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GubiD
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.
SeeYouAlways
Well, we aren't quite as active as Creation Asylum or RMXP.org yet... Hopefully that would change soon, though. tongue.gif
monsterfurby
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
GubiD
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.
marshmallow
You know what the best thing about the script is? I'm the first person releasing a game using the engine. laugh.gif
SeeYouAlways
Oh really? I can't wait to see it. smile.gif
GubiD
Sounds cool, I would like to see what you have done with it.
marshmallow
You're a...member here?

AWESOME!!!!!

I have a few questions...mind if I PM them to you? They're about the scripts.
SeeYouAlways
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.
GubiD
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.
GubiD
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.
marshmallow
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?
GubiD
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.
SeeYouAlways
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
marshmallow
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
GubiD
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
GubiD
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.
Jpg
This is awesome.
This is teh first tactical battle system that I seen that works.

biggrin.gif
GubiD
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.
SeeYouAlways
Updated! Looks great!
GubiD
Thanks! This has many updates that many people requested. I have been notified that there is a bug in the character placement stuff. If you select your character and they get the red square.. you can then place them anywhere on the map! I will release a quick code fix for this, but I will not replace the existing demo to correct this problem. That is the only reported issue at this time. Thanks and good luck with your projects.
GubiD
Update! Animated Battlers demo available! Also did a couple of bug fixes. I found the problem with the "undefined method "scope" for nil class." I reset a variable when I shouldnt have. Also fixed 2 placement bugs.. can place outside defined place area, and cannot replace correctly.

Both new demo's can be accessed from the first post or...
None Animated
Animated
jens009
Hey Gubid. I'm downloading it right now to check on the improvements you have made on the system.

Thanks for your hard work!

Will reply later for more.
Jpg
Wow! Looks great!

I think Imma use this. biggrin.gif

Are you planning to update for VX?
GubiD
yeah, but I think I will wait for the english release before I even bother though, but yeah I am looking at it.
Droe6
As marsh said when ztbs came out i jumped on it. In fact I gave it to marsh. But this is soooo much easier to use than ztbs the way you set up your battles, how everything (ie weapon, enemy range, summons, etc) is all in module_tbs. It make everything a lot easier for the devloper. I'm also going to use it in a game but i'm going to try and couple it with blizz abs. I've never seen an abs/tbs so right now i'm trying to get them compatible. But I have to ask... are you ever going to add in a character placement ability as final fantasy tactics cuz that would be sweet.
GubiD
Isnt that what I have done already? I suppose the main difference between mine and the FFT char placement is simply that theirs doesnt display the entire map until after placement is complete, and mine displays the whole map, then allows placement. Or am I missing something? (perhaps you are using the old version, which didnt include starting placement?)

Anyway, I will be releasing my next update hopefully within the next week. Here is a status update.

GTBS 1.2 Release
============================
Finished
-------------
DONE [BUG] Common Events on Skill and Items dont work
DONE [BUG] undefined method 'dispose' for nilclass when ending battle
DONE [BUG] undefined method '+' for nilclass when starting battle
DONE [BUG] Battlers not revived to correct "team"
DONE [BUG] Script Hangs on large map when enemy/neutral unit cannot directly attack
DONE Doom Skills (thanks to Seph for his adaptation of this, there is no method to, un-doom you are this point.
DONE Set Auto Doom on Summons(you choose)
DONE Turn starts with move first! (I personally dont like this, but it was requested)
DONE Updated Target System (Line Skills, Weapons with AoE (like a bomb), If you step out of target area; the target area is erased)
DONE Tile Movement Restrictions - cut move range etc.
DONE AI improvements
DONE Teleport skills

To Be Completed
-------------
Feature Tiles Terrain tag, increase def etc.
Feature Character Transform skills (MAYBE)
Feature Capture Skill (adds item according to enemy id to inventory if successful)

Future
-------------
Feature KnockBack more than a single square?
Feature Movement as variables reset when turn. This way you can move, attack, then move away.
Feature Large Units
(I dont know that any 1 unit can be reported in multiple positions, but I am going to give it a shot. I am thinking that if I give new methods for x2,x3,x4 and y2,y3,y4 to report the current, actual, (x,y) +/- accordingly, but this also means that the tilesite almost has to be drawn to the left on purpose to ensure they are "centered" on their tile... i dunno, still looking into it. )
Feature Use Mouse
(I am thinking of using Mousie, which DerVVulfman made, but with some modifications. )
Feature Change Weapon during battle
(Perhaps add this to the item screen.. some sort of a auto equip?)
Feature Projectiles
(I need more research time for this, but I think I have a good idea on how to finish it.)
============================
Droe6
Sorry, I was not aware. I got v1.0. My bad
GubiD
No prob. It looks like I might release 1.2 today, just need to do some quick checking to make sure everything is still working correctly.
GubiD
Check this out! In 3d! (well kinda) (Will be part of 1.3 release.)


