Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

GTBS v1.5.1.4 - A FFT Styled Battle System (5/19/2010)

Woodwoof...
Haha.. Guess I forgot to ask the question if you are yourself.  That is funny though.  At least I found it quite funny.  "Damn you die already"  Its like an alternate personality.  When I have the code in front of me tomorrow I will provide you a fix.

DarkKyo, can you download it again and see if that resolves it.  My download counter shows over 300 on 1.3 and no one else has reported that. 
 
I've found a new bug in the animated version. When your charas and enemies gets killed, they won't show their death pose. Instead, they get stuck in the last frame they had before they got killed.
 
@Gubid - Very nice, I love how you incorporated the ISO with your ATB script. Just a few things,
1. Within the next release or so, will you allow actual Final Fantasy Tactics Charsets to be used, since they are also isometric?
2. When you move in battle, right as soon as you move, it says whether you want to stay or not, just wondering if you can make it so that it asks when you stop moving in case you misclick.

That's all for now! Keep up the good work! =P
-Krobe
 
kaze950:
Yes, you need to find "def set_character" in -Scene_Battle_TBS- and look under actor regarding the summon stuff for the line
actor.neutral = true..
just change the value to false.

Celvin:
I will check the animation thing.  I thought I had all those cleaned up.. If they are dead and there is no "timer" then they should assume the "dead" pose.

Krobelus:
1. I eventually plan to, along with a fully iso map from FFT, but that is a ways off yet.  I dont have time to convert graphics all the time. 
2. Yeah, that shouldnt be too difficult.  I will see what I can do.  Like I said earlier though, I will probably not do another version for awhile, I will provide bug fixes for now, as I am working on other projects.
 
A few things:

1) I got this error when trying to import the stuff from the demo to my own project.
http://img137.imageshack.us/img137/8213/errorib9.jpg[/img]

2) How do you add your own characters? When I add mine, it still shows Aluxes when the battle starts.'

3) How come after the battle finishes, my character ends up at the top right of the map?
 
Something... wierd just happened... playtesting my game I went into combat with the first encounter, and after the enemy took their first turn, I took mine and took everyones turn, but before I told my hunter to wait, I took my clerics turn. When I went back to make him wait, the goblin stood next to him took a move , and then it switched to the enemies turn O_O Then it got back to my turn and I couldn't do anything because the wait and status box was showing, and whenever I tried to wait, my controls didn't work...

WTF?

Also, is there a way to shut down the hit chance/damage thing not show ever? 'cause with it disabled, it will still show up, but flick off straight away
 
mistakiula":31q7ysof said:
A few things:

1) I got this error when trying to import the stuff from the demo to my own project.
http://img137.imageshack.us/img137/8213/errorib9.jpg[/img]

2) How do you add your own characters? When I add mine, it still shows Aluxes when the battle starts.'

3) How come after the battle finishes, my character ends up at the top right of the map?
1. Did you take all the script parts to your project?  The only thing I can think of is you missed a script.  Particularly the -Spriteset_Battle- one. 
2. I assume that it was your character, but that the graphic still used Aluxes, right?  Why?  Its because you didnt change their battler.  You must update the battler to the desired graphic, then when the battle starts the script will look at your BATTLER name and find the CHARACTER in your folder of that same name and use that.  So if the BATTLER is still aluxes, then the Aluxes CHARACTER graphic will be loaded for them during battle.
3. I am guesing that you are using the demo script exactly which means you need to do some configuring... Goto the -GTBS Open/Exit- section and look for the battle exit information.  There you can define for each map where you will be transfered to when the battle is complete.  If the stuff is still there from the demo, that would probably be why you transfered to an an desired location.

cocicookie":31q7ysof said:
Something... wierd just happened... playtesting my game I went into combat with the first encounter, and after the enemy took their first turn, I took mine and took everyones turn, but before I told my hunter to wait, I took my clerics turn. When I went back to make him wait, the goblin stood next to him took a move , and then it switched to the enemies turn O_O Then it got back to my turn and I couldn't do anything because the wait and status box was showing, and whenever I tried to wait, my controls didn't work...

