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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
GubiD
post Dec 1 2007, 09:56 PM
Post #1


Level 9
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Group: Revolutionary
Posts: 145
Type: Scripter
RM Skill: Masterful




I have decided to pull my work from this website due to iEntries Legal Statement. Feel free to find my TBS at pretty much any other RM forum. If you want the fastest answers then I would suggest
www.rpgm.org
or
www.creationasylum.net

Sorry about the inconvenience.


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SeeYouAlways
post Dec 1 2007, 10:22 PM
Post #2


Demented Moogle
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Well, we aren't quite as active as Creation Asylum or RMXP.org yet... Hopefully that would change soon, though. tongue.gif


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monsterfurby
post Dec 17 2007, 09:37 AM
Post #3



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First of all, GubiD, I hereby elevate you to the status of my personal deity. The system is great, and has shattered my resolve to use Destiny of an Emperor-like "normal" battles for army battles in my upcoming game. I wanted to ask where to find documentation for it, but my eyes just fell on the "help"-script. One thing, though: Where are the associations between a monster ID and their appropriate Charset (Battler) defined? (i.e. as of now, Ghosts always show up as ghosts. How can I make them show up as something else?)
Thanks a lot for this great script!
Regards,
Monsterfurby
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GubiD
post Dec 17 2007, 11:26 AM
Post #4


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Posts: 145
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RM Skill: Masterful




All character and monster walk graphics are determined by their Battler_Name. For example: the ghost picture is 051-Undead01, and if you look in the charsets folder 051-Undead01 is a walking image of a ghost. You could simply replace the file with the image that you would like to use. Dont forget to set a downed battler version of them as well. So when dead 051-Undead01, would really be 051-Undead01_down. Let me know if you need more assistance.


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post Dec 17 2007, 12:11 PM
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You know what the best thing about the script is? I'm the first person releasing a game using the engine. laugh.gif
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SeeYouAlways
post Dec 17 2007, 02:46 PM
Post #6


Demented Moogle
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RM Skill: Undisclosed




Oh really? I can't wait to see it. smile.gif


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GubiD
post Dec 17 2007, 06:26 PM
Post #7


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RM Skill: Masterful




Sounds cool, I would like to see what you have done with it.


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post Dec 17 2007, 08:09 PM
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You're a...member here?

AWESOME!!!!!

I have a few questions...mind if I PM them to you? They're about the scripts.
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SeeYouAlways
post Dec 17 2007, 08:42 PM
Post #9


Demented Moogle
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It might be nice if you just post it here because then other people can get help and information as well, unless it's completely private ofcourse.


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GubiD
post Dec 17 2007, 10:47 PM
Post #10


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Yeah thats fine, but I agree with SYA, it would be good to post them here so that other people can get answers to theirs but are too afraid to ask.


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GubiD
post Dec 19 2007, 01:08 PM
Post #11


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Here is a quick update.. on the update :icon_wink:

DONE! Bug Fix (undefined method 'place' for nil:NilClass)
DONE! Bug Fix (NoMethodError '[]' at line 4473)
DONE! Bug Fix (Undefined method 'x' for nil:NilClass)
DONE! Bug Fix-MACL compatibility(Script '-Battle_Cursor-' line 63 NoMethodError)
DONE! Bug Fix Failure Event wrong
DONE! Faces in Status
DONE! Animation occuring during scroll
DONE! Scroll Going too far
DONE! Choose battle starting locations
DONE! Flying characters
DONE! Remove Battlers
DONE! "Knock Back Skills"
DONE! #Tutorial DownSets explained
DONE! #Tutorial Help Comments regarding error (NoMethodError 'list' for nil:NilClass) #common event not established
DONE! #Tutorial How to rename abilities(skill names)

##Needs more work##
PARTIAL! Bug Fix Kill Self with skill etc, doesnt end turn. Need testing is all
PARTIAL! EXP for all (window and levelup sounds etc) #need to pull EXP from 10+/-(level-level) or exp val
#Feature Dont Move, Dont Act states
#Feature Attacks affected by direction(calculation and percentages)
#Feature Single Application of animation when skill set to 'All'
#Feature If return to calling map, memorize bgm
#Feature [BUG]Cannot Heal with not Attack Allies
#Feature Animated Battlers <- Using example sprites on CA (MAYBE!)
#OTHER Expand Demo
#Tutorial Help Info, Why when battle starts does the music stop, then nothing at all? #Event calling is set to autorun,
#Tutorial How to create a battle? Tutorial
#Tutorial Create Skill/Summon/Weapon tutorials

That should cover it, Anyone want to write the tutorials for me? I would like to release this sooner rather than later.


