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RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS2-Submissions
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Relogas
and who is supposed to help me then?

lloyd
I cant download it and his website dosent seem to work. Sad. x.x
Axelx3
QUOTE (lloyd @ Aug 15 2010, 12:59 PM) *
I cant download it and his website dosent seem to work. Sad. x.x

The new version can be downloaded from the MAIN TOPIC! =D i posted a link there uploaded by me.
lloyd
I dont want that network thingie.
Isnt there his ABS which I can use for my RPG?
Relogas
i've encountered a bug:
events that i make without a graphic or a graphic from the tilesets and are "action button" or "player touch/ event touch" cannot be triggered/ do not respond
Xzygon
What, like transfers and signs and crud without graphics? They work, I think it's just a script confliction.
Relogas
no, like: i'm creating a buletin in town with a graphic of a buletin on the map and a empty event on top of it with text in it, the text doesn't shows
Xzygon
Text should show, it's probably a script confliction. The event I tested said "Hi", so it works in the demo.
Andrelvis
The link in the original post doesn't work...
Relogas
@ Xzygon: don't know, I encountered the problem on SABS, skipped to VTP now and everything works fine there

is there a anti lag script that works with VTP?
Andrelvis
QUOTE (Relogas @ Aug 20 2010, 03:06 AM) *
@ Xzygon: don't know, I encountered the problem on SABS, skipped to VTP now and everything works fine there

is there a anti lag script that works with VTP?


VTP already has an anti lag, AFAIK.
Xzygon
It doesn't work because buny doesn't update....Go to the site at http://etfictum-fitfactum.net
Relogas
i downloaded the latest version of VTP and i have large map wich causes lag every time i play it! I'm sorry that i tell you these problems but i really need them fixed.

if only someone could make VTP compatible with this antilag script it would be fine cause that script works really well!



