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> GTBS - GubiD's Tactical Battle System, A FFT inspired engine. See for full details! VX and XP
Dadevster
post Mar 15 2008, 01:35 PM
Post #81



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Amazing script!!! I am definitely going to use this in my game. Take your time updating it. Iz very very good. Thanks for your work work smile.gif
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Hayabusa123
post Mar 16 2008, 10:39 AM
Post #82



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this is probally abad thing to do, but i just need to post this, how do i make it so that if you win, the sprites dissappear, like here's the situation:

-you talk to thief
-you fight thief
-you win

how do you erase the event for good when you win the battle so that you can't fight him again?
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The Tao
post Mar 16 2008, 11:26 AM
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/yeh I need to know what Hayabusa needs to know aswell..

But I do have a question of my own, Um when I use this TBS I have to have the battle style set to TEAM based otherwise nothing happens, when it's on active time one it just scrolls back to whoever's turn it is and nothing happens they just stand ther walking on the spot... I Don't understand why..

EDIT: I'm very glad you made this script as it works very well to suit my style of battling in an RPG thumbsup.gif thanks.gif

This post has been edited by TwinnKilla: Mar 16 2008, 11:30 AM


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Overwhelming
post Mar 16 2008, 12:21 PM
Post #84


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Excelent work, GubiD!

RMVX's graphics made me remeber an awesome game named "Shining Force II". And here I was wishing a RPG Maker that would allow to make SRPGs. It seems you're the one that will be able to grant me that wish, by developing this battle system!

Keep up the good work, I'll be following this thread closely. smile.gif

(If it could be ported to RMVX, that would be great too)

This post has been edited by Overwhelming: Mar 16 2008, 12:38 PM
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Trinn
post Mar 17 2008, 04:07 AM
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Thanks a lot !!! That help
Now all works fine
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LOT7V
post Mar 17 2008, 05:22 AM
Post #86


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Hey, I'm having some trouble with the stop movement function. If I have a skill called Death Glare, which causes the status "Halted" in a line, it doesn't work.

It also doesn't show status on enemies (poison etc).

Also, one of my healing spells heals my enemies as well as my allies.

This post has been edited by LOT7V: Mar 17 2008, 05:50 AM


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GubiD
post Mar 20 2008, 07:16 AM
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LOT7V,
If you dont want your healing spells to affect enemies or theirs to affect you then set ATTACK_ALLIES in the GTBS module to false. This will prevent your spells, even if they would hit the enemy, for them to be ignored.

As for the state not displaying, are you using animated battlers or not? I am planning on adding icons to the status window to reflect each Stat that is inflicted.

TwinnKilla,
I think your problem with it starting, but then they walk in place without doing anything is because of your battle calling event. Likely its a parallel or autostart event and you didnt set a flag to have this event disabled during the battle processing. That MUST be done to allow the battle to be unaffected by standard map events set to parallel or autostart. See the troubleshooting section and you will find this topic. It might also be in the Help section at the very bottom.

Hyabusa,
Do you plan to battle on this map more than once? Technically you shouldnt need to remove the event, but rather move it in the special case. Like this... you talk to theif.. you move that event to desired location.. call battle that includes theif.. from then on do the normal battle process which doesnt move the theif event and calls a different troop of enemies.

To all others, thanks for the comments and good luck with your projects.


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VxOsx
post Mar 20 2008, 09:29 AM
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Great script, I've had no problems with it so far smile.gif thumbsup.gif iluvff.gif bomb_ie.gif

This post has been edited by VxOsx: Mar 20 2008, 09:30 AM
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The Tao
post Mar 20 2008, 09:29 AM
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I know I sound kinda like a noob, well I do sound like a noob but anyways, how do I make it so that when I've completed my battle and won it triggers a switch so all the enemies on the map aren't visible or maybe deleted from the map? like in your demo when you beat 'General Leo' he's laying there dead and all the soldiers aren't on the map anymore...? how I do that? :S blink.gif wacko.gif

EDIT: Okay, I do have another query; When me or my enemy attack we just hit and never stop doing the animation.... and I cannot continue with my battle either.

iluvff.gif fakenopic.gif starwars.gif

This post has been edited by TwinnKilla: Mar 20 2008, 10:32 AM


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GubiD
post Mar 20 2008, 05:52 PM
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I set a common event to be executed when Leo was killed, see the victory/failure conditions for more information on that. Then just set each event with 2 pages, 1 with the showing state, and 2 with the switch for the non visible state.

