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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
GubiD
post Jan 21 2008, 07:51 PM
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Just an update for you all, I just finished adding gravity effects to increase overall bow range if your shooting down hill and reduced if you are shooting up hill. It uses hight change/ 2 + weapon_max_range, so it its a negative amount it simply decreases the max, while the min is not changed. I also updated battle events for the ability to be triggered via tile entry. Although it only does it if the actor actually stops on the spot. This will can eventually be part of a find items skill or something, or trigger a tileset change or something. It could be many different things. Anyway, just wanted to let you in on my progress.


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jens009
post Jan 21 2008, 09:08 PM
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QUOTE (GubiD @ Jan 21 2008, 06:58 PM) *
Just an update for you all, I just finished adding gravity effects to increase overall bow range if your shooting down hill and reduced if you are shooting up hill. It uses hight change/ 2 + weapon_max_range, so it its a negative amount it simply decreases the max, while the min is not changed. I also updated battle events for the ability to be triggered via tile entry. Although it only does it if the actor actually stops on the spot. This will can eventually be part of a find items skill or something, or trigger a tileset change or something. It could be many different things. Anyway, just wanted to let you in on my progress.

Ah! A very interesting progress indeed. The Gravity effect makes it extremely realistic. I've never even thought about that! Well, keep up the good work mate.
As for Battle Events triggered on Encounter, it sounds quite useful However, I'm not quite sure what. Keep up the good work!


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GubiD
post Jan 22 2008, 05:36 AM
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Thanks Jens for your support! The battle events on tiles makes easier customizing of victory results ( get to position, call victory method ) as well as hidden traps or items to damage or help your people. Part of the main reason is that many people keep requesting stuff be done from disgaea in here. This is a partial support of that. This way when an enemy dies ( enemy is actually an object on the map ) then it can destory these events thus no longer giving you the +/-. Basically a complex method of using switches. Anyway, thanks again for you support and I hope to see more comments/questions come from here as this thread tends to be a little quite compared to the rest of this place.


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KiteDXX
post Jan 22 2008, 09:13 PM
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Ah, I had been hoping for tile entry triggers for a few concepts for unique battles with this system. This saves me the trouble, then.

Is it possible to add additional enemies to the map mid-battle?


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jens009
post Jan 22 2008, 09:27 PM
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QUOTE (KiteDXX @ Jan 22 2008, 08:20 PM) *
Ah, I had been hoping for tile entry triggers for a few concepts for unique battles with this system. This saves me the trouble, then.
Is it possible to add additional enemies to the map mid-battle?

I do think this is possible. However, I'm not quite sure since I'm not familiar with this system. (For now at least)
The only thing I can think off is that you can do it via battle events. I'm sure if you look into the script's instructions you will get an idea of what I mean. GuBid will most likely be able to help you more on this one.

QUOTE
Thanks Jens for your support! The battle events on tiles makes easier customizing of victory results ( get to position, call victory method ) as well as hidden traps or items to damage or help your people. Part of the main reason is that many people keep requesting stuff be done from disgaea in here. This is a partial support of that. This way when an enemy dies ( enemy is actually an object on the map ) then it can destory these events thus no longer giving you the +/-. Basically a complex method of using switches. Anyway, thanks again for you support and I hope to see more comments/questions come from here as this thread tends to be a little quite compared to the rest of this place.

Ah. It makes things quite convinient then. Which is a very good thing.
About your last sentence, no problem mate. I support your system completely. It's the best Tactical Battle System made since Nick's TBS. It's easy to use and very flexible. I do think that the reason why not many people post about questions and comments is that their questions are immediately answered or they aren't familliar with XP scripting. Since this script requires a small RGSS knowledge, it becomes difficult for members to use it. I went to rmxp.org recently to see some new scripts and I happened to pass by your TBS over there. I must say! It's streaming with questions, applauses, comments and requests! lol. That's quite a lot to handle. I'm glad you're able to manage ;-].

Don't feel down though! You can't get any User Friendlier than this! I should know. I've tried out multiple Tactical Battle Systems but they were extremely buggy and featureless and non-user friendly. So I'm really glad someone like you made an awesome TBS and is still improving on it! Keep up the good work.

Oh, I just have to comment on the Psuedo 3D mode. It's really awesome! I hope that this becomes a feature that can be enabled/disabled though. Since sometimes I would prefer the regular isometric 2D view of RMXP since there's more resources for that. Unless of course, your script makes the tileset becomes Psuedo 3D on their own! XD.

Anyways, here for support and comments. Keep it up GuBid!