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post Dec 19 2007, 03:05 PM
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Um..I don't know what on Earth I would put in your tutorials, so I'm gonna pass, unless it's so easy a moron could do it, then I'll still pass, because I'm not a moron. laugh.gif

So...About those questions:

You said you took inspiration from ZTBS, and yet your script set up is no where near similar to it (trust me, I've worked ZTBS back and forth). How do you change weapon attack ranges and such? I can't find it anywhere.

How do you make actors disappear upon death rather than just lay on the floor and block valuable moving space? laugh.gif

Skill ranges?

Custom menu compatibility: Is it available?

And one last question: How in the hell did you get your summon to work? When I tried to replicate it, my game shut off when I activated the skill in the menu. It does this every time with no warning or anything. Can you teach em how it works?
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GubiD
post Dec 19 2007, 04:30 PM
Post #13


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RM Skill: Masterful




For the summons...
Checklist to create a summonable character on the map.
1. Create the Actor in the Database Note the Actor ID
2. Goto the Enemy Tab and Create an Enemy version of it on the same ID
3. Goto the class tab and create a class for the actor and what "equipment they can have" (I created stuff called Gilthyr for all equipment)
4. Goto the Skill Tab and create a skill to summon them and mark element check box for Summon.
5. Open the Script Editor, -GTBS Module-
6. Add an entry to summon class, with the class that you created for the summon
7. Add an entry to the SUMMON_ENID, with the EnemyID of the enemy version created.
8. Add an entry to is_summon? with the skill_id and return the ActorID of the character you created.
9. Add an entry to skill_range(id) with the skill and the distance away from you that you can cast the summon, 0.
10. Ensure that someone learns the spell.

Attack ranges...
see GTBS mdoule - w_ranges then use the instructions there.

remove dead characters...
Please wait for the update

AoE settings etc...
See GTBS module - skill_range(id) and skill_wait(id) if you want to assign a "wait required" to it.

Custom menu compatibility...
Any and all custom menus should work with this, but if you want to change the ones in battle, look at -Window_Battle- and review those scripts

I did take a lot of inspiration from zTBS, but that doesnt mean I coded it like it. I think some of the coding methods used in ZTBS were dumb and required more thought that it was worth. Not to mention made it hard to read the code. All settings for the overall game are held in the GTBS module somewhere. If there is anything outside of that, then it is ment to be updated at some point, or have the ability to change. I guess most of my code was written from Nicks TBS or made up from scratch. I went from thing to thing throughout the making of this, but I feel I am fairly good with Ruby and can restructure as needed. Anyway, thanks again for your comments and good luck with your project. I hope to be releasing the update soon, but dont want to get too far ahead of myself.


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SeeYouAlways
post Dec 19 2007, 05:38 PM
Post #14


Demented Moogle
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Bleh! I really need to learn RGSS, then I can help in this kind of thing when I really want to... But I'll be sure to update the script instantly when it has been updated. smile.gif


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post Dec 19 2007, 05:55 PM
Post #15





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As will I. Since I don't have hardly anything in my current project folder, I'm just gonna wait for your update then start over.

Thanks for taking the time to answer my questions. happy.gif
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GubiD
post Dec 19 2007, 10:20 PM
Post #16


Level 9
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Group: Revolutionary
Posts: 145
Type: Scripter
RM Skill: Masterful




Once you understand what you want to do, its really quite easy. It has taken me about 4 months to "master" it enough to create this. Most of my learning was done while writing this TBS. The basic gist of ruby and many other object oriented languages is simply... object.method(vars) and that is about it. Just figure what you want those to return and it will use what it returns etc. Anyway, thanks for the comments. Later


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GubiD
post Dec 21 2007, 09:52 PM
Post #17


Level 9
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Group: Revolutionary
Posts: 145
Type: Scripter
RM Skill: Masterful




If you guys arent already aware, I got animated battlers to work in the update, but we are still looking like another week before its release.


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Jpg
post Dec 24 2007, 05:48 PM
Post #18


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RM Skill: Masterful




This is awesome.
This is teh first tactical battle system that I seen that works.

biggrin.gif

This post has been edited by Jpg: Dec 24 2007, 05:48 PM


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GubiD
post Dec 25 2007, 12:36 PM
Post #19


Level 9
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Group: Revolutionary
Posts: 145
Type: Scripter
RM Skill: Masterful




I have decided to pull my work from this website due to iEntries Legal Statement. Feel free to find my TBS at pretty much any other RM forum. If you want the fastest answers then I would suggest
www.rpgm.org
or
www.creationasylum.net

Sorry about the inconvenience.


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SeeYouAlways
post Dec 25 2007, 07:21 PM
Post #20


Demented Moogle
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Group: Banned
Posts: 1,130
Type: None
RM Skill: Undisclosed




Updated! Looks great!


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