CODE
</B></DIV> <P>#===========================================================================
===<BR># A N T I L A G    V X<BR>#------------------------------------------------------------------------------<BR>#  Author: Andrew McKellar (Anaryu) (<A href="mailto:anmckell@gmail.com">anmckell@gmail.com</A>)<BR>#<BR>#  Version: 1.2h<BR>#<BR>#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas<BR>#     for updating sprites/events that are off-screen/parallel also added<BR>#     off-screen updating for events that are set with a specific move route.<BR>#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead<BR>#     of static values. (Zeriab)<BR>#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions<BR>#     instead of special ones. Changed empty array check to use proper empty?<BR>#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character<BR>#     on multiple pages to be drawn as a sprite correctly. (eugene)<BR>#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,<BR>#     and airship landing.<BR>#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset<BR>#     graphics in multi-page events.<BR>#  1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the <BR>#     turn_ok setting passed in while the original functions didn't use it.<BR>#  1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for<BR>#     events (last update was just player!) and fixed bug with jump function<BR>#     not updating location.<BR>#  1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank<BR>#     event from another event, or using Show Animation or Show Bubble will<BR>#     activate the event automatically and set it to be in use. Also added two<BR>#     new globals to allow you to choose how far off-screen updates will still<BR>#     be performed (see below.) Also fixed efficiency loss by having several<BR>#     math functions in the on_screen function (called constantly) and moved<BR>#     those to initialize function instead.<BR>#  1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event<BR>#     characters.<BR>#  1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event<BR>#     commands were used.<BR>#  1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics<BR>#     and made them use the passability. Also added the 'unless <A href="mailto:$@'">$@'</A> to stop the<BR>#     F12 bugs.<BR>#<BR>#  This script modifies background functions, only other low-level or map<BR>#  modification scripts should conflict.<BR>#<BR>#  Please credit if used, no need to ask for permission for commercial use.<BR>#===========================================================================
===</P> <P># If true this will allow the system to ignore all events that are off screen<BR># unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)<BR>#<BR># If false this will means the system will ALWAYS update EVERY EVENT on the map<BR># - this should only be used if you experience weird compatability issues due<BR># to some custom scripts, it's better to try putting the DOUPDATE flag on events<BR># that do special things or have special settings that don't work when this<BR># flag is set to true.<BR>#<BR># X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y<BR># direction we should update events. Default of 1 means any event one square<BR># off-screen will still be updated. The larger this value, the less efficiency<BR># you will see from the anti-lag system, however it can be used to make large<BR># events update instead of hang on screen.</P> <P>ALLOW_SCREEN_IGNORE = true<BR>X_OFFSCREEN_SQUARES = 1<BR>Y_OFFSCREEN_SQUARES = 1</P> <P>#===========================================================================
===<BR># ** Game_Map<BR>#------------------------------------------------------------------------------<BR>#  This class handles maps. It includes scrolling and passage determination<BR># functions. The instance of this class is referenced by $game_map.<BR>#===========================================================================
===</P> <P>class Game_Map<BR>  #--------------------------------------------------------------------------<BR>  # * Public Instance Variables<BR>  #--------------------------------------------------------------------------<BR>  attr_reader   :pmap<BR>  attr_reader   :emap<BR>  attr_accessor :etilemap<BR>  #--------------------------------------------------------------------------<BR>  # * Object Initialization<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_setup     :setup unless $@<BR>  def setup(map_id)<BR>    # Run normal initialize<BR>    pre_antilag_setup(map_id)<BR>    # Add events to emap<BR>    @emap = {}<BR>    for event in @events.values<BR>      if not event.ignore_location<BR>        loc = event.x.to_s + "_" + event.y.to_s<BR>        @emap[loc] = [] if @emap[loc] == nil<BR>        @emap[loc].push(event.id)<BR>      end<BR>    end<BR>    # Create the passability map<BR>    @pmap = Table.new($game_map.width, $game_map.height)<BR>    for i in 0...$game_map.width<BR>      for j in 0...$game_map.height<BR>        passable?(i,j) ? pass = 1 : pass = 0<BR>        @pmap[i,j] = pass<BR>      end<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Clear Event location<BR>  #--------------------------------------------------------------------------<BR>  def clear_event_loc(event)<BR>    # Add the event into the @emap hash<BR>    loc = event.x.to_s + "_" + event.y.to_s<BR>    if @emap[loc] != nil<BR>      @emap[loc].delete(event.id)<BR>      # Clean up after ourselves<BR>      @emap.delete(loc) if @emap[loc].empty?<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Set Event location<BR>  #--------------------------------------------------------------------------<BR>  def set_event_loc(event)<BR>    # Add the event into the @emap hash<BR>    loc = event.x.to_s + "_" + event.y.to_s<BR>    @emap[loc] = [] if @emap[loc] == nil<BR>    @emap[loc].push(event.id)<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Get array of event at designated coordinates<BR>  #     x : x-coordinate<BR>  #     y : y-coordinate<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_events_xy   :events_xy unless $@<BR>  def events_xy(x, y)<BR>    # Grab the events from the hash<BR>    loc = x.to_s + "_" + y.to_s<BR>    event_ids = @emap[loc]<BR>    # Use the IDs to build an array of events<BR>    events = []<BR>    if event_ids != nil<BR>      for id in event_ids<BR>        if id == 0<BR>          events.push($game_player)<BR>        else<BR>          events.push(@events[id])<BR>        end<BR>      end<BR>    end<BR>    # Return this array for the passability to use<BR>    return events<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Determine if Passable<BR>  #     x    : x coordinate<BR>  #     y    : y coordinate<BR>  #     flag : The impassable bit to be looked up<BR>  #            (normally 0x01, only changed for vehicles)<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_passable?    :passable? unless $@<BR>  def passable?