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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
GubiD
post Sep 11 2008, 07:46 PM
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Keep in mind that it doesnt use the NAME of the enemy but the enemy graphic.. then attaches the $ to the front. If you notice in the demo I didnt use the $slime in the db, but just the normal slime. Thus I needed the battler graphic $slime to be used during battle. During normal battle the Slime would be used and not $slime.

So to fix this.. make a graphic called soldier. Assign that to your enemy. Then create a second graphic file called $soldier, and place that in the battlers folder as well. when in GTBS battle the name Soldier will be returned but will have a $ on the front because you are in GTBS battle. Otherwise the normal soldier graphic is returned.
Hope that makes sense.


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Kamen Rider Hats...
post Sep 14 2008, 12:49 AM
Post #242


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GubiD, how's the multi-drop integration to GTBS? Plus, is there a way that you can do a shotgun/scythe attack, I was thinking of the T version of what did you do on lances. BTW, the scythe attack should damage 3 targets of same row/column, in front of the attacking actor. Whereas the shotgun can attack 1 in the front and at the same time 3 targets behind the front enemy gets damaged.


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Xarak
post Sep 21 2008, 01:01 PM
Post #243


That orphanage attacked me! It was SELF DEFENSE!
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I keep getting that whenever I try to attack a second time with any character (I attack once with one character, maybe the enemies move a bit and attack, but whenever any one of the actors attacks I get this error).
I never edited anything in that particular script.
Anyone else getting that particular error, am I doing something that I am supposed to do that is not mentioned in the help/FAQ files? BTW - the weapon I'm testing these battles with is a simple sword.
And the script says:
CODE
end
action = $data_weapons[@active_battler.weapon_id]
if action.element_set.include?(GTBS::PROJ_NORM)
@active_battler.projectiles.push(Projectile.new(@active_battler,target,@active_b
attler))
end

The part "if action.element..." is line 3000. Clear enough? Anyway, thanks in advance.
EDIT: Btw - this only happens when I have more than 4 actors. Could the Large Party script be incompatible? Also, whenever I select an actor a second time when in the character placement phase he turns into the whole battler image (the whole charset). Sorry for being such a bother.
Also if I have more than 4 actors whenever one of them dies I get an error somewhat similar to the one above, except it has a problem with the method "list."

This post has been edited by Xarak: Sep 25 2008, 05:51 PM


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Poko4Sho
post Sep 24 2008, 11:27 AM
Post #244


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I know, usually i'll PM you for help but I think this will benefit everyone. When your script is put into the script database, it enables a character "jump" with the D key. I've been looking for somewhere to turn this off at but I can't find it. If it is in there, forgive me.

Not sure if you knew about that or not, so I thought I'd bring it up here.


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Kamen Rider Hats...
post Sep 24 2008, 08:45 PM
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Is GubiD still breathing alive?

Well, is there a way of inserting Taryn's ammo system to GTBS?


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GubiD
post Oct 1 2008, 07:42 AM
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Sorry guys, out working on things. Havent had a chance to checkup on you. lol

Anyway, I havent even looked into the integration stuff, and I dont know if the ammo stuff would work.. I would bet yes.. until you run out of ammo. There is no default method to disable the attack if you have no ammo.

As for the iso jump.. find ISO_ENABLE_JUMP and set it to false. Then no jump will occur.

xarak, the problem is that one of your actors doesnt have a weapon. so when they attempt to attack it errors. You can add a return if action.nil? before the line with the error and it should resolve it.


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Xarak
post Oct 1 2008, 05:58 PM
Post #247


That orphanage attacked me! It was SELF DEFENSE!
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QUOTE (GubiD @ Oct 1 2008, 08:04 AM) *
...xarak, the problem is that one of your actors doesnt have a weapon. so when they attempt to attack it errors. You can add a return if action.nil? before the line with the error and it should resolve it.

Thanks a lot. I thought all of my actors had weapons...? Anyway that fixed it.


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Full Sig

School is evil.
"Power Corrupts." "Knowledge is Power." Thus, Knowledge Corrupts. And since school=knowledge, school = EVIL!

Favorite Quotes

"I smell beeeeeer!" - Minion (Overlord)
"A bullet may have your name on it, but a grenade is addressed to all 'whom it may concern'." - Unknown
"If the world is a stage, and the people its actors, then who the hell has my script?" - Unknown
"Do not make an accidental typo on an accidental typo. The results are similar to division by zero." - Unknown

My cat is probably wanting to kill me.



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Thanks Holder!

I cna raed tihs!

Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.

Me.


Click for the lulz

MYTH BUSTED!

WILLY NOOOO!

Deploy! Deploy!


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Kamen Rider Hats...
post Oct 1 2008, 10:32 PM
Post #248


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CODE
  def animation1
    case @current_action.kind
    when 0 #physical attack
      case self.enemy_id
      when 1; return 1
      when 2; return 2
      when 3; return 3
      when 4; return 4
      else; return super
      end
    when 1 #skill
      return super
    when 2 #item
      return super
    end
  end


GubiD, what's this code?