WTF?

Also, is there a way to shut down the hit chance/damage thing not show ever? 'cause with it disabled, it will still show up, but flick off straight away
Not quite sure what happened.  Have you encountered it again, or was it only once.  If you can comeup with some steps to duplicate the situation, I would take a look at it.  As for the damage control, I will look into that.  I only tested it once back when, but havent bothered since.  It shouldnt draw it if the switch is disabled.

Thanks again everyone and good luck with your projects.
 
Thank you. Works perfectly now.

However,.... more questions!

1) How do you set the AI level for each monster on the map?
2) After each battle, the game plays the Battle music that is set in the database. How do you make it so that it returns to the previously played BGM? Better yet, how can I make it memorize the BGM and let it play from where it left off before the battle.
 
http://www.mediafire.com/?6remweyezza <-- Download for my project.

In it, there SHOULD be a save, if not, start a new game and go up to the top of the path when you can.
In the battle, after two attacks, and it seems to be after the cleric takes his move, the wait/status box should appear and the enemy takes their turn... it's wierd, but I think it may have something to do with my eventing of the paralel process (Top left of the combat map)...
 
cocicookie":3g5myjdy said:
http://www.mediafire.com/?6remweyezza <-- Download for my project.

In it, there SHOULD be a save, if not, start a new game and go up to the top of the path when you can.
In the battle, after two attacks, and it seems to be after the cleric takes his move, the wait/status box should appear and the enemy takes their turn... it's wierd, but I think it may have something to do with my eventing of the paralel process (Top left of the combat map)...
OK, I found the problem.... it was already resolved already with 1.3, but since you are still usig 1.2 you havent seen the fix.  The reason for this is because the actor has already moved and acted.. so when they are attempted to be made active its says... hey you have already gone and you cannot do anything else so why give you control of the actor?  and then calls the enemies. 
Please update, at least "tbs_phase_1" to 1.3 and this will go away.
 
After messing around with the system, I've found a few odd problems, nothing major but some minor problems that might have been over looked.

1. Dead characters can still be placed back into battle, however they cannot be used and will just stand there walking in place for the whole battle. While this is okay to a point, what if I wanted a status that disabled a character from entering battle like death or something similar?

2. I'm not sure what it is but some status effects seem to either backfire or mess up, for example using the demo's summoned monster can often cause a "paralyzed" error, which brings me to the line(can't remember the number exactly, but I'll look it up if needed) about checking for if a unit is paralyzed or sleeping at the start of their turn. I also have gotten this from having an enemy unit using the Dash skill on my part.
 

Ikarru

Member

This is one of the best scripts I've seen in a long time. Anyways just one thing I want to elaborate on a bug...

When I play, the script for the exp is set at this...

if amount <= -10
            pre_exp += 0
          else
            pre_exp += 0
          end
          if target.dead?
            pre_exp *= target.exp

Thinking this part of the Scene_Battle_TBS on line 959 to 965 to give me 0 exp from everything except for killing the enemy. (I want to just get exp from killing and not give to all people) But the bug is that when I do that, I still get exp 0 and 0 gold too when I kill the enemy. However when the neutral killed the enemy, I got the money after the battle. Is there something that could be messing that up?
 
GubiD, I have a problem with your tactical battle system when I installed Poccil's DMS modification in this game. It had to do with line 5192 of Scene_Battle_TBS NameError occurred. undefined local variable or method 'checked_here' for # <Scene_Battle: 0x38b7db8>.

This happened after my 8 members killed two soldiers (Galzamians) and the enemies were about to make their turn.

LINK:
http://www.savefile.com/files/1373371
http://www.megaupload.com/?d=U7NTA2R1
 
correct me if these things are already scripted in.
             
              1.Job changing script like in Final Fantasy Tactics: The War of The Lions.
              2.When in water you sink and can not use any actions but "Move" & "Wait".