(x, y, flag = 0x01)<BR>    for event in events_xy(x, y)            # events with matching coordinates<BR>      next if event.tile_id == 0            # graphics are not tiled<BR>      next if event.priority_type > 0       # not [Below characters]<BR>      next if event.through                 # pass-through state<BR>      pass = @passages[event.tile_id]       # get passable attribute<BR>      next if pass & 0x10 == 0x10           # *: Does not affect passage<BR>      return true if pass & flag == 0x00    # o: Passable<BR>      return false if pass & flag == flag   # x: Impassable<BR>    end<BR>    for i in [2, 1, 0]                      # in order from on top of layer<BR>      tile_id = @map.data[x, y, i]          # get tile ID<BR>      return false if tile_id == nil        # failed to get tile: Impassable<BR>      pass = @passages[tile_id]             # get passable attribute<BR>      next if pass & 0x10 == 0x10           # *: Does not affect passage<BR>      return true if pass & flag == 0x00    # o: Passable<BR>      return false if pass & flag == flag   # x: Impassable<BR>    end<BR>    if @etilemap != nil<BR>      for i in [2, 1, 0]                      # in order from on top of layer<BR>        tile_id = @etilemap[x, y, i]          # get tile ID<BR>        return false if tile_id == nil        # failed to get tile: Impassable<BR>        pass = @passages[tile_id]             # get passable attribute<BR>        next if pass & 0x10 == 0x10           # *: Does not affect passage<BR>        return true if pass & flag == 0x00    # o: Passable<BR>        return false if pass & flag == flag   # x: Impassable<BR>      end<BR>    end<BR>    return false                            # Impassable<BR>  end<BR>end</P> <P>#===========================================================================
===<BR># ** Game_Character<BR>#------------------------------------------------------------------------------<BR>#  This class deals with characters. It's used as a superclass of the<BR># Game_Player and Game_Event classes.<BR>#===========================================================================
===</P> <P>class Game_Character<BR>  #--------------------------------------------------------------------------<BR>  # * Public Instance Variables<BR>  #--------------------------------------------------------------------------<BR>  attr_reader   :ignore_update<BR>  attr_reader   :ignore_sprite<BR>  attr_reader   :ignore_location<BR>  attr_reader   :force_update<BR>  #--------------------------------------------------------------------------<BR>  # * Object Initialization<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_initialize    :initialize unless $@<BR>  def initialize<BR>    # Run normal initialize<BR>    pre_antilag_initialize<BR>    # Set our ignore flag based on our event name<BR>    @ignore_update = false<BR>    @ignore_sprite = false<BR>    @ignore_location = false<BR>    @force_update = false<BR>    @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8<BR>    @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8<BR>    @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8<BR>    @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * On Screen<BR>  #--------------------------------------------------------------------------<BR>  def on_screen<BR>    x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares)))<BR>    y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares)))<BR>    if x_range and y_range<BR>      return true<BR>    end<BR>    return false<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Jump<BR>  #     x_plus : x-coordinate plus value<BR>  #     y_plus : y-coordinate plus value<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_jump    :jump unless $@<BR>  def jump(x_plus, y_plus)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_jump(x_plus, y_plus)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Move to Designated Position<BR>  #     x : x-coordinate<BR>  #     y : y-coordinate<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_moveto   :moveto unless $@<BR>  def moveto(x, y)<BR>    $game_map.clear_event_loc(self) if $game_map.emap != nil<BR>    pre_antilag_moveto(x, y)<BR>    $game_map.set_event_loc(self) if $game_map.emap != nil<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Clear anti-lag flags<BR>  #--------------------------------------------------------------------------<BR>  def clear_antilag_flags<BR>    # Turn all the ignore values to false for one reason or another<BR>    @ignore_sprite = false<BR>    @ignore_location = false<BR>    @ignore_update = false<BR>  end<BR>end</P> <P>#===========================================================================
===<BR># ** Game_Event<BR>#------------------------------------------------------------------------------<BR>#  This class deals with events. It handles functions including event page <BR># switching via condition determinants, and running parallel process events.<BR># It's used within the Game_Map class.<BR>#===========================================================================
===</P> <P>class Game_Event < Game_Character<BR>  #--------------------------------------------------------------------------<BR>  # * Public Instance Variables<BR>  #--------------------------------------------------------------------------<BR>  attr_reader   :id<BR>  attr_reader   :original_forced_update<BR>  #--------------------------------------------------------------------------<BR>  # * Object Initialization<BR>  #     map_id : map ID<BR>  #     event  : event (RPG::Event)<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_event_initialize    :initialize unless $@<BR>  def initialize(map_id, event)<BR>    # Run normal initialize<BR>    pre_antilag_event_initialize(map_id, event)<BR>    # Set our ignore flag based on our event name<BR>    decide_ignore<BR>    @allow_screen_ignore = ALLOW_SCREEN_IGNORE<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Frame Update<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_update    :update unless $@<BR>  def update<BR>    # Only run update if @ignore_update is false<BR>    if update?<BR>      pre_antilag_update<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Frame Update<BR>  #--------------------------------------------------------------------------<BR>  def update?<BR>    # Check our logic and return if we should update<BR>    ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore))<BR>    return (@force_update or ignore or @move_route_forcing)<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Event page setup<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_setup  :setup unless $@<BR>  def setup(new_page)<BR>    # Run normal setup<BR>    pre_antilag_setup(new_page)<BR>    # Set our forced flag if we're running as a parallel process now<BR>    # if not, set it to our "default" set during the decide_ignore function<BR>    if @trigger == 4 or @trigger == 3<BR>      @force_update = true<BR>    else<BR>      @force_update = @original_force_update<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Move Type : Custom<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_move_type_custom   :move_type_custom unless $@<BR>  def move_type_custom<BR>    # Ensure the sprite has been created if it's a blank event<BR>    # with no code on itself but someone else set a graphic on it<BR>    if @ignore_sprite<BR>      command = @move_route.list[@move_route_index]   # Get movement command<BR>      case command.code<BR>      when 41   # Change Graphic<BR>        create_sprite if @ignore_sprite<BR>      end<BR>    end<BR>    # Run the original move type custom command<BR>    pre_antilag_move_type_custom<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Create Sprite<BR>  #     Create a sprite for this poor event if one hasn't been made<BR>  #--------------------------------------------------------------------------<BR>  def create_sprite<BR>    # Ensure ignore sprite value is set to false<BR>    @ignore_sprite = false<BR>    @ignore_location = false<BR>    @ignore_update = false<BR>    # Try to add a new sprite to the map<BR>    if $scene.is_a?