I would like to make my charas grunt before they attack, cast spells and use items. And where do I put that code above?
Actually, I had lots of character SEs in my PC (apparently ripped from different console and MMO games) and I would like to use them to fullest.


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GubiD
post Oct 2 2008, 05:37 AM
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You would add that code to the game_actor if you want it for your actors, then have it return the desired animation which has the sound attached. This may however cause a problem with the animated battlers if you are using them. In the case you are using animated battlers, then you will want to modify something in Sprite Battler to intercept the animation then check the battler and decide if it should play a sound etc.


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Kamen Rider Hats...
post Oct 2 2008, 04:10 PM
Post #250


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GubiD, kindly make a demo of actors having attack sounds before they land their hits? Use the sounds provided below.

RF Online character voices:[Clow-ZECT][Voices] RF Online Character Voices.rar - 21.56MB


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slifer644
post Oct 5 2008, 12:54 PM
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How do you set up counter in vx,to characters and enemies, cause your script isnt very clear.


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GubiD
post Oct 6 2008, 08:03 AM
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Sorry, you werent very clear. I am guessing you are talking about 'COUNTERS' where if you get hit.. you have a chance of returning the favor. If that is right.. all you need to do is set the 'STATE' of 'COUNTER' and it will all happen automatically.


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Poko4Sho
post Oct 6 2008, 08:09 AM
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I'm excited for a new release, hope it's soon! GubiD, I was wondering if you could explain "Revive", I set up the skill and everything but when I click the square I want I hear the cancel buzzer, I turned off the downed dead characters so that may be causing the problem?


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Strike Noir
post Oct 9 2008, 03:12 PM
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Question for you. Is it possible to have an actual summon that will stay and fight with you? I know there's like the summon skill from FFT, but I'm talking about having another character spawned on the map for a couple turns to reak havok.
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Poko4Sho
post Oct 9 2008, 03:14 PM
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Yeah you can do that, check out the Gilpher skill (might be named different but similar) in his GTBS Demo, If you don't understand from that. Give it to one of the characters and fight the slime battle, you'll see. It does exactly what you want, too.


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Strike Noir
post Oct 9 2008, 04:30 PM
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Ahh, I thought it was the same thing as the FFT summons, sorry. tongue.gif
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Kamen Rider Hats...
post Oct 12 2008, 11:17 PM
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GubiD, I really need a demo about grunting characters in your GTBS, for an MMORPG-ish feel on my game. Sorry for bumping.


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Achilles
post Oct 13 2008, 04:54 PM
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I can (usually) answer any event based question!
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Quick Question: How would we set it up so that the window asking us to choose the colors for movement doesnt show up? Basically locking that options window.


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Mareus
post Oct 14 2008, 02:00 PM
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Can anyone tell me how to adjust the spell range so the spell effects the whole battle area. If that is not possible, can anyone tell me how to increase spell range so it effects more than one square? I have read GubiD's instruction in the script for 5 hours and my head is about to explode. This is what he says in the script:

#------------------------------------------------------------
# Set range and field by skill_id. Line Skills are skills in which affect the
# entire range in the specified direction. This means that the range is really
# a line itself, instead of the area. Line Skills are not currently available!
# This value is same for both characters and enemies
#[RANGE, Field, LINE_SKILL?, exclude_caster?]
#------------------------------------------------------------

But what the hell does that mean? Can someone just make an example what I need to do, because I just can't understand this explanation. I want to use a spell I created called blinding light. The spell should effect everyone on the battlefield and the effect would be blindness. I managed to cast a spell on one enemy, despite it says in the database the spell effects all enemies. When I cast spell on one enemy 0 damage pops out and I am not even sure if the spell is giving blindness to that one enemy. Please help, my head is about to explode.
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Poko4Sho
post Oct 14 2008, 02:47 PM
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Well, what you put into the skill in the skills section no longer works when you use the TBS. So things like, "randomly attack 3 enemies" no longer work. Of course if they cause status effects (just like blind) those will still work.

[range, field, line skill, exclude caster]

Lets see, Range = How far the spell will be cast
Field makes it so it effects every square around where you choose the spell to target
Line skills isn't working but that'll make it hit every space in one line (up, left, right, down) of the caster.
exclude caster is for if you're doing an attack like spin fist, hits everyone around that selected space.

So, you won't be able to make it effect the whole field but you will be able to set it like this so it'll reach it's furthest length.
[5, 5, false, false] Unless you want the caster to be excluded, then you change the last "false" into "true".

EDIT: Forgot to say everything after 5 becomes considered a line skill and won't work, so that's why I had 5's.

If you want to make a normal spell, like fire from Final Fantasy Tactics, you'd make it like [3, 1, false, false] You get what I mean?
If you need any further help I'd be happy to do so. I know GubiD is usually pretty busy.


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