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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
Zaroff90
post May 11 2009, 02:42 PM
Post #281


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is it possible to make characters that take a large space? like 4 spaces?
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Omegas7
post May 11 2009, 03:02 PM
Post #282


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@Zaroff90: I'm not sure if Gubid already did that, but I remember that was in his to-do list for the script.


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Ashillion
post May 30 2009, 10:59 AM
Post #283


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So I use the GTBS battle system and have gotten a fix for the
Individuality Script and GTBS.
Individuality found here:

http://www.rmxp.org/forums/viewtopic.php?f...251&start=0

It's a great script that makes each actor their own inventory as well
as allows for the inventories of enemy units....

oh yeah...

Code:
# ===========================================================
# ===========================================================
# Fix for Individuality and the GTBS.
# ===========================================================
# ===========================================================
# Place UNDER GTBS script and ABOVE Individuality script
# ===========================================================
# ===========================================================

class Scene_Battle_TBS
alias tbs_phase1_indiv_fix tbs_phase_1
def tbs_phase_1
if Input.trigger?(Input::C) and @windows["actor"].active == true
common_event = []
case @windows["actor"].data(@windows["actor"].index)
when "Item"
@windows["item"].actor = @active_battler
end
end
tbs_phase1_indiv_fix
end
end
class TBS_Item < Window_Item
def initialize(x, y, width, height)
actor = nil
super(x, y, width, height, actor)
end
def refresh
@data = []
return if @actor == nil
super
end
end
# ==========================================================
# ==========================================================

Alot of people do not like the separation of gold between actors.

there is a modification being made for it.

but i think with skills like "gold toss" or "throw gill" like in the final fanasy
games or "bribe" will make separate gold a good thing.

also for stealing gold.

so in effect I think the script has a great place in GTBS and the development
of it as the Worlds most kick'in tactical system for RPGM-VX

Now if i can get Shopaholic
http://www.rpgrevolution.com/forums/index....hl=icons%20menu

to work with Individuality........
http://www.rmxp.org/forums/viewtopic.php?f...251&start=0


Muhahahahhahahahahah!

ash.

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Ashillion
post May 31 2009, 10:16 AM
Post #284


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So, any scripters here good with the GTBS?

I'm working on add-ons and here are a few of my ideas.
I've posted at other forums as well.

I know that i can't be the only one working on adding to the GTBS...

Anyone? Anyone?

----------------------------------------------------------------
Modified Ranges.
----------------------------------------------------------------

Can it be made so that you could idk, place a NOTE tag in a skill
or item so it would effect range?

Like
-----------------------
Speed Shoes... Adds +2 to Move Range.

or
-----------------------
Power Sleaves... Adds +2 to Item Throw Range

or
-----------------------
Class: Chemist
-----------------------
Skill: Field Medic... Throw Range for all items 8
Skill: Toss... Actor May select Item from menu after
using toss. Toss uses Item.

or
-----------------------
Class: Athlete
-----------------------
Skill: State:Celerity Target Move Range temperarily +4 for state
Duration
or
-----------------------
Class: Soilder
-----------------------
Skill: Double Time Actor can move at begining and at the end
of their turn

----------------------------------------------------------------
Wild and Domestic Type Units
----------------------------------------------------------------

Like the Neutral Units fight along side your team but do not join.

What about a grouping that are drawn from the enemy_id's that will
fight or ignore all other units, team, neutal, and enimies?

Like
wild for "fight all" animal Units,
i.e. Bears or Lions.

and

Domestic for "Ignore all" animal units,
i.e. house cats or farm animals.

----------------------------------------------------------------
Status Screen / Menu in Actor Selection for Battle
----------------------------------------------------------------

Place the ability to access the Status screen of the selected
actor before putting them on a "Place" for battle.

This effect would be very slight for defualt users but as I use
Yanfly scripts, My actors can slot skills change jobs and level
up and such.

This also would lead to fuctions like the next one.....