(Scene_Map)<BR>      $scene.create_event_sprite(self)<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Decide if Ignorable for Updates or Sprites<BR>  #--------------------------------------------------------------------------<BR>  def decide_ignore<BR>    # Not ignore by default<BR>    @ignore_location = true<BR>    @ignore_sprite = true<BR>    @ignore_update = false<BR>    @original_force_update = false<BR>    # Decide if we should ignore ourselves or not<BR>    if @event.name == "IGNORE"<BR>      @ignore_update = true<BR>    elsif @event.pages.size == 1<BR>      if @list != nil<BR>        if @list.size == 1<BR>          if @character_name == "" or @tile_id != 0<BR>            @ignore_update = true<BR>          end<BR>        end<BR>      end<BR>    end<BR>    # Check if we'll ever need a sprite<BR>    tiles = []<BR>    for page in @event.pages<BR>      # Check for single-tile events<BR>      if page.graphic.tile_id != 0<BR>        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)<BR>        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1<BR>          @ignore_sprite = false<BR>          @ignore_location = false<BR>        end<BR>      end<BR>      # Check for character graphic instead<BR>      if page.graphic.character_name != ""<BR>        @ignore_sprite = false<BR>        @ignore_location = false<BR>      end<BR>      # Check all pages for code to run<BR>      if page.list.size > 1<BR>        for item in page.list<BR>          if item.code != 108<BR>            @ignore_location = false<BR>          end<BR>        end<BR>      end<BR>    end<BR>    # Check to see if we have any tiles and a no initial page<BR>    if @list == nil and tiles.size > 0<BR>      @ignore_sprite = false<BR>      @ignore_location = false<BR>    end<BR>    # Force tags<BR>    if @event.name.include?("DOSPRITE")<BR>      @ignore_sprite = false<BR>    end<BR>    if @event.name.include?("DOLOC")<BR>      @ignore_location = false<BR>    end<BR>    if @event.name.include?("DOUPDATE")<BR>      @ignore_update = false<BR>      @force_update = true<BR>      @original_force_update = true<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Move Functions<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_move_down     :move_down unless $@<BR>  def move_down(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_down(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_left     :move_left unless $@<BR>  def move_left(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_left(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_right     :move_right unless $@<BR>  def move_right(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_right(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_up     :move_up unless $@<BR>  def move_up(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_up(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_lower_left     :move_lower_left unless $@<BR>  def move_lower_left(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_lower_left<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_upper_left     :move_upper_left unless $@<BR>  def move_upper_left(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_upper_left<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_lower_right     :move_lower_right unless $@<BR>  def move_lower_right(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_lower_right<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_upper_right     :move_upper_right unless $@<BR>  def move_upper_right(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_upper_right<BR>    $game_map.set_event_loc(self)<BR>  end<BR>end</P> <P><BR>#===========================================================================
===<BR># ** Game_Player<BR>#------------------------------------------------------------------------------<BR>#  This class handles maps. It includes event starting determinants and map<BR># scrolling functions. The instance of this class is referenced by $game_map.<BR>#===========================================================================
===</P> <P>class Game_Player < Game_Character<BR>  #--------------------------------------------------------------------------<BR>  # * Priority Type<BR>  #--------------------------------------------------------------------------<BR>  def priority_type<BR>    return 1<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Triggers<BR>  #--------------------------------------------------------------------------<BR>  def trigger<BR>    return -1<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Triggers<BR>  #--------------------------------------------------------------------------<BR>  def triggers<BR>    return []<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Triggers<BR>  #--------------------------------------------------------------------------<BR>  def id<BR>    return 0<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Triggers<BR>  #--------------------------------------------------------------------------<BR>  def tile_id<BR>    return 0<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Determine if Airship can Land<BR>  #     x : x-coordinate<BR>  #     y : y-coordinate<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_airship_land_ok?   :airship_land_ok? unless $@<BR>  def airship_land_ok?(x, y)<BR>    unless $game_map.airship_land_ok?(x, y)<BR>      return false    # The tile passable attribute is unlandable<BR>    end<BR>    # Check all events to ensure only the player is there<BR>    for event in $game_map.events_xy(x, y)<BR>      if event != $game_player<BR>        return false<BR>      end<BR>    end<BR>    return true       # Can land<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Move Functions<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_move_down     :move_down unless $@<BR>  def move_down(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_down(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_left     :move_left unless $@<BR>  def move_left(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_left(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_right     :move_right unless $@<BR>  def move_right(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_right(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_up     :move_up unless $@<BR>  def move_up(turn_ok = true)<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_up(turn_ok)<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_lower_left     :move_lower_left unless $@<BR>  def move_lower_left<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_lower_left<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_upper_left     :move_upper_left unless $@<BR>  def move_upper_left<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_upper_left<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_lower_right     :move_lower_right unless $@<BR>  def move_lower_right<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_lower_right<BR>    $game_map.set_event_loc(self)<BR>  end<BR>  alias :pre_antilag_move_upper_right     :move_upper_right unless $@<BR>  def move_upper_right<BR>    $game_map.clear_event_loc(self)<BR>    pre_antilag_move_upper_right<BR>    $game_map.set_event_loc(self)<BR>  end<BR>end</P> <P>#===========================================================================