I have put in some code to animate the tiles as well, works great. I just need a couple more tiles to work with.
Each tile frame is 61x33 (width of the square is 59 and height in 31) with 4 frames. We can increase it if needed, but this will be the next main feature.
Let me know what you think!
jens009
Hey GuBid, I'm glad you're making additions to your already awesome Tactical Battle System Script!

I have a question though. (an excuse to keep the topic hot)

The new version you're working on, the one with the 3D, does it automatically make the map look like 3d? Similar to Mode 07?
GubiD
Unfortunately not. It actually uses a masking map in front of the actual map to do this and mods movement, but that is pretty much it. Although it does have height settings so that you can actually climb things at a loss of movement cost in battle, but obviously not out. I have to play with it some more to perfect it and get a couple more demo maps. Anyone want to rip some tilesets for me from something like Vandall Hearts or FFT. Also, as I mentioned below, I can now animate the floor tiles when drawn with a 4 frame animation or more if desired to make it look like... Tactics Ogre for GBA.. you know how the tiles sort of flash...


Anyway, I would be grateful to say the least.
GubiD
Oops... accidental double post, but while I am at it.

Also, what would you guys think about making the status window completely transparent with bars like the one from tactics ogre?
SeeYouAlways
Sorry for the delay GubiD. I have updated the script on the main site. Soon when we implement a member script submission system, you can update the script yourself (as well as upload the script files to our server) as soon as you release a new version, so that's something to look forward to. smile.gif

Thanks!
GubiD
Great. Thanks for getting that updated.
Kinnison
Wow, the new one is simply awesome O_O

Say is it possible for me to do the Haste/Slow effect on a character.
I mean when the character receive a speed up, the "Stop Animation" of the character will go a little faster and same thing for the "Slowed" effect.
GubiD
Right now there is no visible effect other than the state animation if any.. although that is an excellent idea. I will get that in 1.3. Thanks for the suggestion.
Megapoopy
I've noticed that when I enter something
Like this
CODE
Enemy Encounter: Ghost*2
Message: Hello


The message, will run during the battle, which I do not want. Is there a way to make it so it would wait until the battle is finished and then display the message?
jens009
Yes. Although I don't use Gubid's script, I've read through the instructions once.
Because of that, I know for a fact, that's not how you should set up the message.

Here are my suggestions:
1) Download the demo and find out how GuBid created Before, during or after Battle Messaging.
2) Look into the Script's instructions to find out more details about it.
GubiD
You should set an parallel event that checks for a switch set at battle completion ($game_temp.in_battle == false) in a conditional branch then have it pop the message for you. It should occur as soon as the map is refreshed. You can see this being done in the Krones Forest map after defeating Leo. Also, thanks Jens for helping!

All,
I have been messing around with this stuff for quite some time, but here are some images of this in the iso view. Please dont grip about my bad tileset, its meant to be a base and nothing more for setting up height levels and so on your map. You can use the template to start and create your own!
Now to the images...


Notice the new battle cursor?! (only available in ISO view)


Here is the template for the levels...


Here is the template for height setup.. this must be setup on the child map, but there will be more when it comes..

I am taking tilesets from FFT and manually converting them to this view(cause they are slightly different.. very close though). Its taking awhile, but in the end will be well worth it. Anyways I need to make a couple of other changes before I release this. Thanks again for the support.
GubiD
Just an update for you all, I just finished adding gravity effects to increase overall bow range if your shooting down hill and reduced if you are shooting up hill. It uses hight change/ 2 + weapon_max_range, so it its a negative amount it simply decreases the max, while the min is not changed. I also updated battle events for the ability to be triggered via tile entry. Although it only does it if the actor actually stops on the spot. This will can eventually be part of a find items skill or something, or trigger a tileset change or something. It could be many different things. Anyway, just wanted to let you in on my progress.
jens009
QUOTE (GubiD @ Jan 21 2008, 06:58 PM) *
Just an update for you all, I just finished adding gravity effects to increase overall bow range if your shooting down hill and reduced if you are shooting up hill. It uses hight change/ 2 + weapon_max_range, so it its a negative amount it simply decreases the max, while the min is not changed. I also updated battle events for the ability to be triggered via tile entry. Although it only does it if the actor actually stops on the spot. This will can eventually be part of a find items skill or something, or trigger a tileset change or something. It could be many different things. Anyway, just wanted to let you in on my progress.

Ah! A very interesting progress indeed. The Gravity effect makes it extremely realistic. I've never even thought about that! Well, keep up the good work mate.
As for Battle Events triggered on Encounter, it sounds quite useful However, I'm not quite sure what. Keep up the good work!
GubiD
Thanks Jens for your support! The battle events on tiles makes easier customizing of victory results ( get to position, call victory method ) as well as hidden traps or items to damage or help your people. Part of the main reason is that many people keep requesting stuff be done from disgaea in here. This is a partial support of that. This way when an enemy dies ( enemy is actually an object on the map ) then it can destory these events thus no longer giving you the +/-. Basically a complex method of using switches. Anyway, thanks again for you support and I hope to see more comments/questions come from here as this thread tends to be a little quite compared to the rest of this place.
KiteDXX
Ah, I had been hoping for tile entry triggers for a few concepts for unique battles with this system. This saves me the trouble, then.

