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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
Mareus
post Oct 14 2008, 03:45 PM
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QUOTE (Poko4Sho @ Oct 15 2008, 12:47 AM) *
Well, what you put into the skill in the skills section no longer works when you use the TBS. So things like, "randomly attack 3 enemies" no longer work. Of course if they cause status effects (just like blind) those will still work.

[range, field, line skill, exclude caster]

Lets see, Range = How far the spell will be cast
Field makes it so it effects every square around where you choose the spell to target
Line skills isn't working but that'll make it hit every space in one line (up, left, right, down) of the caster.
exclude caster is for if you're doing an attack like spin fist, hits everyone around that selected space.

So, you won't be able to make it effect the whole field but you will be able to set it like this so it'll reach it's furthest length.
[5, 5, false, false] Unless you want the caster to be excluded, then you change the last "false" into "true".

EDIT: Forgot to say everything after 5 becomes considered a line skill and won't work, so that's why I had 5's.

If you want to make a normal spell, like fire from Final Fantasy Tactics, you'd make it like [3, 1, false, false] You get what I mean?
If you need any further help I'd be happy to do so. I know GubiD is usually pretty busy.

Thanks, man. That sure helped a lot. But now I have another few problems.
1. I can't end the battle. I can start the battle and win, but once the battle is over I get a black screen and I can only check my menu.
2. I don't know what gubiD meant when he said this:

Victory Conditions
# Use this item to set the victory requirements for the next battle from within
# an event. From the event choose, "use script" then type:
# "tbs_victory(condition, value)" (without the quotes)
# where condition is the word describing the battle type.
#----------------------------------------------------------------------------
# Conditions Value
# "reach" [x,y]
# "boss" Enemy_ID (1 for ghost, there should be only 1)
# otherwise, it wont trigger, until there are no ghost.
# "holdout" Turns
# if none specified Defeat all enemies
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# Failure Conditions
# Use this item to set the failure requirements for the next battle from within
# an event. From the event choose, "use script" then type:
# "tbs_failure(condition, value)" (without the quotes)
# where condition is the word describing the battle type.
#----------------------------------------------------------------------------
# Conditions Value
# if none specified All dead
# "death" (Actor or Neutral) Actor_ID(when actor dies, fail), remember that Neutrals ID's start at 50!
# "holdout" Turns - battle turns exceeds failure turn value
#----------------------------------------------------------------------------

#============================================================================
# Remember that when setting a victory or failure type that you MUST use "s or it
# wont work or will likely error, below are some examples:
#--------------------
# Examples:
# 1. tbs_victory("reach", [14,27], 87)
# In this example, in order to achive victory you must reach 14,27, and when
# you do, common event 87 will be run.
#
# 2. tbs_victory("holdout", 10)
# In this example your party must withstand 10 "turns" of battle at which time
# you will achive a standard victory.
#
# 3. tbs_failure("death", 6, 5)
# In this example when actor 6 dies, then common event 5 will be run, and
# then the standard fail event will be launched afterwords, unless you tranfered
# elsewhere.
#
# You can find other examples in the demo for boss and other death variations.
# Dont be affraid to combine methods of victory and failure commands and individual
# actor death events together as it will add more varity to your game.
#============================================================================

Can you give me some examples for what i need. I need a faliure only if everyone is dead. I need victory when I kill all.
I tried like this, but like I said I get a black screen:
tbs_failure("death") -> this gives me error.
tbs_failure("death",1) -> this means I have to protect the main character, but I don't want that. I want to fail only when everyone is dead.

And victory I did this:
tbs_victory() ->Gubi says if none specified, so am I doing it right? :S

OH, and does it have to do anything with the switches maybe? I set them up exactly like in Gubid's demo... :S

This post has been edited by Mareus: Oct 14 2008, 03:48 PM
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Mareus
post Oct 15 2008, 06:03 AM
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Bump...