===<BR># ** Scene_Map<BR>#------------------------------------------------------------------------------<BR>#  This class performs the map screen processing.<BR>#===========================================================================
===</P> <P>class Scene_Map < Scene_Base<BR>  #--------------------------------------------------------------------------<BR>  # * Create Sprite<BR>  #       :event - The event to give to the spriteset to make a sprite for<BR>  #--------------------------------------------------------------------------<BR>  def create_event_sprite(event)<BR>    # Tell the spriteset to make the sprite for the event<BR>    @spriteset.create_event_sprite(event)<BR>  end<BR>end</P> <P>#===========================================================================
===<BR># ** Spriteset_Map<BR>#------------------------------------------------------------------------------<BR>#  This class brings together map screen sprites, tilemaps, etc. It's used<BR># within the Scene_Map class.<BR>#===========================================================================
===</P> <P>class Spriteset_Map<BR>  #--------------------------------------------------------------------------<BR>  # * Create Character Sprite<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_create_characters    :create_characters unless $@<BR>  def create_characters<BR>    @character_sprites = []<BR>    for i in $game_map.events.keys.sort<BR>      unless $game_map.events[i].ignore_sprite<BR>        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])<BR>        @character_sprites.push(sprite)<BR>      end<BR>    end<BR>    for vehicle in $game_map.vehicles<BR>      sprite = Sprite_Character.new(@viewport1, vehicle)<BR>      @character_sprites.push(sprite)<BR>    end<BR>    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Create Character Sprite<BR>  #--------------------------------------------------------------------------<BR>  def create_event_sprite(event)<BR>    # Check if we can find a sprite already created for the event<BR>    found = false<BR>    for sprite in @character_sprites<BR>      found = true if sprite.character == event<BR>    end<BR>    # If we didn't find one create it<BR>    if not found<BR>      @character_sprites.push(Sprite_Character.new(@viewport1, event))<BR>    end<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Create Tilemap<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_create_tilemap   :create_tilemap unless $@<BR>  def create_tilemap<BR>    # Normal tilemap creation<BR>    pre_antilag_create_tilemap<BR>    # Add the new tilemap!<BR>    @etilemap = Tilemap.new(@viewport1)<BR>    @etilemap.bitmaps[0] = Cache.system("TileA1")<BR>    @etilemap.bitmaps[1] = Cache.system("TileA2")<BR>    @etilemap.bitmaps[2] = Cache.system("TileA3")<BR>    @etilemap.bitmaps[3] = Cache.system("TileA4")<BR>    @etilemap.bitmaps[4] = Cache.system("TileA5")<BR>    @etilemap.bitmaps[5] = Cache.system("TileB")<BR>    @etilemap.bitmaps[6] = Cache.system("TileC")<BR>    @etilemap.bitmaps[7] = Cache.system("TileD")<BR>    @etilemap.bitmaps[8] = Cache.system("TileE")<BR>    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)<BR>    # Add only events that are not "above" character<BR>    for event in $game_map.events.values<BR>      if event.tile_id > 0 and event.ignore_sprite<BR>        emap[event.x, event.y, event.priority_type] = event.tile_id<BR>      end<BR>    end<BR>    @etilemap.map_data = emap<BR>    @etilemap.passages = $game_map.passages<BR>    $game_map.etilemap = emap<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Dispose of Tilemap<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_dispose_tilemap    :dispose_tilemap unless $@<BR>  def dispose_tilemap<BR>    # Normal dispose<BR>    pre_antilag_dispose_tilemap<BR>    # Dispose of new event tilemap<BR>    @etilemap.dispose<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Update Tilemap<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_update_tilemap   :update_tilemap unless $@<BR>  def update_tilemap<BR>    # Normal update<BR>    pre_antilag_update_tilemap<BR>    # Work with new event tilemap<BR>    @etilemap.ox = $game_map.display_x / 8<BR>    @etilemap.oy = $game_map.display_y / 8<BR>    @etilemap.update<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Update Character Sprite<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_update_characters  :update_characters unless $@<BR>  def update_characters<BR>    for sprite in @character_sprites<BR>      sprite.update if sprite.character.on_screen<BR>    end<BR>  end<BR>end</P> <P>#===========================================================================
===<BR># ** Game_Interpreter<BR>#------------------------------------------------------------------------------<BR>#  An interpreter for executing event commands. This class is used within the<BR># Game_Map, Game_Troop, and Game_Event classes.<BR>#===========================================================================
===</P> <P>class Game_Interpreter<BR>  #--------------------------------------------------------------------------<BR>  # * Show Animation<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_command_212    :command_212 unless $@<BR>  def command_212<BR>    character = get_character(@params[0])<BR>    if character != nil<BR>      character.create_sprite if character.ignore_sprite<BR>      character.clear_antilag_flags<BR>    end<BR>    pre_antilag_command_212<BR>  end<BR>  #--------------------------------------------------------------------------<BR>  # * Show Balloon Icon<BR>  #--------------------------------------------------------------------------<BR>  alias :pre_antilag_command_213    :command_213 unless $@<BR>  def command_213<BR>    character = get_character(@params[0])<BR>    if character != nil<BR>      character.create_sprite if character.ignore_sprite<BR>      character.clear_antilag_flags<BR>    end<BR>    pre_antilag_command_213<BR>  end<BR>end</P> <DIV><B>
Xzygon
What the heck? Why'd you post it? We don't need it >.>. And at least try putting it in a spoiler without all the <BR> <P> chiz. It's stretching the forum.
Anyways. VTP is compatible with Antilag scripts. Heck, I have 3 in at the same time in a sideproject. All it takes is script placement. Move around your scripts, and you'll eventually find a way that works.

