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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
GubiD
post Dec 25 2007, 09:34 PM
Post #21


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Thanks! This has many updates that many people requested. I have been notified that there is a bug in the character placement stuff. If you select your character and they get the red square.. you can then place them anywhere on the map! I will release a quick code fix for this, but I will not replace the existing demo to correct this problem. That is the only reported issue at this time. Thanks and good luck with your projects.


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GubiD
post Dec 26 2007, 04:34 PM
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Update! Animated Battlers demo available! Also did a couple of bug fixes. I found the problem with the "undefined method "scope" for nil class." I reset a variable when I shouldnt have. Also fixed 2 placement bugs.. can place outside defined place area, and cannot replace correctly.

Both new demo's can be accessed from the first post or...
None Animated
Animated

This post has been edited by GubiD: Dec 26 2007, 04:39 PM


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jens009
post Dec 26 2007, 04:50 PM
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Hey Gubid. I'm downloading it right now to check on the improvements you have made on the system.

Thanks for your hard work!

Will reply later for more.


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Jpg
post Dec 27 2007, 03:30 PM
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Wow! Looks great!

I think Imma use this. biggrin.gif

Are you planning to update for VX?

This post has been edited by Jpg: Dec 27 2007, 03:31 PM


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GubiD
post Dec 27 2007, 04:42 PM
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yeah, but I think I will wait for the english release before I even bother though, but yeah I am looking at it.


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Droe6
post Jan 5 2008, 11:46 PM
Post #26


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As marsh said when ztbs came out i jumped on it. In fact I gave it to marsh. But this is soooo much easier to use than ztbs the way you set up your battles, how everything (ie weapon, enemy range, summons, etc) is all in module_tbs. It make everything a lot easier for the devloper. I'm also going to use it in a game but i'm going to try and couple it with blizz abs. I've never seen an abs/tbs so right now i'm trying to get them compatible. But I have to ask... are you ever going to add in a character placement ability as final fantasy tactics cuz that would be sweet.


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GubiD
post Jan 6 2008, 09:41 AM
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Isnt that what I have done already? I suppose the main difference between mine and the FFT char placement is simply that theirs doesnt display the entire map until after placement is complete, and mine displays the whole map, then allows placement. Or am I missing something? (perhaps you are using the old version, which didnt include starting placement?)

Anyway, I will be releasing my next update hopefully within the next week. Here is a status update.

GTBS 1.2 Release
============================
Finished
-------------
DONE [BUG] Common Events on Skill and Items dont work
DONE [BUG] undefined method 'dispose' for nilclass when ending battle
DONE [BUG] undefined method '+' for nilclass when starting battle
DONE [BUG] Battlers not revived to correct "team"
DONE [BUG] Script Hangs on large map when enemy/neutral unit cannot directly attack
DONE Doom Skills (thanks to Seph for his adaptation of this, there is no method to, un-doom you are this point.
DONE Set Auto Doom on Summons(you choose)
DONE Turn starts with move first! (I personally dont like this, but it was requested)
DONE Updated Target System (Line Skills, Weapons with AoE (like a bomb), If you step out of target area; the target area is erased)
DONE Tile Movement Restrictions - cut move range etc.
DONE AI improvements
DONE Teleport skills

To Be Completed
-------------
Feature Tiles Terrain tag, increase def etc.
Feature Character Transform skills (MAYBE)
Feature Capture Skill (adds item according to enemy id to inventory if successful)

Future
-------------
Feature KnockBack more than a single square?
Feature Movement as variables reset when turn. This way you can move, attack, then move away.
Feature Large Units
(I dont know that any 1 unit can be reported in multiple positions, but I am going to give it a shot. I am thinking that if I give new methods for x2,x3,x4 and y2,y3,y4 to report the current, actual, (x,y) +/- accordingly, but this also means that the tilesite almost has to be drawn to the left on purpose to ensure they are "centered" on their tile... i dunno, still looking into it. )
Feature Use Mouse
(I am thinking of using Mousie, which DerVVulfman made, but with some modifications. )
Feature Change Weapon during battle
(Perhaps add this to the item screen.. some sort of a auto equip?)
Feature Projectiles
(I need more research time for this, but I think I have a good idea on how to finish it.)
============================


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Droe6
post Jan 6 2008, 02:00 PM
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Sorry, I was not aware. I got v1.0. My bad


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GubiD
post Jan 6 2008, 02:35 PM
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No prob. It looks like I might release 1.2 today, just need to do some quick checking to make sure everything is still working correctly.