Does anyone know the command for failure so that the game ends once all your characters are dead? It says in the script:
Conditions Value
# if none specified All dead

If I don't specify anything, when my party dies my game just continues like I have won the battle. What am I doing wrong. Come on guys, all you have to write is one short command. tbs_failure("what do I have to put inside here???")

I tried:
tbs_failure
tbs_failure()
tbs_failure("")
----------------------
nothing works, so what am I doing wrong? What does this mean:
Conditions Value
# if none specified All dead
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Strike Noir
post Oct 18 2008, 07:39 AM
Post #263


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I have a question. When summoning, it is possible to summon more than one creature at once?
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Poko4Sho
post Oct 18 2008, 07:54 AM
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Not sure, have you tried it? I don't see why it wouldn't work, use his GTBS demo and equip two people with the Glyther (is that the name?) skill, then play the demo, fight some slimes and see if you can summon them both.
Or did you want the same character to summon two summons?


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Strike Noir
post Oct 18 2008, 05:20 PM
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Same character. What I'm doing is a Gundam game. I wanted to have the dummy ability, if you know what I mean. So it's just another character that stands there doing nothing, etc. I also wanted Bits/Funnels (or Dragoons for those who only watch SEED), meaning a little gun-like thing that flies around shooting people.

Go to 55 seconds and look at the little parts the fly off the mech there.
http://www.youtube.com/watch?v=ZSOkAKyUSD4

For that, I was hoping to be able to summon more than one creature with a summon.
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Poko4Sho
post Oct 19 2008, 07:31 PM
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Well, yeah I understood that. Did you try what I said? I don't see why it wouldn't work. I'm not quite sure what you mean by the dummy thing.

As for the bits, I don't know how you'd be able to have them hover around the character unless it was in the charset. You can always just make it an accessory on the Gundam or something? I don't know.
Glad somebody is doing a Gundam game, I'd love it play it.


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Strike Noir
post Oct 29 2008, 06:36 PM
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So, for the last while I've been playing with it. One person can't sommon any more than one creature at once. I've tried with having 2 different summons themselves, and you can only do one. What I tried, was making a Glythr 1 and 2 spell. Only one of the two would actually work at any given time. sad.gif
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Abashi76
post Nov 16 2008, 02:19 PM
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Didn't you make a script for an FFT style new recruit system?


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Nightfox
post Nov 22 2008, 07:15 AM
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Hello

I need only the standard system exp.
No exp pops and no gain system.

Could you gain exp sytem and exp complet pops remove .
Then only standard exp system installed


I use RPG Maker XP. smile.gif
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Letalis
post Nov 29 2008, 08:31 PM
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How do I put a new when statement into the open/exit info. When ever I do it gives an error statement and will not load the game.

Also how do I set it up so when a character dies in battle he gives a death quote and keep the game running. (example player X dies. He says something melodramatic such as "E tu Brute" or something along those lines) I tried it by setting it into the event as a conditional brance of incapacitation, as an extra and a battle_event. Nothing seems to work.

And I seem to have run into a new problem. My first battle is set so that the player can not win. But when the actor one is killed it goes to the congragulations (SP) screen. I did the script thing to read as this tbs_failure("death", 1, 2) Common event 2 reads as *Play BGM* and thats it. do I need to add something else to it to make it work?

This post has been edited by Letalis: Nov 30 2008, 01:08 PM


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Antworks
post Dec 5 2008, 09:48 PM
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All you need is to make is so: instead of selecting where you go with a cursor, you can actually walk there with the arrows. What I mean is instead of moving your character by selecting the tile you want with a target. You move your character by hand. the character still couldn't leave the highlighted area however.
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Charlie Fleed
post Dec 7 2008, 05:02 AM
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Hi GubiD, I'm working on making my Skills Learning System compatible with this BS. I need to know where you add experience points in your code, and whether it is in a single or multiple places. I also would like to know if learning new skills in the middle of a battle can create some kind of problems.
Thanks, bye.


