Author Topic: [VX] Verus Tempus Proelium (VX ABS System)  (Read 25631 times)

Offline Jragyn

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[VX] Verus Tempus Proelium (VX ABS System)
« on: May 16, 2010, 09:48:59 PM »
Verus Tempus Proelium (VTP)
Authors: Vlad, (soon Jragyn)
Version: 1.0
Type: On-the-map Active Battle System
Key Term: Custom Battle System

Introduction

Well, first off, this isn't my script.
It was written by a fellow who names himself 'vlad'.
He also crafted a heavier version of this by the name of "Vampyr's SBABS".

This script is similer to Blizz's ABS he made, but its for VX.
It allows for the player to play and execute battle actions on the map.
Games like Zelda and Secret of Mana function like this.

The system isn't perfect.


Features

  • Allows for quick action-based battles on the map.
  • No need for sprite building or animations, it uses the basic character set!
  • Functions with no custom input, allowing for use of USB Game Controllers.
  • Utilizes the -note system- of VX for specifying many things, details for weapons etc.

Screenshots

(click to show/hide)

Demo

The Demo you should download for reference.

Script
The Script REQUIRES at least the top two, in this order, while the extras are...well...extra.
(click to show/hide)

Instructions

The instructions from the author are somewhat dated, and I will be providing a text document or something to explain...everything. Or as close to it as possible.

Quote
How to setup enemy events and the database.

Just ask in the forum if you have questions, I'll try to help if I can.


Compatibility

I can't imagine it working too well with other Map-based battle systems.
I am working on functionality in regards to other scripts, and will release modifications as I create them.
It DOES work with the RGSS2+ thingie, as suggested by the second screenshot above.
Should it be compatible with something? Gimme suggestions, I'll see if I can...
It is GAY when it comes to 8directional movement. Though the movement works, it screws up the attacking and all that jazz, and I haven't tackled the task of trying to fix it.

Credits and Thanks

  • Vampyr! You crafted the base for it. gj.
  • J, myself, because I'm trying to support it? lol.

Author's Notes

Remember, the script isn't MINE, but I am trying to provide updates and fixes for it as the bugs come out, and also adding other features...though it'll likely be part of a bundley thingie, so it may be a bit before I release it/them. :D Otherwise, have at it and have fun! ABS for VX yo.

(btw, if anyone has a better site or something that I could host these scripts on, lemme know, cuz I feel weird slapping them on Pastebin...)


--J  :negative:
« Last Edit: May 25, 2010, 08:40:11 PM by jragyn00 »
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Mikhail

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #1 on: May 19, 2010, 03:15:11 AM »
How do I get the skills to work? I have a "Fire" spell set up and everything, but when the actor learns it, it doesn't appear on the menu thingie when I press W. It just shows a bunch of arrows. It appears in the menu, but I can't seem to cast them on enemies or anything.

EDIT: Nevermind, I got it to work.

Awesome script, by the way.
« Last Edit: May 19, 2010, 03:20:45 AM by Mikhail »

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #2 on: May 19, 2010, 06:26:46 PM »
Thanks for bringing that to my attention.
I added a brief paragraph about setting up skills and items to hotkeys etc.
Also remembered to add a bit about 'Object' status for enemies.

And I'm glad you like it, btw.
I was afraid because this forum seems to be completely rmXP based, no one would bother with this.
Update complete!


--J
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Offline G_G

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #3 on: May 20, 2010, 12:54:32 AM »
This seems nice, however I prefer his newest one. Vlads Abs 9.0 or something. Its quite nice.

Offline SBR*

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #4 on: May 20, 2010, 08:15:23 PM »
This seems nice, however I prefer his newest one. Vlads Abs 9.0 or something. Its quite nice.

I ROFL'd at your new avatar :P!

OT: I think I tried it a long time ago. I already tried it once, oh, wait, that's v.1.2a O.o. THAT'S WHY IT SUCKED! However, I also tried another ABS once... Ah, the PRABS. You should try it :P!