As for the second problem, can you tell me exactly how you did that? Sounds like a bug of some sort, but without steps to duplicate its hard to fix.


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The Tao
post Mar 21 2008, 03:04 AM
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Well when I put the self switch infront of the battle processing it fixed the problem with them not doing anything and jus standing idle, but it started a new problem where when they attack they never stop hitting and nothing continues if you know what I mean.

Really annoying though.

EDIT: To duplicate this problem I just put the self switch infront of the battle processing event command.
EDIT2: Oh and thanks for telling me how to do that thing when leo is dead. Lol I don't really go in Common events tab much. -.-

whistling.gif devil.gif laugh.gif

OMG Runescape nerds -----> drag.gif whoops.gif

This post has been edited by TwinnKilla: Mar 22 2008, 04:05 AM


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GubiD
post Mar 23 2008, 08:10 PM
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Please provide me a demo of the hitting over and over problem, I cannot duplicate in anything I do.


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LOT7V
post Mar 23 2008, 09:38 PM
Post #93


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I'm still having problem with my stopping line skill... It's supposed to work like Ivy.

Can you possibly give me a hand?


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Strike Noir
post Mar 24 2008, 05:28 PM
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I'm having quite a lot of fun with this system, and I've figured out how to do a ton of things with it. I was just wondering if there was a way, to make a skill so that when you use it, you become invisible to the cpu. I've figured out that you can use a common event with a skill, and could go it like that and change the character's opasity to 0, making them invisible (mabe to 10 or so, so you would still see the character), but it is possible to make it, so if they were like this, the cpu cannot see them at all?

Also, is there any way to use defensive skills, such as a shield, like, an invincible shield or something. I was just wondering, would add some things to my game in progress.
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GubiD
post Mar 24 2008, 08:49 PM
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Yeah lot, just provide me a demo and I will try to figure it out for you. Or you can provide me some more information, like...
1. What is the StateID# you are using with your skill to assign "dont move"? Ivy uses the state "Dont Move" in the state list. If this doesnt exist in yours as the same ID, then it will not function the same way. (this is most likely your problem)
2. Provide me a demo with steps to duplicate

Strike Noir,
Good idea! I actually never thought of that. Although I always considered hidden to be much like "sunken state" in FFT. In other words it raises you EVA so high that you cannot be hit, practically at all until the effectiveness of the skill wore off. That is what I would recommend, but that is a good idea and i will certainly add that to the docket.

As for the second half of your question... same response. Again just have the skill give you the state that raises your def super high. This will achieve the same thing.


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Strike Noir
post Mar 25 2008, 04:20 AM
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Well, there's the thing, I want them to still be able to be hit, just simply that they can move right next to the guy without him turning and attacking him. You see where I'm getting at here? I just want him invisible to the opponents. I guess it would be a bit trickier to pull off, but a very nice touch it would be. Is it possible to add to the script, so that if in a certain state, the character is unseen by the enemy, and possibably even vice-versa. If I assign the enemy that skill, he can turn invisible to me.

It's just the game I'm making, anything you get to use, can also be used against you.

EDIT: Also, is it possible for there to be a state or something where an attack get reflected on the opponent, or does that have to be a counter?

This post has been edited by Strike Noir: Mar 26 2008, 07:52 AM
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LOT7V
post Mar 27 2008, 02:57 AM
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Thanks, GubiD. Here's the demo.

In the bandit battle, the character David has an attack called Death Glare, which acts in a line. It's supposed to stop all enemies in the line.

EDIT~Removed after reccomendation from Strike Noir

This post has been edited by LOT7V: Mar 27 2008, 09:29 PM


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Strike Noir
post Mar 27 2008, 02:03 PM
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Now I'm just saying this, just cause I'm a nice guy, but shouldn't you do that via PM? You know, so people don't get what you've done in your game and all?
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LOT7V
post Mar 27 2008, 09:27 PM
Post #99


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Good point. I don't mind, because I'm not planning to sell it or anything, but i suppose you're right.


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drmac032
post Mar 29 2008, 08:38 AM
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GubiD how do you make it so that the battler events stay where they are when the battle began and not go back to the place they where they were set.
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