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Crenomaster
post Dec 12 2008, 12:06 PM
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Okay, i've been skinning myself, zapping myself with tazer and nothing still works.
http://imageshack.us/
First, this damn error appeared. I didn't do anything to the script...
I even copied Window_Base script from GTBS demo and still it didn't work.
http://imageshack.us/
Next, I checked the line 46 and others but saw nothing. Yeah, because I'm jackass
with no RGSS experience.

Now, I need help.

EDIT: Nada, I don't need help anymore. I used my good ol' script fixing thing.

This post has been edited by Crenomaster: Dec 13 2008, 01:25 AM


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amaro57
post Dec 16 2008, 11:10 AM
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Sorry, but is the most up-to-date version 1.4?


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killerrin
post Dec 23 2008, 09:41 AM
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QUOTE (amaro57 @ Dec 16 2008, 12:10 PM) *
Sorry, but is the most up-to-date version 1.4?

i need help with this error i am having
here it is

Attached File  error1.bmp ( 729.8K ) Number of downloads: 6


could i get somehelp

(i recopied it from the demo and still Nothing)
plz help

Edit(ignore the next picture)

This post has been edited by killerrin: Dec 23 2008, 09:43 AM
Attached File(s)
Attached File  error.png ( 16.57K ) Number of downloads: 9
 


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noid1992
post Dec 27 2008, 01:34 PM
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I am flabbergasted. You are my hero.
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TooManyToasters
post Dec 27 2008, 01:56 PM
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I've been screwing around with this in VX and it's really, REALLY solid. I'm probably going to end up making a game with this sometime in the future.
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donjon
post Jan 7 2009, 10:53 AM
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QUOTE (GubiD @ Dec 25 2007, 12:36 PM) *
The Update has been released! SeeYou.. can you update the script on your main page?

Everyone else, here it is:

GTBS - GubiD's Tactical Battle System v1.1
(last updated: 12/25/07)
[Show/Hide] Screen Shots



Features:
- SDK Compatible
- Both Active Time and Team Based Battle Modes
- Attack and Move is any order.
- Animated Battlers
- Can process Battle Events, Map Events, and Common Events during battle!
- Victory/Failure events
- Skills that require casting time (with miss animation)
- Can use pictures instead of skin for windows
- Smarter AI than either Nicks TBS or ZTBS!
- Summons(Skill form or Character on Map
- Damage Preview
- Common Events on death, by MapID
- And many more!

[Show/Hide] New to 1.1

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! Bug Fix Kill Self with skill etc, doesnt end turn.
DONE! Bug Fix Cannot Heal with not Attack Allies
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! Animated Battlers
DONE! Dont Move, Dont Act skills
DONE! Attacks affected by direction
DONE! Single Application of animation when skill set to 'All'
DONE! If return to calling map, memorize bgm
DONE! EXP for all (window and levelup sounds etc) #need to pull EXP from 10+/-(level-level) or exp val
New Expand Demo
New Tutorial's Section

####LATER####
#Feature Common Events on Skill and Items dont work
#Feature Auto Doom on Summons
#Feature Turn starts with move first!
#Feature Capture Skill wrote most of code on RMXP.org
#Feature Line Skills
#Feature Teleport skills
#Feature Change Weapon during battle (Item menu maybe?)
#Feature Weapons with AoE (like a bomb)
#Feature Move amount variables reset at begining of turn. This way you can move, attack, then move away.
#Feature Tile Movement Restrictions - cut move range etc.
#Feature Tiles Terrain tag, increase def etc.
#Feature Character Transform skills


Coming Soon:
- AI Improvements
- Advance Wars Addon
- Special skills(Like
- Projectiles
- Tile Movement Restrictions




Please read the -GTBS_Help- section before asking questions on how to setup a battle or whatever. If you encounter any errors, please report them here or PM me.

