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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
Rpgmaker2
post Aug 13 2008, 06:33 AM
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Everytime i go into the battle it just says game over and doesn't shhow the bad guys. It says objective defeat all enemies than it just gives me a game over. PLZZZ help! I got the game over part so it'll play but now everythin has a white colour around the sprites in battle and when i stop it says can't find picture wait iso 6 and i already have it into the pictures plzz help! This is VX version.

This post has been edited by Rpgmaker2: Aug 13 2008, 07:02 AM
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GubiD
post Aug 13 2008, 07:04 PM
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NJM729, I would guess you missed one of the scripts. In particular the -game_event- def initialize part. Provide me a demo to review if that doesnt help and I will see if I can find what is causing the problem.

Rpgmaker2, how did you name the enemy events? They should be 'enemy1' etc. If there are no enemy then the system should tell you so.. then abort to the title. However if it see's that the battle conditions are met and you have your victory and failure common events backwards it could go straight to game over. As for the wait cursor error its just looking for the Isometric wait cursor image file. If you are not using isometric then it just uses the wait2/4/6/8 but when in iso it uses the iso_wait2/4/6/8 to display the directions. Hope that helps. Please let me know if you continue to have problems.


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Rpgmaker2
post Aug 14 2008, 05:06 AM
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I was wondering if you could look over this demo of mine GubiD i did have the events named so you could go into battle like that and fixed the game over thing but now the cursor is still weird, I really appreaciate your time. The Wait ISO was a typo it's just regular wait i belive.

http://www.megaupload.com/?d=ZYNE5VNS

Oh and i fixed somestuff and now different stuff is wrong.

This post has been edited by Rpgmaker2: Aug 14 2008, 05:15 AM
Attached File(s)
Attached File  Demo.zip ( 420.34K ) Number of downloads: 2
 
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GubiD
post Aug 14 2008, 07:41 AM
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Are both of those the same thing? Which one am I supposed to download. You have a attached demo and a link...
I am downloading the one from megaupload and will review it. If that is wrong, please let me know.


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Rpgmaker2
post Aug 14 2008, 08:38 AM
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QUOTE (GubiD @ Aug 14 2008, 08:03 AM) *
Are both of those the same thing? Which one am I supposed to download. You have a attached demo and a link...
I am downloading the one from megaupload and will review it. If that is wrong, please let me know.

Don't worry both are the right thing i just found that you could upload stuff right on this site right after megaupload.
Agian I appreaciate your time very much.
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GubiD
post Aug 14 2008, 07:18 PM
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Here you go! All fixed up
The Turn_Sprite error was because you didnt put the scripts in order from the demo. The Bitmap/Object must be first otherwise the other sprite images will encounter an error. Everything else I resolved and should be good now. Here is a copy of your project.

ArenaW2


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Rpgmaker2
post Aug 15 2008, 02:59 AM
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Thank you very much for your help GubiD.
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NJM729
post Aug 15 2008, 12:00 PM
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I recopied all the scripts from the demo into a new project, and it works now. I guess I just accidentally deleted something.
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GubiD
post Aug 15 2008, 01:23 PM
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That is good news. Please let me know if you run into any other problems. Later


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Der_General
post Aug 21 2008, 12:56 PM
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Well, first I want to say that this Script is absolutely awesome. There´s only one Thing that bugs me a little Bit, and that´s the Attacking Animation.
While you can show the Animation itself without a Problem, you cannot play a sound effect. In my case, the Main Hero has a Gun, and it is, of course, a bit Strange when the Shooting Sound is heard after the animation was played. Now the Battle Animation on the Heroes are used to configure the Graphics shown in the Battle, but there is only one ID per Type Assigned in "-GTBS_AnimationConfig-", for Example, the ID for Anim_Atk or Anim_Cast.
Now my question: Would it be possible to assign multiple ID´s to Anim_Atk or to Anim_Cast, or would it be possible to assign a specific Animation to every Weapon and Skill? I´m Sorry if this is already possible, I was not able to find it, but if it could be enabled or you could explain it to me, you´d be my hero wink.gif

Other than that, your Script just Rocks.