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #5 on: May 21, 2010, 06:24:47 AM »
:O I keep intact with this fellow via MSN.
This is his most recent ABS.
Like I said, he has another ABS, though its up to 12, not 9.
And as far as I know, he ceased production for it, as he sorta seems to for this.
He's mentioned something about script updates for this or that...but I haven't seen any progress towards it for a while. Too busy with other projects I imagine.


--J
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Offline SBR*

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #6 on: May 21, 2010, 08:20:48 PM »
:O I keep intact with this fellow via MSN.
This is his most recent ABS.
Like I said, he has another ABS, though its up to 12, not 9.
And as far as I know, he ceased production for it, as he sorta seems to for this.
He's mentioned something about script updates for this or that...but I haven't seen any progress towards it for a while. Too busy with other projects I imagine.


--J

Oh sorry, I thought this version was like v.9.0. because I saw '9.0.' or 'version 9' or something like that in your topic, at least I thought so, so I thought my version was really outdated. Sorry!  :^_^':

Mikhail

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #7 on: May 24, 2010, 03:24:38 AM »
8-Directional movement works like a charm if you use Yanfly's Extended Movement script.

There are one or two graphical glitches that can happen, but they are incredibly minor and don't really affect battle.

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #8 on: May 25, 2010, 06:23:31 AM »
The exact issue in regards to 8directions I've found is that at times even though hits are connecting, and damage is being dealt, if you stepped in and began swinging diagonally, it at times doesn't register HP loss. So essentially, enemies can appear to have infinite life, and nobody wants that >.<

Like I said though, if you can muster up a method to functionalize 8directions, then by all means use it! :D


--J
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

ShadoweD

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #9 on: May 25, 2010, 02:16:10 PM »
hey jra, is there a way to make the monster/actor check if the skill has a common event attached to it? and if there is, give his event ID and/or position and run the common event before/after the skill animation?

if you could make 2 notes that can play the common event before and after the skill this would help alot (to make animations in map)

I want to make some custom animations for some skills but there is no way to check what event is using the skill ;/


and another question, does this script use the dmg algorithim? and does it check for elemental defense?



===============EDIT

got a bug, when you set the agressiveness to 0 the enemy dont run away, if you set it to 1 then it works... but if you hit the enemy the game will crash with an error at line  1801

Code: [Select]
  def move_by_aggressiveness
    case @actor.aggressiveness.to_i
    when 0
      if @target != nil and in_range?(@target, 5)
        move_away_from(@target)
      else
        move_random
      end
    when 1
      if @target != nil and in_range?(@target, 5)
        move_type_away_from(@target)
      else
        move_random


at the "when 1" move_type_away_from(@target)

the error message is "undefined method"
« Last Edit: May 25, 2010, 02:40:58 PM by ShadoweD »

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #10 on: May 25, 2010, 08:24:44 PM »
You know, just the other day, I was pestering the author about custom move animations much like you were describing before, except I was trying to get them to work with Forced Actions, etc, and he denied the idea of adding such a thing, because: "The script was written easily so that anyone can use it." ...In essence, he said he doesn't want to add features of this nature to the script. If your ever looking for a more detailed variation in regards to skills and stuff, you should investigate his SBABS12 script... umm... here:

The SBABS12 that has other edittable stuffs.

I don't think it either has what you exactly are looking for, but its definitely got lots of other variations to skills and how they work and just...lots of other details.

Apologies for being unable to write additional script as you request this moment, but I'll put it on the list.


--J


EDIT:: That error yu found, is just a typo on his behalf.
Replace this:

(click to show/hide)

With this:
(click to show/hide)



« Last Edit: May 25, 2010, 08:42:44 PM by jragyn00 »
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Mikhail

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #11 on: May 28, 2010, 09:40:43 AM »
The exact issue in regards to 8directions I've found is that at times even though hits are connecting, and damage is being dealt, if you stepped in and began swinging diagonally, it at times doesn't register HP loss. So essentially, enemies can appear to have infinite life, and nobody wants that >.<

Like I said though, if you can muster up a method to functionalize 8directions, then by all means use it! :D


--J
It's not really a huge problem, though, as usually people will make hits horizontally or vertically, anyway (since, while I do use 8-directional movement, I haven't made 8-Directional sprites, etc.)