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GubiD
post Jan 8 2008, 08:04 PM
Post #30


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Check this out! In 3d! (well kinda) (Will be part of 1.3 release.)


I have put in some code to animate the tiles as well, works great. I just need a couple more tiles to work with.
Each tile frame is 61x33 (width of the square is 59 and height in 31) with 4 frames. We can increase it if needed, but this will be the next main feature.
Let me know what you think!


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jens009
post Jan 8 2008, 08:07 PM
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Hey GuBid, I'm glad you're making additions to your already awesome Tactical Battle System Script!

I have a question though. (an excuse to keep the topic hot)

The new version you're working on, the one with the 3D, does it automatically make the map look like 3d? Similar to Mode 07?


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GubiD
post Jan 8 2008, 09:24 PM
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Unfortunately not. It actually uses a masking map in front of the actual map to do this and mods movement, but that is pretty much it. Although it does have height settings so that you can actually climb things at a loss of movement cost in battle, but obviously not out. I have to play with it some more to perfect it and get a couple more demo maps. Anyone want to rip some tilesets for me from something like Vandall Hearts or FFT. Also, as I mentioned below, I can now animate the floor tiles when drawn with a 4 frame animation or more if desired to make it look like... Tactics Ogre for GBA.. you know how the tiles sort of flash...


Anyway, I would be grateful to say the least.

This post has been edited by GubiD: Jan 8 2008, 09:25 PM


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GubiD
post Jan 8 2008, 09:26 PM
Post #33


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Oops... accidental double post, but while I am at it.

Also, what would you guys think about making the status window completely transparent with bars like the one from tactics ogre?

This post has been edited by GubiD: Jan 8 2008, 09:27 PM


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SeeYouAlways
post Jan 8 2008, 11:42 PM
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Sorry for the delay GubiD. I have updated the script on the main site. Soon when we implement a member script submission system, you can update the script yourself (as well as upload the script files to our server) as soon as you release a new version, so that's something to look forward to. smile.gif

Thanks!


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GubiD
post Jan 9 2008, 05:35 AM
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Great. Thanks for getting that updated.


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Kinnison
post Jan 9 2008, 08:06 AM
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Wow, the new one is simply awesome O_O

Say is it possible for me to do the Haste/Slow effect on a character.
I mean when the character receive a speed up, the "Stop Animation" of the character will go a little faster and same thing for the "Slowed" effect.


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GubiD
post Jan 9 2008, 09:26 AM
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Right now there is no visible effect other than the state animation if any.. although that is an excellent idea. I will get that in 1.3. Thanks for the suggestion.


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Megapoopy
post Jan 15 2008, 09:52 PM
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I've noticed that when I enter something
Like this
CODE
Enemy Encounter: Ghost*2
Message: Hello


The message, will run during the battle, which I do not want. Is there a way to make it so it would wait until the battle is finished and then display the message?
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jens009
post Jan 15 2008, 10:03 PM
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Yes. Although I don't use Gubid's script, I've read through the instructions once.
Because of that, I know for a fact, that's not how you should set up the message.

Here are my suggestions:
1) Download the demo and find out how GuBid created Before, during or after Battle Messaging.
2) Look into the Script's instructions to find out more details about it.


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GubiD
post Jan 16 2008, 09:29 PM
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You should set an parallel event that checks for a switch set at battle completion ($game_temp.in_battle == false) in a conditional branch then have it pop the message for you. It should occur as soon as the map is refreshed. You can see this being done in the Krones Forest map after defeating Leo. Also, thanks Jens for helping!

All,
I have been messing around with this stuff for quite some time, but here are some images of this in the iso view. Please dont grip about my bad tileset, its meant to be a base and nothing more for setting up height levels and so on your map. You can use the template to start and create your own!
Now to the images...


Notice the new battle cursor?! (only available in ISO view)


Here is the template for the levels...


Here is the template for height setup.. this must be setup on the child map, but there will be more when it comes..

I am taking tilesets from FFT and manually converting them to this view(cause they are slightly different.. very close though). Its taking awhile, but in the end will be well worth it. Anyways I need to make a couple of other changes before I release this. Thanks again for the support.


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