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GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP |
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Feb 16 2008, 01:10 AM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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[read other post below...by me...way down there]
This post has been edited by Tigerbite: Feb 19 2008, 01:42 PM
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 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Feb 17 2008, 08:54 PM
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Level 7

Group: Member
Posts: 95
Type: Artist
RM Skill: Skilled

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does any one know how to progam a boss for the script?
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Semper Fidelis
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Feb 18 2008, 06:44 AM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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it's in the help or tutorial file instructions inside the script.
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 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Feb 18 2008, 12:04 PM
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Level 7

Group: Member
Posts: 95
Type: Artist
RM Skill: Skilled

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it says "Script '-Scene_Battle_TBS' line 235: NoMethodError Occured undefined method `[]' for nil:Nilclass" oh and im using i believe 1.2 of the scripts thats problem im faceing so what am i doing wrong?
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Feb 18 2008, 09:28 PM
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The Lord of the Seven Voices

Group: Revolutionary
Posts: 151
Type: Developer
RM Skill: Beginner

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This is an awesome script! Thank you!
One thing: how do you call the settings screen? Because $scene = Scene_Config.new isn't working.
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I'll do custom text sigs like this one if you want me to-just PM me.
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Feb 19 2008, 11:07 AM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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Working with experience earned in battles... CODE class Game_Enemy Enemy_Classes = { 1 => "Golbin", 40 => "tactictestbattle", 33 => 'Guard', 34 => 'General', 35 => 'Archer', 36 => 'Blood Mage', 37 => 'Elite Guard'} Enemy_Levels = { 1 => -1, 40 => 5000, 33 => 3, 34 => 6, 35 => 3, 36 => 8, 37 => 5, 35 => 5000} def class_name c = Enemy_Classes[@enemy_id] return "" if c == nil return c end def level lev = Enemy_Levels[@enemy_id] return 1 if lev == nil return lev end end I was testing stuff with both enemy IDs 35 & 40. My problem is...the second number gives the character that much experience every time they hit the character, rather than it being the total amount, so what can I do to make it so that "5000" would be the total experience earned, rather than experienced earned per hit? Thanks.
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 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Feb 21 2008, 10:37 AM
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Level 9

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

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Sorry, been away from the computer for awhile... Tigerbite, Your right, if you are using exp per hit then it uses 10 + (enemy_lev-actor_lev). If you do not use the per it stuff, then it will use the db exp when the enemy is killed and no exp is given during battle unless they get killed.
Garret, I am guessing that you are setting a victory/failure condition for the battle, but you didnt pass any variables to it. Please review the Victory/Failure. If you are still having problems, please PM me with your project so I can help you out.
Lotsv The command I use to launch the Config menu is... $scene = Scene_Config.new
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Feb 25 2008, 12:46 AM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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Actually, viewing it more carefully...after looking up there exp points in the database, Actor 1 hit the enemy twice and got 10,000 EXP points where as Actor 2 did not hit the enemy at all and received 5,000 EXP points. Back to square one. Test #2, I went in to the battle with just one actor, lowered the HP so I could kill it in one hit, and my actor still received 10,000 EXP points, when the enemy only gives 5000 EXP.[Show/Hide] Original Post, which can be completely ignored now -_- CODE #else, if EXP ALL is true, PerHit and Pop are ignored That ended up being my problem  lol Having Exp ALL set to true doesn't ignore perhit...that's why I kept getting 5000exp per hit, even though I had exp all set to true. Now, I'm working on making it so not every member gets "5000 exp." Trying to make it so that they only get there fair share...Help would be nice  (Example for the ... people that don't understand... english?) Enemy has 100 HP and his experience is set to 100. Player A does 62 total damage to him. Player B does 38 total damage to him. Player A gets 62exp points, Player B gets 38exp points. *Runs off to get a headache*
This post has been edited by Tigerbite: Feb 25 2008, 01:00 AM
__________________________
 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Feb 27 2008, 04:04 PM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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My Bump, my bump my bump my bump, my lovely forum bumps.
__________________________
 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Mar 2 2008, 12:04 AM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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ummm, it's all in the help / tutorial files in the scripts, that are in the demo.
make events, and place them where you want your actors/enemies to pop up, i.e. actor1, actor2, actor3, actor4, and enemy1, enemy2, enemy3, etc...
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 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Mar 4 2008, 03:30 PM
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Level 4

Group: Member
Posts: 47
Type: None
RM Skill: Beginner

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wow, just picked this thing up, and I love it. I was making a game with the ZTBS before, but this seems much more fluid to it. Good job with this, I look forward to newer things from you.
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Mar 4 2008, 09:11 PM
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Level 7

Group: Member
Posts: 95
Type: Artist
RM Skill: Skilled

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is the higher the leval you are the less likely weak enemies are to attack
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Mar 7 2008, 02:15 PM
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Level 9

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

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There is absolutely no code to determine that garret, they are what you setup for the designated map or battle call inside event.
Tigerbite, I believe I already answered this via PM, but the reason you still collect 10000 exp instead of 5000 is because the attacking character always receives *2 the database amount, while all others receive the specified DB amount. I could turn that around and say that all others received /2 the db amount and the actor (who killed them) receive 100% of the DB exp amount. You are free to look at this section of code as well.. its def gain_exp in the Scene_Battle_TBS section.
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Mar 7 2008, 03:30 PM
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Level 10

Group: Revolutionary
Posts: 166
Type: Event Designer
RM Skill: Advanced

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haha, nice...that's what that means...I just asked a question similar to that in the PM on CA, but if you read this, you can completely ignore it  If not...well, it looks like you can answer it in about 4 words so it wont be wasting too much of your time  Thanks again  Just to make sure, here's the code: CODE if GTBS::EXP_ALL if GTBS::NEUTRAL_EXP for bat in $game_system.tactics_actors + $game_system.tactics_neutral plev = bat.level if bat == battler bat.exp += exp else bat.exp += exp end Now, the first bat.exp += exp is the battler that kills the enemy and the, else bat.exp += exp is the rest of the actors? I'm about to go play with it anyways Quick little editWell, my question to myself ^ was right  Too bad, if enemy1 has 500HP, and actor 1 does 499 damage, but actor 2 kills enemy1, actor 2 gets more experience (if /2 is added to the second bat.exp). I wonder if there's anyway %s can be set up, so like, say the 500HP enemy was worth 500exp, and actor1 did 400damage and actor2 did 100damage, actor1 would get 400exp and actor2 would get 100exp? Anyway possible that could be implemented into the code?
This post has been edited by Tigerbite: Mar 7 2008, 03:39 PM
__________________________
 QUOTE (Ash_Darkmoon @ IRC @ 11:19pm EST @ Thursday, June 12, 2008) Something Tigerbite said to me the other day made sense .
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Mar 8 2008, 09:34 PM
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Level 9

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

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To your first question.. yes that is correct. As for the second one.. ownership of HP dealt.. no. That is nearly impossible to track. It can be done, but I would rather not bother. If you want.. look at the def attack_effect and store the battler as dealing the damage and amount. Then read that when assinging exp.
This post has been edited by GubiD: Mar 8 2008, 09:35 PM
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Mar 12 2008, 04:00 AM
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Group: Member
Posts: 2
Type: Developer
RM Skill: Skilled

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I have a problem with script, when i try to begin battle my character (id in group = 1) always blank (all others good)
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Mar 12 2008, 08:07 PM
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Level 9

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

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What is the characters battler name? Do you have a character by the same name? The system uses the Battler_name to query the Characters folder for that name and assigns that Character to it. let me know if you need further clarification.
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