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GubiD
post Jan 22 2008, 09:39 PM
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KiteDXX, you can add character mid battle using this command... its in the FAQ about line 46
CODE
#----------------------------------------------------------------------
#  FAQ's
#----------------------------------------------------------------------
#
# How do I place actors, enemies and/or neutrals on the map?
#----------------------------------------------------------------------
#     Create an event with a name including "actor","enemy" or "neutral"
#     followed by a number.
#       "actor1" will be the first actor in the party.
#       "enemy1" will be the first enemy in the troop.
#       "neutral1" that is neutral + one - will be actor 50 in the database.  
#         Each sequential number above 1 will be the next character.(50,51,52,53...)
#    Note:  Actors placed on the map must be placed in sequential order.
#
#      If you want to do this during battle via event or other.  In the event tell
#      it to run a script with the following:
#        $scene.set_character(type, id, x, y, animation_id)
#        type should be "actor", "neutral", or "enemy"
#        id is the ID of the actor/enemy, but remember the id entered for neutral is +50 to find the actor
#        x,y isnt that obvious?
#        animation_id, assign an id if you would like an animated entrance


Jens, Unfortunately the script doesnt convert your current tileset, but rather uses a masking method. It loads 2 maps for each map. The first being the actual map in which you really will be and the second which is actually just another map drawn in iso view. It takes a little getting used to, but you can make some really cool maps. I plan to be releasing it shortly as well, but just wanted to make sure I had all the other bugs resolved. If things keep going as they are, I may be releasing 1.3 by this weekend, but no promises.


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jens009
post Jan 22 2008, 09:45 PM
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QUOTE (GubiD @ Jan 22 2008, 08:46 PM) *
Jens, Unfortunately the script doesnt convert your current tileset, but rather uses a masking method. It loads 2 maps for each map. The first being the actual map in which you really will be and the second which is actually just another map drawn in iso view. It takes a little getting used to, but you can make some really cool maps. I plan to be releasing it shortly as well, but just wanted to make sure I had all the other bugs resolved. If things keep going as they are, I may be releasing 1.3 by this weekend, but no promises.

Ahh figures. I knew I wouldn't be able to get an auto Iso Map. XD.

Take your time GuBid. A really good system is one that has been tested very well. So if you feel like the script needs more maintenance issues, then don't let the that (us) stop you. Besides, the previous versions are still good and still function well. People can wait. Besides, it builds up the suspense. ;]


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KiteDXX
post Jan 22 2008, 10:36 PM
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Haha, I disregard the FAQ when it's all in front of me most of time. Silly me.


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GubiD
post Jan 24 2008, 04:44 PM
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I will be sure to let you guys now when the new version comes out. and Kite.. Shame Shame Shame! dry.gif you should know better!


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Droe6
post Jan 24 2008, 07:47 PM
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Holy crap, I forget to look at this thread for a week and look at what happens...

Keep up the good work and if you need any help or anything, feel free to pm me!


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Rory
post Jan 25 2008, 06:45 AM
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=] Hurry up with the AW Addon!


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GubiD
post Jan 25 2008, 10:53 AM
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Actually Droe.. if you want to help. I need a method to transform actors into another actor via skill. Want to take a hack at it? I figure that we store the info the GTBS module for the skill, almost just like I did for summons. Then update the tbs_phase_9 result section to check the skill is a transform and remove the @active_battler from the $game_system.tactics_actors group and replace them with the desired actor (from the GTBS module).


Magdreamer, I will do it... eventually. I actually need more information on how the game actually plays before I can get started. I have put some things in place as people have asked, but havent received the full lowdown on what happens.
1. How does a turn progress....
-purchase/place units
-normal GTBS function for turn in TEAM style
Then goes to enemy to repeat? Something I am missing?
2. How do you want it to look? (try to copy from AW or else?)

and please dont rush me. I have limited time as is, and this system was initially created for something other than AW, so hold tight and I will get to it.

Oh yeah.. you can actually partially achieve this via common_events already Just set one up to run in the troop setup per turn, and have it add a new enemy in the same location each time on their turn and setup some sort of message text or something for you to purchase troops each turn. I dunno, you will have to play around with it, but it is theoretically already possible. (just without the damage being affected by unit size)


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Rory
post Jan 25 2008, 10:10 PM
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1. How does a turn progress....
-purchase/place units
-normal GTBS function for turn in TEAM style
Then goes to enemy to repeat? Something I am missing?
2. How do you want it to look? (try to copy from AW or else?)