Thats all i have to say. And as always excellent scripting job i love V3.3. I cant wait for next up date. Best of luck. :thumb:

EDIT: I'm having trouble with the "height" thingy you put in...can u please help????? how do i activate it????????
 
His next big project is making a job changing script if I'm not mistaken.

Try being more specific. The height "thingy" only works in the isometric view btw.
 
Dung Beetle":3e9jw39y said:
GubiD, I have a problem with your tactical battle system when I installed Poccil's DMS modification in this game. It had to do with line 5192 of Scene_Battle_TBS NameError occurred. undefined local variable or method 'checked_here' for # <Scene_Battle: 0x38b7db8>.

This happened after my 8 members killed two soldiers (Galzamians) and the enemies were about to make their turn.

LINK:
http://www.savefile.com/files/1373371
http://www.megaupload.com/?d=U7NTA2R1

Change the line you quoted to...
Code:
checked_here = []
and it should take care of it.  Its not actually a compatibility problem, but something I didnt finish typing out, but since the enemies didnt have 'raise' abilities I didnt notice.  It should work after correcting that line.
Ikarru":3e9jw39y said:
This is one of the best scripts I've seen in a long time. Anyways just one thing I want to elaborate on a bug...

When I play, the script for the exp is set at this...

if amount <= -10
            pre_exp += 0
          else
            pre_exp += 0
          end
          if target.dead?
            pre_exp *= target.exp

Thinking this part of the Scene_Battle_TBS on line 959 to 965 to give me 0 exp from everything except for killing the enemy. (I want to just get exp from killing and not give to all people) But the bug is that when I do that, I still get exp 0 and 0 gold too when I kill the enemy. However when the neutral killed the enemy, I got the money after the battle. Is there something that could be messing that up?
In my testing the EXP gained seems to work correctly as long as the Level for the enemy is set in the -Enemy Class/Level- section.  I will play with it and see what I can find.
Lockheart":3e9jw39y said:
After messing around with the system, I've found a few odd problems, nothing major but some minor problems that might have been over looked.

1. Dead characters can still be placed back into battle, however they cannot be used and will just stand there walking in place for the whole battle. While this is okay to a point, what if I wanted a status that disabled a character from entering battle like death or something similar?

2. I'm not sure what it is but some status effects seem to either backfire or mess up, for example using the demo's summoned monster can often cause a "paralyzed" error, which brings me to the line(can't remember the number exactly, but I'll look it up if needed) about checking for if a unit is paralyzed or sleeping at the start of their turn. I also have gotten this from having an enemy unit using the Dash skill on my part.
1 - when it battle they should be in their down pose even if placed, although they are added to the actors array and not the dead array, thus not allowing you to revive them.  I will add some syntax to prevent placement of dead characters.

2 -  not sure what you are saying here.. can you provide some more information?
-BlackShadow-":3e9jw39y said:
correct me if these things are already scripted in.
             
              1.Job changing script like in Final Fantasy Tactics: The War of The Lions.
              2.When in water you sink and can not use any actions but "Move" & "Wait".

Thats all i have to say. And as always excellent scripting job i love V3.3. I cant wait for next up date. Best of luck. :thumb:

EDIT: I'm having trouble with the "height" thingy you put in...can u please help????? how do i activate it????????
1- that is my current project, it is already making good progress.  I should be done with the main menu(not equip and others) by the end of the week.  As for the equip, it gets pretty complex.  And of course the Job system and Ability system.  The trick is to make it compatible with the default system and others.  That is a different task altogether.
2- there is nothing that does that as of yet, although I would imagine it wouldnt be that hard.  Just a thing when setting the active battler... (if battler.screen_th < 0; battler.perf_action = true; end)  or something along those lines.

You need to be alot more specific with the height "thingy", but here is the gist of the system..
1. You create a PARENT map with a couple of objects on it.
2. You create the CHILD map with a name including ISO.
3. Build the CHILD map using the ISO BASE tileset I provided. (the one with numbers)
4. place the numbers(heights) in the desired locations.
5. Test your map
6. Redraw your barriers if needed.
7. repeat steps 5 and 6 until the map is complete.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top