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RPG Maker => RPG Maker Scripts => RMVX Script Database => Topic started by: Jragyn on May 16, 2010, 03:48:59 pm

Title: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on May 16, 2010, 03:48:59 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




Screenshots

Spoiler: ShowHide

(http://i40.tinypic.com/dnki2d.png)
(http://i40.tinypic.com/1zox7d0.png)



Demo

The Demo you should download for reference. (http://www.sendspace.com/file/2hynvm)


Script
The Script REQUIRES at least the top two, in this order, while the extras are...well...extra.
Spoiler: ShowHide
Quote
The Kernel
VTP Kernal 1.0 (http://pastebin.com/A3Mdc2mp)

The ABS System
VTP System 1.0 (http://pastebin.com/CGfbK45n)

The default HUD (requires pictures from the demo)
VTP HUD 1.0 (http://pastebin.com/RSLtXiDD)




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.

QuoteHow to setup enemy events and the database. (http://pastebin.com/RZnPLKek)


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




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:
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Mikhail on May 18, 2010, 09:15:11 pm
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.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on May 19, 2010, 12:26:46 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
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: G_G on May 19, 2010, 06:54:32 pm
This seems nice, however I prefer his newest one. Vlads Abs 9.0 or something. Its quite nice.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: SBR* on May 20, 2010, 02:15:23 pm
Quote from: game_guy on May 19, 2010, 06:54:32 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!
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on May 21, 2010, 12:24:47 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
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: SBR* on May 21, 2010, 02:20:48 pm
Quote from: jragyn00 on May 21, 2010, 12:24:47 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


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!  :^_^':
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Mikhail on May 23, 2010, 09:24:38 pm
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.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on May 25, 2010, 12:23:31 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
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: ShadoweD on May 25, 2010, 08:16:10 am
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

  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"
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on May 25, 2010, 02:24:44 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. (http://www.sendspace.com/file/zue9cw[/url)

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:

Spoiler: ShowHide
    when 1
      if @target != nil and in_range?(@target, 5)
        move_type_away_from(@target)
      else
        move_random
      end


With this:
Spoiler: ShowHide
    when 1
      if @target != nil and in_range?(@target, 5)
        move_away_from(@target)
      else
        move_random
      end




Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Mikhail on May 28, 2010, 03:40:43 am
Quote from: jragyn00 on May 25, 2010, 12:23:31 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
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.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on September 13, 2010, 09:20:33 pm
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
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Mikhail on September 15, 2010, 04:46:18 am
Quote from: jragyn00 on September 13, 2010, 09:20:33 pm
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.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on September 16, 2010, 12:10:43 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
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Xzygon on September 16, 2010, 07:18:29 pm
All of his most recent updates can be found on his site at http://etfictum-fitfactum.net (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.)
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Taco!!! on April 30, 2011, 12:53:39 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?
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on April 30, 2011, 10:29:43 am
Quote from: Xzygon on September 16, 2010, 07:18:29 pm
All of his most recent updates can be found on his site at http://etfictum-fitfactum.net (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 :)
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Magus on September 26, 2011, 04:02:29 pm
The screenies of this are impressive.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Twb6543 on October 03, 2011, 02:23:15 pm
Quote from: Jragyn on May 16, 2010, 03:48:59 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).
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Jragyn on December 10, 2011, 12:50:13 pm
As far as I can see, Vlad has abandoned this project in favor of his own dawdles. I tried to keep tabs on him and his progress with this project, but it has not been updated in a long long while. I believe it to be abandoned.

This is by no means my own project. Take it, modify it, do as you will with it as far as I'm concerned. If you utilize bits and pieces of what I wrote in here, just make sure you learn and understand it. This was just kinda... a learning project for me. :D
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: thisromero on January 01, 2012, 08:39:20 pm
Do please credit the Vampyr Coders team. Anyways, I'm here to do official updates as VTP was passed on to me.
Anyways, Chaos Project will be first notified of VTP updates from now on.

As for the newest version 1.1.0...
Well, I haven't thought of new additions.

Any suggestions for the new version?

Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: thisromero on January 02, 2012, 09:40:11 am
Okay then! Nice suggestions.
Let's see what I can do.

Do take note, I'm also working a port on VX Ace along with Vlad.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Blizzard on January 02, 2012, 01:01:37 pm
It probably wouldn't be a bad idea if you reposted this script once you have finished the new version so you can keep updating it here when necessary.
Title: Include some Sprites?
Post by: Piman32 on March 08, 2012, 06:38:01 pm
I was wondering, where can I get some sprites for this, cause I want to use it in a game, but I can't find sprites of all the monsters.  Any links to sites for it would be good.
It would be pretty awesome if you could include sprites for most of the monsters, instead of just the two in the demo.  I'm guessing that more people would use this if you included them here instead of them having to search through entire forums just for sprites of monsters.

Please refrain from changing the subject thats unrelated to the topic when replying. ~ G_G
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: zanaram525 on April 06, 2012, 11:19:48 am
I like this script, it works nice.
I was just wondering is it possible to make NPCs attack monsters?
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: Lyonel on June 04, 2012, 01:58:34 pm
Hi!

I have a problem with the Script. I'm used to use the Vampyr SBABS 7, but I want to use this system now. Now, I have written an event with a loop command, and when I select a loop choise, this Error appears on my window:

http://imageshack.us/photo/my-images/256/problemhj.png/

Sorry for my English, I am from Hungary :)

UPDATE: I solved the problem, but I've received a new -.-" This appears If I press the Q or W button (They are the Items and the Skills menu buttons)

http://imageshack.us/photo/my-images/23/problem2i.png/
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: assi23q on August 15, 2023, 02:36:40 am
I know big time necroposting, but does anyone have the latest version of this battle system?

I seen online in some old youtube videos that it got up to V1.6.

Interested in seeing the changes from a newer version if anyone has it.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: KK20 on August 15, 2023, 08:02:57 pm
Searching for Vampyr SBABS showed me some other results. All signs point to a version 12 existing (or is it 1.2?).

The only site that doesn't have a dead redirect link is on RMRK:
https://rmrk.net/index.php/topic,33456.0.html
I think you need to have an account on here to view attachments though. I don't have one, so can't verify myself.
Title: Re: [VX] Verus Tempus Proelium (VX ABS System)
Post by: assi23q on August 16, 2023, 02:00:50 am
Vampyr SBABS is a different version of the ABS battle system.

Verus Tempus Proelium is a newer version of almost the same thing. I personally use SBABS for my game for the multiple party members, but there were some badly designed sections in the script, like the targeting/aggressive system.

In SBABS, the enemies just seem to continuously walk around even when targeting you. But in VTP, the new method move_by_aggression fixes that issue and allows enemies to approach you when they've targeted you. So I've taken that method and added it to my game. Was hoping to see the latest version to cross-check with my script and see if there's bug fixes or improvements I can add in.

The last place it was hosted was in:

https://web.archive.org/web/20110130010149/http://www.etfictum-fitfactum.net:30080/index.php?page=products

That had the latest versions, but unfortunately wayback doesn't have the script archived. Maybe time for me to continue learning Ruby and fix the script up myself.