This script is NOT to be used in any commercial games without my permission



Hy can you just tell me were you learn so much things on RGSS....because im a biginner and I want to learn scripting happy.gif
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killerrin
post Jan 17 2009, 08:04 AM
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QUOTE (SeeYouAlways @ Dec 25 2007, 07:21 PM) *
Updated! Looks great!

hey i need help i am using Mog hunters animated title script and it is giving me this error on Isometric Basic
on line 26
map = $data_map_info[@map_id]

this is mog hunters script...
(it wont let me use spoiler tags so here it is anyways)
CODE
[quote]##################################################
# Scene Title Screen Miria V1.0                                    #
##################################################
#Scripted By Moghunter
#Translated & Edited by: Mortician10101
# http://www.atelier-rgss.com
##################################################
# Animated Title Script.
#Create a folder with the name Title inside the Graphics folder.
#Put all of the images inside the Title folder.  
#The following images are Necessary.  
#
# Title        #Image which contains the Title name
# Transition   #The Transition Image used for the intro
# Plane1       #Image for Layer 1
# Plane2       #Image for Layer 2
# Plane3       #Image for Layer 3
# Plane4       #Image for Layer 4
# Com_01       #Image on selection of NEW GAME
# Com_02       #Image on selection of CONTINUE
# Com_03       #Image on selection of EXIT
#
#-------------------------------------------------
#############
#   CONFIG    #
#############
module MOG_VX01
# To Activate Full Screen.  (true = activated or false = Deactivated)
FULL_SCREEN = false
# Transition Time.
TT = 120
# Activate "wave" style movement over title of game.
# (true = activated or false = Deactivated)
TWAVE = true
# opacity for Layer 1 image.
TPLANE1_OPA = 255
# opacity for Layer 2 image.
TPLANE2_OPA = 200
# opacity for Layer 3 image
TPLANE3_OPA = 170
# opacity for Layer 4 image
TPLANE4_OPA = 255
# Velocity of Horizontal Movement for Layer 1.
TPLANE1_X = 1
# Velocity of Vertical Movement for Layer 1.
TPLANE1_Y = 0
# Velocity of Horizontal Movement for Layer 2.
TPLANE2_X = 2
# Velocity of Vertical Movement for Layer 2.
TPLANE2_Y = 0
# Velocity of Horizontal Movement for Layer 3.
TPLANE3_X = 4
# Velocity of Vertical Movement for Layer 3.
TPLANE3_Y = 0
# Velocity of Horizontal Movement for Layer 4.
TPLANE4_X = 1
# Velocity of Vertical Movement for Layer 4.
TPLANE4_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
  def self.title(filename)
    load_bitmap("Graphics/Title/", filename)
  end
end
#############
# Scene_Title #
#############
$full_screen = 0
class Scene_Title
include  MOG_VX01
    def main
    if $BTEST                      
      battle_test                    
    return
    end      
    $full_screen += 1
    if MOG_VX01::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    $showm.call(18,0,0,0)
    $showm.call(13,0,0,0)
    $showm.call(13,0,2,0)
    $showm.call(18,0,2,0)
    end    
    start                        
    perform_transition          
    post_start                    
    Input.update                
    loop do
      Graphics.update            
      Input.update                
      update                      
      break if $scene != self    
    end
    Graphics.update
    pre_terminate                
    Graphics.freeze              
    terminate                    
  end
  def start
    load_database                    
    create_game_objects            
    check_continue                    
    create_title_graphic            
    create_command_window        
    play_title_music                
  end
  def perform_transition
    Graphics.transition(TT , "Graphics/Title/Transition")
  end
  def post_start
    open_command_window
  end
  def pre_terminate
    close_command_window
  end
  def terminate
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
  def update
    @command_window.update
     case @command_window.index
     when 0
     @com.bitmap = Cache.title("Com_01")
     when 1
     @com.bitmap = Cache.title("Com_02")  
     when 2
     @com.bitmap = Cache.title("Com_03")
   end      
    @sprite_title.opacity += 2
    @com.opacity += 2 if @sprite_title.opacity > 150
    @sprite.ox += TPLANE1_X
    @sprite.oy += TPLANE1_Y
    @sprite2.ox += TPLANE2_X
    @sprite2.oy += TPLANE2_Y
    @sprite3.ox += TPLANE3_X
    @sprite3.oy += TPLANE3_Y
    @sprite4.ox += TPLANE4_X
    @sprite4.oy += TPLANE4_Y
    @sprite_title.update if TWAVE == true
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0  
        command_new_game
      when 1  
        command_continue
      when 2  
        command_shutdown
      end
    end
  end
  def update_slide
    @sprite.ox += TPLANE1_X
    @sprite.oy += TPLANE1_Y
    @sprite2.ox += TPLANE2_X
    @sprite2.oy += TPLANE2_Y
    @sprite3.ox += TPLANE3_X
    @sprite3.oy += TPLANE3_Y
    @sprite4.ox += TPLANE4_X
    @sprite4.oy += TPLANE4_Y
    @sprite_title.update if TWAVE == true    
  end
  def load_database
    $data_actors        = load_data("Data/Actors.rvdata")