1. Turns are called Days. 1 Day is Player1's Turn + Player2's Turn.
-Purchase of units are from Military bases and Airports, in some maps, you start with military bases and airports, in others they give you infantries and mechs, which can take over Cities, Militaries and Airports.
-Each CO (Just a tactician) has a CO Power and a Super Power, Super Power require more Stars full (Power Bar), their powers usually have around the same effect except more powerful.
When you purchase a unit, they are "used" for that turn and cannot move or attack (Grey Status), they are also standing right on the building, so you cannot actually use the building again until they command it to move off the building the next turn.
-Each unit starts with 10 HP (Technically, its 10 soldiers for infantries and small units but its still HP) the only way to regain lost HP after a battle is to use a Black Boat (From AW: Dual Strike) or stand on a city building belonging to you.
-Income is recieved from cities, the more cities you have the more money you get at the beginning of every turn. You need money to buy units.
-Cities are also used to repair units, or regain troops. When you Walk on a building and stand still, you will heal back some HP at the beginning of your next turn.
-The Team System is very basic, you have 2 CO's, their Power Bars are only filled when they are in command. You can switch which CO is in command in every turn, but it ends your turn. If both power bars are full, you can do a Tag Power, which allows each CO to command each unit once (Each unit can be used twice for one turn, the turn which the Tag Power is used.)
-To win, there is 2 ways you can do it. Defeat all enermies, or take over their bases with an Infantry or Mech.
-Taking over buildings and cities are simple, if you have 10xInfantry(AKA. Infantry with 10 HP) or 10xMech (AKA. Mech with 10 HP), it will take 2 days, unless your infantry troop has less than 10 HP left. Each building has 20 HP. You Infantry Stands on it and takes over it by using a command, when they use it, the building has (Building HP - Mech or Infantry HP) life remaining, when it reaches 0 the building changes to the team's color and becomes theirs. Using the take over command uses the Infantry's turn and automatically becomes grey.

2. I'd really like the system to have AW Style of GFX Animation. Because when the units are flat on position, they actually have idle animations. Theres also a Battlescene for each battle, which is quite basic.

I hope this 15 minutes of typing helps you.

Some resources for you,
Battle Calculations from AW - http://www.gamefaqs.com/portable/gbadvance/file/471043/25744
Advance Wars Net, A Fansite with EVERYTHING you'll need - http://www.advancewarsnet.com/?g=aw2&a...0Calculator.htm
Some Sub-links from Advance Wars Net,
CO Powers and Power bars - http://www.advancewarsnet.com/?g=awds&...act%20Sheet.htm
A Very good Damage Chart - http://www.advancewarsnet.com/?g=aw2&a...age%20Chart.htm
A Movement chart (How far they move on what terrain) - http://www.advancewarsnet.com/?g=awds&...ent%20Chart.htm
Forces System - http://www.advancewarsnet.com/?g=awds&...awds/Forces.htm
Audio/Music - http://www.advancewarsnet.com/?g=awds&m=aud

This post has been edited by Magdreamer: Jan 25 2008, 10:19 PM


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Droe6
post Jan 26 2008, 10:14 PM
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Well, I'm pretty new at scripting so it might take me awhile. Is there any deadline or anything?


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GubiD
post Jan 26 2008, 11:08 PM
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Nah, just whenever, its just a request someone had made of me. I think they want something like a Tactical Breath of Fire, which I have to admit, sounds pretty cool. Anyway, I am in no rush, although i would like to get 1.3 out next week. So if you can hit that then it can release with it, otherwise, will have to wait until the next one.


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garret
post Feb 4 2008, 05:02 PM
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so like the iso view does that happen automatically and what do i do if i have skill already in the priviouse one and i want to use this one i hope im being clear


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KiteDXX
post Feb 4 2008, 05:31 PM
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Nice update. I'm implementing it and "patching" it to my needs now.

For the question garret has:

-I'm pretty sure isometric view only works when you use that tileset that turns it into a 3D map. It's set to true by default on the demo, and that's still normal as in previous versions. You can disable it in the module script, as well.
-In order to use your old skill settings, you must manually replace them just as you did before when you added them to the Module_GTBS that matched the demo. It shouldn't be terribly hard, but be sure to back up your Scripts.rxdata in the event that the new system causes problems for some reason. You can then replace your Scripts.rxdata with the backed up one in the event that you can't reverse the changes you made.


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GubiD
post Feb 4 2008, 07:34 PM
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Iso maps are only used when the name of the map includes ISO in it. Otherwise the default method for maps is used. If the ISO_MAPS value in the module is disabled then it will always use the default method regardless of map name.

As for moving your skills data, just find those sections from your copy and copy them over the new "split apart" sections. You will notice they contain the same data, its just more organized for faster setup.

Glad you like it. Hope everyone enjoys. Let me know if you encounter any problems.


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Fluffalubigus
post Feb 6 2008, 06:25 PM
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Man, your script is teh awesomeness. xD
Of course, I'm working to understand how everything works. ^^; I'm a total noob at RPG Maker in general, let alone scripting. o-o I'm finally beginning to understand the script that's kind of like FF X, so I guess these are all good learning experiences. xD I suppose the point of my post is... I love the script, but it'll take a while for me to understand it. ^^;

This post has been edited by Fluffalubigus: Feb 6 2008, 09:22 PM
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garret
post Feb 8 2008, 05:45 PM
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so which scripts do i have replace and what do i have to keep


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