Edit--Wtf...Did you copy it from the source? I see DIVs and other chiz in there too...
Relogas
omg sorry! i don't know anything about scripting, thanks for the help anyway
vladislaus
VTP UPDATED TO 0.6
kabuto202
Tempus Proelium... Is that Slovak?
Xzygon
It's latin.
vladislaus
Verus Tempus Proelium = Real Time Battle in Latin as Telam Ludus = Network Game xD
TherpgmakerVX
OMG! Can someone just put a download link here?! The forums dont work because when I try to register it keeps saying "Dont use special words or characters"
I keep trying and I cant find a way to download the thing. And I dont have special words or characters! verymad.gif
Xzygon
In your secret answer, you probably have a ?. Remove it. And if there was a direct download link, I think Vlad would be mad for bypassing most of the website. >_>

Don't be a NuB!
TherpgmakerVX
QUOTE (Xzygon @ Sep 9 2010, 08:52 PM) *
In your secret answer, you probably have a ?. Remove it. And if there was a direct download link, I think Vlad would be mad for bypassing most of the website. >_>

Don't be a NuB!


@ Xzygon, thanks for that sweat.gif
But!
I have another problem, bosses dont seem to work for me. the Die self switch and die switch doesnt work confused.gif
If anyone can help, I'll give you this cookie (:.)
Xzygon
Yeah, it doesn't work. it was either Die Self Switch or Die Switch that doesn't work, when one works, the other doesn't.
MajinBangFlash
The system is freakin sweet, but it laggs terribly when I have a few other scripts in.
Shame, Verus Proelium is awesome for a battler.
Xzygon
Try putting in Anti-Lag scripts. I have 3 in currently, haha.
vladislaus
updated to 0.7
Pinky
How do you get an auto event to trigger after defeating an enemy like boss? I addded a die switch to my boss character and it didn't trigger and I cannot have it as a local switch. What am I doing wrong? And please answer my question! Sorry for being rude but I don't want to be ignored I want an answer.
vladislaus
weird, i'll check it and return with an answer.