    $data_classes       = load_data("Data/Classes.rvdata")
    $data_skills        = load_data("Data/Skills.rvdata")
    $data_items         = load_data("Data/Items.rvdata")
    $data_weapons       = load_data("Data/Weapons.rvdata")
    $data_armors        = load_data("Data/Armors.rvdata")
    $data_enemies       = load_data("Data/Enemies.rvdata")
    $data_troops        = load_data("Data/Troops.rvdata")
    $data_states        = load_data("Data/States.rvdata")
    $data_animations    = load_data("Data/Animations.rvdata")
    $data_common_events = load_data("Data/CommonEvents.rvdata")
    $data_system        = load_data("Data/System.rvdata")
    $data_areas         = load_data("Data/Areas.rvdata")
  end
  def load_bt_database
    $data_actors        = load_data("Data/BT_Actors.rvdata")
    $data_classes       = load_data("Data/BT_Classes.rvdata")
    $data_skills        = load_data("Data/BT_Skills.rvdata")
    $data_items         = load_data("Data/BT_Items.rvdata")
    $data_weapons       = load_data("Data/BT_Weapons.rvdata")
    $data_armors        = load_data("Data/BT_Armors.rvdata")
    $data_enemies       = load_data("Data/BT_Enemies.rvdata")
    $data_troops        = load_data("Data/BT_Troops.rvdata")
    $data_states        = load_data("Data/BT_States.rvdata")
    $data_animations    = load_data("Data/BT_Animations.rvdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
    $data_system        = load_data("Data/BT_System.rvdata")
  end
  def create_game_objects
    $game_temp          = Game_Temp.new
    $game_message       = Game_Message.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
  end
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  def create_title_graphic
    @sprite_title = Sprite.new    
    @sprite_title.bitmap = Cache.title("Title")  
    @sprite_title.opacity = 0
    @com = Sprite.new
    @com.bitmap = Cache.title("Com_01")  
    @com.opacity = 0
    @sprite = Plane.new    
    @sprite.bitmap = Cache.title("Plane1")
    @sprite2 = Plane.new
    @sprite2.bitmap = Cache.title("Plane2")
    @sprite3 = Plane.new    
    @sprite3.bitmap = Cache.title("Plane3")
    @sprite4 = Plane.new
    @sprite4.bitmap = Cache.title("Plane4")
    @sprite.opacity = TPLANE1_OPA
    @sprite2.opacity = TPLANE2_OPA    
    @sprite3.opacity = TPLANE3_OPA
    @sprite4.opacity = TPLANE4_OPA
    @sprite.z  = 1
    @sprite2.z = 2
    @sprite3.z = 3
    @sprite4.z = 4
    @com.z = 5
    @sprite_title.z = 6    
  if TWAVE == true
    @sprite_title.wave_amp = 8
    @sprite_title.wave_length = 240
    @sprite_title.wave_speed = 320
  end
    end
  def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite2.bitmap.dispose
    @sprite3.bitmap.dispose    
    @com.bitmap.dispose    
    @sprite_title.bitmap.dispose
    @sprite.dispose
    @sprite2.dispose
    @sprite3.dispose
    @sprite4.dispose
    @com.dispose    
    @sprite_title.dispose
  end
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.contents_opacity = 0
    if @continue_enabled                  
      @command_window.index = 1            
    else                              
      @command_window.draw_item(1, false)  
    end
  end
  def title_fade
   if TWAVE == true    
    @sprite_title.wave_amp = 34
    @sprite_title.wave_length =120
    @sprite_title.wave_speed = 800
    end    
    for i in 0..120
    @sprite_title.opacity -= 3    
    @sprite_title.update if TWAVE == true    
    @com.opacity -= 3
     case @command_window.index
     when 0    
     @sprite.zoom_x += 0.01
     @sprite.zoom_y += 0.01  
     @sprite2.zoom_x += 0.01
     @sprite2.zoom_y += 0.01      
     @sprite3.zoom_x += 0.01
     @sprite3.zoom_y += 0.01      
     @sprite.ox += 2
     @sprite.oy += 2
     @sprite2.ox += 2
     @sprite2.oy += 2
     @sprite3.ox += 2
     @sprite3.oy += 2    
     end
    update_slide
    Graphics.update  
    end        
  end  
  def dispose_command_window
    @command_window.dispose
  end
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
  end
  def confirm_player_location
    if $data_system.start_map_id == 0
      print "プレイヤーの初期位置が設定されていません。"
      exit
    end
  end
  def command_new_game
    confirm_player_location
    Sound.play_decision
    title_fade
    $game_party.setup_starting_members        
    $game_map.setup($data_system.start_map_id)  
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  def command_continue
    if @continue_enabled
      Sound.play_decision
      title_fade
      $scene = Scene_File.new(false, true, false)
    else
      Sound.play_buzzer
    end
  end
  def command_shutdown    
    Sound.play_decision
    title_fade
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  def battle_test
    load_bt_database              
    create_game_objects        
    Graphics.frame_count = 0          
    $game_party.setup_battle_test_members
    $game_troop.setup($data_system.test_troop_id)
    $game_troop.can_escape = true
    $game_system.battle_bgm.play
    snapshot_for_background
    $scene = Scene_Battle.new
  end
  def snapshot_for_background
    $game_temp.background_bitmap.dispose
    $game_temp.background_bitmap = Graphics.snap_to_bitmap
    $game_temp.background_bitmap.blur
  end
  end