----------------------------------------------------------------
Limitations on Battlers in Battle
----------------------------------------------------------------

A script to set various "Limitations" for Battler selection.

example.

Battle Start!
Conditions for Winning? Defeat Frog!
Limitations, No Chemists, No Water, No Earth
Start Battle!

or

Battle Start!
Conditions for Winning? Defeat all Enemies!
Limitations, No Guns, No Bows, No poison
Start Battle!


Battle Start!
Conditions for Winning? Capture the Flag!
Limitations, No Ralph, No Darkness Strike, No Blind
Start Battle!

Limitations could be set by...

Actor_id
Class_id
Weapon_id
Armor_id
Item_id
State_id
Skill_id
Element_id

----------------------------------------------------------------
Death Drop Chest
----------------------------------------------------------------

Make it so when an enemy unit is killed they drop a chest not a
"downed" sprite.

The chest contains an item or items based on the enemies enemy_id
musch like stealing.

if the chest is not opened befor the battle is complete it is lost.

Maybe set it up so you can turn parts off.

Death Drop Enemies Unit Yes or no
Death Drop Neutral Unit Yes or no
Death Drop Enimies unit Element_type Yes or No
Death Drop Party Unit Yes or No

and a Note tag

<Never Death Drop>
that could be put in an enemy to disallow death drop by them.
----------------------------------------------------------------

well those are a few ideas i'm bouncing around.

Some of it i know how to script some I don't.

any help pointers ext. would be great.

ash.
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Gammastar
post Jun 21 2009, 01:43 PM
Post #285


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I've been looking through this thread for a while, and I haven't found the answer to my problem.

How can I fix it so that, for buffs, it doesn't show damage, since none is done or removed? I've tried setting the skill to Absorb Damage (worked with my previous battle system).

This post has been edited by Gammastar: Jun 21 2009, 03:06 PM
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Deathflame
post Jan 28 2011, 10:01 AM
Post #286



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I got a Good one Right here for ya. GubiD.

Battle Chest with your Battle system.

Each character gets their own code.
Meaning if you point a Slug as a pawn.
He only can fight diagonal on his tile
Black or white. for now

The bishops Only can fight diagonal on a Black or white tile.
The Queen any tile
Sign them to a certain tile, Black or white

Catch is you'll need 16 actors on your team.
I'm working on making these characters.
* 1 king
* 1 queen
* 2 rooks
* 2 bishops
* 2 knights
* 8 pawns

16 Basic pieces_actors
16 Dragons pieces_actors
16 Wizards pieces_actors
16 Medieval pieces_actors
16 Civil war pieces_actors

Weapons Easy
Knights and pawns will have a Sword.
Let the Bishops fight with magic
And the Rooks with Earthly Spells.
King and Queen What ever weapon.

After your coding..... $pawn_Org_black_tile
$pawn_Org_white_tile Something like that.
And I'm working on a soundtrack for battle Chest.

Now the Knight moves L shape....
different coding

Now the King will fight the Normal GTBS.

A nice script for this.
I need it for VX
But still allow it on XP
This could be cool.


This post has been edited by Deathflame: Jan 28 2011, 10:25 AM
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Flao5
post Nov 27 2011, 01:41 PM
Post #287


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WHERE IS INDIVIDUALITY!!!?!?!?!?!?!?!?
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GubiD
post Mar 6 2012, 01:33 PM
Post #288


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While not answering your question directly deathflame, this should likely help point you in the right direction.

At some point it was requested that I make a chess like battle system that had 3d movement. Allowing a piece to jump from earth to sky and sky to underground. However, they would have more limited movement in the other realms etc.

Here is the demo I put together for that like 3 years ago. Again, this probably doesnt solve your problem completely, but it is a full working chess game, but its hotseat as I never did the ai.

http://www.mediafire.com/?egddq1jh4z0

This post has been edited by GubiD: Mar 6 2012, 01:34 PM


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