[edit]
I tested and it is working fine, check if you made something wrong
Pinky
Thank you I figured it out but now I'm having another problem. For some reason on my castle map in my game when I try to go downstairs the screen goes black and it freezes instead of teleporting me downstairs. I made a topic at RMVX.net that has a demo. However I then remebered that you might not be very active there so here is the link to my topic with a demo of the error.

http://www.rpgmakervx.net/index.php?showtopic=36671
vladislaus
u using requiem 9?
i don't support this anymore, use verus tempus 0.7
Pinky
Thank youu. I downloaded the newest version and so far no problems. However I am using a differnt hud called HUD Simples v1.2 Requiem By VitorJ and I can't seem to figure out how to set the hot keys and yes I read the Read Me document on how to do things.
Tiny Fighter
Hey umm is it possible to add boomerange and circle like skills like in SABS? Cause I use Verus Tempus and I do like but I wish there were more skill types for it. If there is a way how could you please tell me?

(Thanks in advance)
Xzygon
Eventually, perhaps things like that would happen, but as of now, no.
Mikhail Faulken
Uhh... having a pretty serious problem.

Whenever I try to write a save file, I get this error:
"Script 'Verus Tempus Proelium' line 3030 TypeError occured.
no marshal_dump is defined for class font"

The method looks like this:
QUOTE
def write_save_data(file)
vtp_stitle_write_save_data(file)
Marshal.dump($game_allies, file)
Marshal.dump($game_monsters, file)
Marshal.dump($game_projectiles, file)
Marshal.dump($game_items, file)
Marshal.dump($VTP, file)
end


It even happens in the demo, so I don't know exactly what's wrong. I have version 0.7, if that helps.
johnkapid
Well, you should update then.
We are using RC2 now.
Mikhail Faulken
QUOTE (johnkapid @ Sep 26 2010, 06:37 PM) *
Well, you should update then.
We are using RC2 now.