################################################
#                                              END                                                 ##
################################################
[/quote]

(Sry it wont le tme use spoiler tags and i cant seem to remember the code for it)
so if you could help me it would be appreciated
thx
Killerrin


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T Licious X
post May 7 2009, 08:02 PM
Post #280



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Group: Member
Posts: 4
Type: None
RM Skill: Undisclosed




Hello. I need help with a serious problem with Gubid's TBS as implemented in our game project.

In a sentence: When the player is placing their characters before the battle, if they hit Return too many times it loads the whole sprite sheet into the game.

In detail: We are using a setup that allows the user to place their characters before battle. This is what happens in game.

Steps to Reproduce:
1. Battle starts. The enemies are visible on the battlefield, as are a number of blue tiles (these are the allowed placement squares that we have set up on the battle map).
2. The user uses the cursor to highlight and hits Return on the different blue squares to place their party members in their desired formation.

(Now... once all party members are placed, if the user hits ESC, they get a confirmation 'Done placing characters?' and if they say Yes, no problem, everything works fine smile.gif But...

3. IF the user places their last character and keeps hitting Return...

Result:
On the first extra hit of Return, the placement square beneath the character turns purple. On hitting Return again, the character's sprite sheet (yup, the whole thing!) loads into the battle, and battle begins. Everything works fine, except that the character is represented by his entire sprite sheet, instead of just the appropriate frame of animation at a given time.

Has anyone else ever had this and if so, solved it? Or if there are any gurus out there that would like to take a stab at it please PM me and I will be happy to supply whatever you need as far as our specific setup and configuration etc.

Thanks! This is one of the LAST MAJOR BUGS we need to solve before releasing our demo. It is a scifi story set in the last city left on earth, and is called City of Hope. We are very excited about sharing it with you all soon.
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