacity':1,'draw_beauty':True,'additive':False,'drawShadow':False,'size': (0.4,0.4,0.4)}) else: print('Invalid entry of;',point,'values given:',display_pt) continue mnode = ba.newnode('math', owner=point_locator, attrs={ 'input1': (0, 0, 0), 'operation': 'add'}) point_locator.connectattr('position', mnode, 'input2') point_text = ba.newnode('text', owner=point_locator, attrs={ 'text': point, 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0,0,0), 'scale': 0.01, 'h_align': 'center'}) mnode.connectattr('output', point_text, 'position') def end_game(self): results = ba.GameResults() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results) def handlemessage(self, msg): if isinstance(msg, ba._messages.PlayerDiedMessage): self.respawn_player(msg.getplayer(self.playertype), 1) else: return super().handlemessage(msg) return None