But I guess if you're fighting a boss (and the bosses in my game are balls hard) then it can be a minor glitch (just pause and it's solved, or move a certain number of frames).

But other than that, it's really minor, but probably worth mentioning.

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #12 on: September 14, 2010, 03:20:33 AM »
So is anyone actually using this?
Any feedback?
Still semi functional?
I was looking over a project I started based around this system, and realized that I had an additional chunk of script that I used to implement other features, and I'm just wondering if people would like to utilize that as well.
Of course, this forum is heavily XP focused, so it may not even interest anyone.


--J
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Mikhail

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #13 on: September 15, 2010, 10:46:18 AM »
So is anyone actually using this?
Any feedback?
Still semi functional?
I was looking over a project I started based around this system, and realized that I had an additional chunk of script that I used to implement other features, and I'm just wondering if people would like to utilize that as well.
Of course, this forum is heavily XP focused, so it may not even interest anyone.


--J
I'm using it and loving it.

It's easily accessible, but his dedicated SBABS has more features.

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #14 on: September 16, 2010, 06:10:43 AM »
The dedicated SBABS DOES have more features, though the main reason I flow with this is direct compatibility with a control pad XD Though there are programs to utilize the system in other ways, I suppose I grew fond of this one.

The script chunk I mentioned earlier respawned a couple of features within his "Lite" version here, like adjustable attack speeds, allowed for functional auto-hide, re-implemented "unpassable" spawn areas, and add semi-compatibility with some of Yanfly's JP System, and also modified a lot of methods so that I could utilize this system for achievements with Sojabird's (ie: crit'ed 1000 times, achievement!) and seemingly many other little things...

I dunno.
Just wondering what others (apparently only you, lol) thought, maybe if they felt it useful, I could present it :)


--J
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Xzygon

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #15 on: September 17, 2010, 01:18:29 AM »
All of his most recent updates can be found on his site at http://etfictum-fitfactum.net.
Soon enough, you can switch from SBABS to VTP, as he's not only including some of the highly popular features from SBABS, but a few more to fit the bill.


If this script adds any semi-compatibility with any other script, it is entirely by accident. Just to let you know. (And if you've noticed, yes, I'm his official tester.)

Taco!!!

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #16 on: April 30, 2011, 06:53:39 AM »
There was an error that popped up when I started the game:
---------------------------
Vampyr - Verus Tempus Proelium
---------------------------
Script 'Verus Tempus Proelium' line 744: NoMethodError occurred.

undefined method `[]=' for nil:NilClass
---------------------------
OK   
---------------------------
Help?

Offline Jragyn

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #17 on: April 30, 2011, 04:29:43 PM »
All of his most recent updates can be found on his site at http://etfictum-fitfactum.net.

You should check out this site.
It is HIS script, and he's likely got an updated version with explanations, etc :)
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Offline Magus

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #18 on: September 26, 2011, 10:02:29 PM »
The screenies of this are impressive.
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Offline Twb6543

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Re: [VX] Verus Tempus Proelium (VX ABS System)
« Reply #19 on: October 03, 2011, 08:23:15 PM »
...
Well, first off, this isn't my script.
It was written by a fellow who names himself 'vlad'.
He also crafted a heavier version of this by the name of "Vampyr's SBABS".
...
  • Vampyr! You crafted the base for it. gj.
  • J, myself, because I'm trying to support it? lol.
...
Remember, the script isn't MINE, but I am trying to provide updates and fixes for it as the bugs come out, and also adding other features...
...

The script is originally by Vlad (of Vampyr Coders), your will need permission for Vampyr Coders (As the system now has passed onto them) and also permission from Jragyn depending on the copyright. I believe you may edit it for personal use but I am not sure about release (even with credit).
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.