What the heck is RC2?

Anyway, I updated to the latest version (VTP 0.8 was released a short few hours go, I guess) and I'm still getting the exact same problem. Even in the script demo.
Xzygon
Hey, Hikaru, this is SBABS/VTP, not VTL/VNG.

Saw the bug, should only take a very small edit. (I don't know the edit fix, I just know it's small.)
Mikhail Faulken
Where did you learn about the fix? I tried a lot of things (replacing the script with the one in the demo every step of the way) and I can't seem to find a solution. It's a real head scratcher, and I've been tussling with it for a good 13 hours now.

On a lighter note, I am VERY pleased with the added options to the script that make it more accessible than Requiem SABS and the list of new improvements over the old VTP script (I used to use Ver. 0.1) and the bevy of new features.

Might I suggest adding a "Shot SE" option to ranged attacks like in the old scripts? I have guns in my game, and I think it's weird to have to wait until it imparts with the enemy before hearing a muzzle blast.
Xzygon
It's just knowing a little ruby. According to the error, it's just adding another marshal command to the save and load definition.

Mikhail Faulken
QUOTE (Xzygon @ Sep 27 2010, 07:46 AM) *
It's just knowing a little ruby. According to the error, it's just adding another marshal command to the save and load definition.

Adding new marshal commands did not work, since the problem lay in the lines where the global variable $VTP is called.

The type error involved the specific line where the $VTP was dumped. Removing this line (and the corresponding Marshal.load line) seems to have resolved the issue entirely without any adverse effects. This is odd because I'm certain that the line is extremely important but I don't actually know what problems will arise from removing it.

Right now I'm considering it as a temporary solution until I can find out EXACTLY what is causing the TypeError on that line since removing it allows me to save and load data and thus perform a variety of tests.
Xzygon
No, the problem didn't lie in the global variable $VTP, rather, it lied in the definition not including a marshal command for a Font global variable.

Technically, $VTP shouldn't remove the line, but I'm not sure. Perhaps the problem lies within the $VTP.enemy_font and $VTP.damage_font, which is what I thought caused the problem.
Mikhail Faulken
QUOTE (Xzygon @ Sep 27 2010, 05:32 PM) *
No, the problem didn't lie in the global variable $VTP, rather, it lied in the definition not including a marshal command for a Font global variable.

Technically, $VTP shouldn't remove the line, but I'm not sure. Perhaps the problem lies within the $VTP.enemy_font and $VTP.damage_font, which is what I thought caused the problem.

Ah, I knew I was missing something. So I need a marshal command for each global variable VTP font?

EDIT: HAH! I solved the problem! It was so simple.

All I had to do was add a class syntax and the word "Font" (to change the line to Marshal.dump($VTP_Font, file)) and everything works perfectly!

I feel like Pythagoras after discovering that the square root of two is not a ratio of two whole numbers. Thanks Xzygon!
Xzygon
Haha, no problem. Glad to be of assistance.
satoshi16908
maybe this will be a noob question, but anyway...

With normal battle system, Agility means your actor attack faster...
but in abs...i don't get it...what does ths agility do in vampyr SABS or VTP?

*i know it's must be a noob question but i need to know u.u
vladislaus
Font bug fixed
Tiny Fighter
Hey umm, I was wondering if it is possible to add a configuration system for Verus Tempus Proelium? Like the Blizz ABS config(for XP) which allows you to create a combo pattern (example would be that wen u use a skill called Fire Combo, the character will cast Fire skill then attack)

I would think something like that might make that ABS easier and possibly better to use.
vladislaus
easier then just put some words on the notebook? ¬¬
dude, kill yourself!
Tiny Fighter
No, what I mean is it generates the ABS script with whatever enhancements you've alrdy made, that way you won't have to constantly look around for where you should put skills in the script and could save alot of time.
MajinBangFlash
So, I click on the link for the new VTP, but get sent to an error page. Checked up on the Etific-majigie site, and seems google has marked it as a site that may harm my computer. Eh..


Mind uploading a new link? Thanks in advance.
vladislaus
www.etfictum-fitfactum.net my site
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