Is it possible to add additional enemies to the map mid-battle?
jens009
QUOTE (KiteDXX @ Jan 22 2008, 08:20 PM) *
Ah, I had been hoping for tile entry triggers for a few concepts for unique battles with this system. This saves me the trouble, then.
Is it possible to add additional enemies to the map mid-battle?

I do think this is possible. However, I'm not quite sure since I'm not familiar with this system. (For now at least)
The only thing I can think off is that you can do it via battle events. I'm sure if you look into the script's instructions you will get an idea of what I mean. GuBid will most likely be able to help you more on this one.

QUOTE
Thanks Jens for your support! The battle events on tiles makes easier customizing of victory results ( get to position, call victory method ) as well as hidden traps or items to damage or help your people. Part of the main reason is that many people keep requesting stuff be done from disgaea in here. This is a partial support of that. This way when an enemy dies ( enemy is actually an object on the map ) then it can destory these events thus no longer giving you the +/-. Basically a complex method of using switches. Anyway, thanks again for you support and I hope to see more comments/questions come from here as this thread tends to be a little quite compared to the rest of this place.

Ah. It makes things quite convinient then. Which is a very good thing.
About your last sentence, no problem mate. I support your system completely. It's the best Tactical Battle System made since Nick's TBS. It's easy to use and very flexible. I do think that the reason why not many people post about questions and comments is that their questions are immediately answered or they aren't familliar with XP scripting. Since this script requires a small RGSS knowledge, it becomes difficult for members to use it. I went to rmxp.org recently to see some new scripts and I happened to pass by your TBS over there. I must say! It's streaming with questions, applauses, comments and requests! lol. That's quite a lot to handle. I'm glad you're able to manage ;-].

Don't feel down though! You can't get any User Friendlier than this! I should know. I've tried out multiple Tactical Battle Systems but they were extremely buggy and featureless and non-user friendly. So I'm really glad someone like you made an awesome TBS and is still improving on it! Keep up the good work.

Oh, I just have to comment on the Psuedo 3D mode. It's really awesome! I hope that this becomes a feature that can be enabled/disabled though. Since sometimes I would prefer the regular isometric 2D view of RMXP since there's more resources for that. Unless of course, your script makes the tileset becomes Psuedo 3D on their own! XD.

Anyways, here for support and comments. Keep it up GuBid!
GubiD
KiteDXX, you can add character mid battle using this command... its in the FAQ about line 46
CODE
#----------------------------------------------------------------------
#  FAQ's
#----------------------------------------------------------------------
#
# How do I place actors, enemies and/or neutrals on the map?
#----------------------------------------------------------------------
#     Create an event with a name including "actor","enemy" or "neutral"
#     followed by a number.
#       "actor1" will be the first actor in the party.
#       "enemy1" will be the first enemy in the troop.
#       "neutral1" that is neutral + one - will be actor 50 in the database.  
#         Each sequential number above 1 will be the next character.(50,51,52,53...)
#    Note:  Actors placed on the map must be placed in sequential order.
#
#      If you want to do this during battle via event or other.  In the event tell
#      it to run a script with the following:
#        $scene.set_character(type, id, x, y, animation_id)
#        type should be "actor", "neutral", or "enemy"
#        id is the ID of the actor/enemy, but remember the id entered for neutral is +50 to find the actor
#        x,y isnt that obvious?
#        animation_id, assign an id if you would like an animated entrance


Jens, Unfortunately the script doesnt convert your current tileset, but rather uses a masking method. It loads 2 maps for each map. The first being the actual map in which you really will be and the second which is actually just another map drawn in iso view. It takes a little getting used to, but you can make some really cool maps. I plan to be releasing it shortly as well, but just wanted to make sure I had all the other bugs resolved. If things keep going as they are, I may be releasing 1.3 by this weekend, but no promises.
jens009
QUOTE (GubiD @ Jan 22 2008, 08:46 PM) *
Jens, Unfortunately the script doesnt convert your current tileset, but rather uses a masking method. It loads 2 maps for each map. The first being the actual map in which you really will be and the second which is actually just another map drawn in iso view. It takes a little getting used to, but you can make some really cool maps. I plan to be releasing it shortly as well, but just wanted to make sure I had all the other bugs resolved. If things keep going as they are, I may be releasing 1.3 by this weekend, but no promises.

Ahh figures. I knew I wouldn't be able to get an auto Iso Map. XD.

Take your time GuBid. A really good system is one that has been tested very well. So if you feel like the script needs more maintenance issues, then don't let the that (us) stop you. Besides, the previous versions are still good and still function well. People can wait. Besides, it builds up the suspense. ;]
KiteDXX
Haha, I disregard the FAQ when it's all in front of me most of time. Silly me.
GubiD
I will be sure to let you guys now when the new version comes out. and Kite.. Shame Shame Shame! dry.gif you should know better!
Droe6
Holy crap, I forget to look at this thread for a week and look at what happens...

Keep up the good work and if you need any help or anything, feel free to pm me!
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