(Sorry for my English, I know it´s bad.)
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GubiD
post Aug 22 2008, 05:30 AM
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You are correct Der General, the system doesnt allow for anything beyound playing their "sprite" animation, but not actual animation or sound effect. That is why I am upgrading the animation stuff for 1.5. Instead of just catching and playing the alternate animation it will be a bit more complex. First.. for each player you will decided how many "attacks" they have and how many "specials" they will have. Then you will assign a sound effect..animation.. to them. After that you can have long or short animations for an attack.. such as that this time you will attack normally, but next time it will be an overhead attack etc. I will give you the option to devide your attack into as many variants as you want. When you attack it will randomly choose an attack method.. (random number between 0 and max number of animation types for attack) and perform that animation. The wont affect damage calculations. You will be able to set the number of frames and frame sizes so you can 'compress" your templates or expand them as you need. Hope all that makes sense. Anyway, laters


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Der_General
post Aug 23 2008, 10:11 AM
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QUOTE (GubiD @ Aug 22 2008, 02:52 PM) *
You are correct Der General, the system doesnt allow for anything beyound playing their "sprite" animation, but not actual animation or sound effect. That is why I am upgrading the animation stuff for 1.5. Instead of just catching and playing the alternate animation it will be a bit more complex. First.. for each player you will decided how many "attacks" they have and how many "specials" they will have. Then you will assign a sound effect..animation.. to them. After that you can have long or short animations for an attack.. such as that this time you will attack normally, but next time it will be an overhead attack etc. I will give you the option to devide your attack into as many variants as you want. When you attack it will randomly choose an attack method.. (random number between 0 and max number of animation types for attack) and perform that animation. The wont affect damage calculations. You will be able to set the number of frames and frame sizes so you can 'compress" your templates or expand them as you need. Hope all that makes sense. Anyway, laters


So I guess I just have to wait patiently. Thank you very much for your help!
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Innoccence
post Aug 30 2008, 09:13 AM
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Hey there! I think something might be wrong with your VX download. When I tried downloading it earlier, it gave me an error message saying: "Invalid File: This usually occurs when the file is no longer hosted and may have been removed by the Site Staff or the originating user."

Just a heads up. smile.gif
~Inno
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GubiD
post Aug 31 2008, 07:42 AM
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Odd.. I just tried the download and it still appears to be working fine. Perhaps.. try again?

Oh yeah.. 1.5 is coming, just working out the kinks. It shouldnt be too long off.


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Kamen Rider Hats...
post Sep 5 2008, 08:03 AM
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GubiD, I'm actually Dung Beetle (from RMXP.org) and I would like to address these:

Can GTBS be applied with visual equipment? Similar to Brenda's or with someone else's Visual Equipment script?
Can I have the rest of my animations have 6 frames, while others can exceed up to 24? I need it for some "epic" animations to make.
And I was thinkin' of altering your battle menu using like a "Ring Menu", but with images instead...


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GubiD
post Sep 6 2008, 08:22 AM
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At this time visual equipment is not available.. however that is something I want to update with the animation update for 1.5.. so its being worked on. As for the ring menu over the battler, shouldnt be too hard, but at this time I dont have the resources to do that. Perhaps in the future.


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Kamen Rider Hats...
post Sep 6 2008, 04:46 PM
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GubiD, I wish you can integrate Blizzard's Multi-Drop (script at: http://downloads.chaos-project.com/scripts...%20Add-ons.zip. NetGame Crisis Saga needs it most (since the game was about an MMORPG that went wrong, inducing gamers to commit suicide after encountering demonic and 'hacked' monsters)

This post has been edited by Kamen Rider Hatsuya: Sep 6 2008, 06:20 PM


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GubiD
post Sep 6 2008, 06:15 PM
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That link isnt valid.. try again!


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Kamen Rider Hats...
post Sep 6 2008, 06:20 PM
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It's fixed in the previous post now, GubiD-san!


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Apkx24
post Sep 10 2008, 06:55 PM
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help i get this problem when i start a battle with the gtbs *VX version)

unable to find graphics battler/$$$soldier
link
http://www.uploading.com/files/JFZ7OECS/untitled.bmp.html

only thing is I've done EVERYTHING right i have 2 files named $soldier in battler and character as well as $soldier_down in both folders JUST like with the $slime ones and just like it says in the demo
i named my file $soldier and the enemy in the database soldier
originally it said

unable to find graphics battler/$$soldier
so i tried renaming it to $$soldier and the previous error - unable to find graphics battler/$$$soldier occurred
if i named it just soldier it would say unable to find graphics battler/$soldier
what the hell is wrong? before i tried renaming the first monster to soldier and making $soldier but it only showed up as slimes... oddly enough
so i used the 2nd monster slot
does anyone know whats wrong or how to fix? thanks
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