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

Ioncat

Member

Maybe I put the Counter sound effect in wrong, but for some reason I'm able to counter my own characters when they heal themselves (notably Arshes/Aura). Not only does it counter attack my own characters, but it will reset their turn as well, enabling a second MOVE/ATTACK/SKILL option.
 
Ioncat, i will look into the problem with other players getting another full turn.  I already made a fix a number of pages back for the self counter thing though.  Can you provide me steps to duplicate the "re-turn on counter" problem?

cocicookie,
can you provide me the line number of the error so its easier to help you?
 

Ioncat

Member

Gubid":2qi6wllz said:
Ioncat, i will look into the problem with other players getting another full turn.  I already made a fix a number of pages back for the self counter thing though.  Can you provide me steps to duplicate the "re-turn on counter" problem?

The Re-turn error was only showing up after Self-Counters. Nugh. You may want to post the fix to the self counter thing on the front page though, as I have to do 16 pages worth of searching now XD.

EDIT:: Ok, so, I found where the self counter thing was mentioned, but I see no fix. >.>
 
cocicookie,
I tried for about 40 min but was unable to reproduce the problem.  Can you please provide me a demo with the problem and I will check it out.

Ion.. I looked back and couldnt find the entry regarding the self counter thing.  maybe its something I just noticed and fixed in my running verison.  I will release a update in the near future that should resolve it.  Just to make sure I am correct... re-trun only happens in team mod right?
 

Ioncat

Member

Gubid":32k72pgm said:
Ion.. I looked back and couldnt find the entry regarding the self counter thing.  maybe its something I just noticed and fixed in my running verison.  I will release a update in the near future that should resolve it.  Just to make sure I am correct... re-trun only happens in team mod right?

Ah, cool, you had me looking over each page thinking I was CRAZY for not seeing it. But, no, the self-counter/ re-turn bug was only discovered in Real Time mode, I haven't tried it in Team mode.

I've noticed that sometimes monsters (notably Leo) will have two turns in a row (RTA mode). Is this a bug or is this caused by the monsters agility, or some speed related factor?

So, before you release the update, here's a few bug overview.

-Self Countering, which in turn leads to the player having an extra turn.
-Team mode "undefined method 'paralized?' for nil:NilClass" error, happens due to status effect
-Slight Lag (usually happens while Actor's are nearing the end of their -MOVE- option.
-Not sure if this is a bug, but you have to press enter again (when no messege is up) after selecting where you want to cast a spell. So basically, you select spell, find a place for it, then press spacebar. When this is done, there is no messeges, and it looks like the spell is going to be cast, but you have to press spacebar one more time to continue.

Best of luck, looking forward to the update.
 
Still have to say GREAT JOB on this!  This is probably one of the most unique Tactical Battle Systems there is.  It almost compares to the game Disgaia's (Sp?) battle system.  I like the fact that there can be multipule elevations to.  GubiD, I'd say your in the top of the scripters with Trickster and Mr. Mo!
 
Is this feasible? Because I would like to pull off more than 1 objectives on one of my maps in the game and here are the preconditions:

WIN:
Eliminate all enemies
Reach the Ion Cannon controller area (this is an REACH x,y objective)

LOSE:
If Gloria dies
If it reached Turn 20 where the enemy's cannon will be fired.
 
Dung Beetle":z2upounr said:
Is this feasible? Because I would like to pull off more than 1 objectives on one of my maps in the game and here are the preconditions:

WIN:
Eliminate all enemies
Reach the Ion Cannon controller area (this is an REACH x,y objective)

Yea, I bet it is if you fuck around with common events
LOSE:
If Gloria dies
If it reached Turn 20 where the enemy's cannon will be fired.
 
I have a question for you GubiD,
Is it possible to change the script up so you can't see the enemies movement?
Going through a dark cave is no fun when you can see the monsters.
Thank you in advance,
Hungery12
 
for some reason it won't let me download the latest versionoh well, i have an older version (not sure which one).
I downloaded it a while ago, and just now started using it.
my problem is that when i enter a battle the outcome is always victory.
even if i lost, it says i win.
i don't get an exp. or gold, it just says "victory".

it won't let me set a failure condition.
i create an event that uses the script
tbs_failure(death,actor1)
and then when i start the battle i get a msg saying

?????????NameError????????
undefined local variable or method 'death' for # <Interpreter :0x6d688d8>

plz help :P
 
Maybe this is a really easy question but I'm a newbie  :neutral:

How would I make the default battle system set to "TEAM based" without going through the in-game config menu?

Like, I don't want to use active at all.
 
Dung Beetle":n3jahju3 said:
Is this feasible? Because I would like to pull off more than 1 objectives on one of my maps in the game and here are the preconditions:

WIN:
Eliminate all enemies
Reach the Ion Cannon controller area (this is an REACH x,y objective)

LOSE:
If Gloria dies
If it reached Turn 20 where the enemy's cannon will be fired.
Any time you use a victory condition of reach, if all the enemies are dead, then you succeed.  As for the fail thing.. set the failure to 20 turns then setup a individual death that will fail it for you (call a game over or other scene)

hungery12":n3jahju3 said:
I have a question for you GubiD,
Is it possible to change the script up so you can't see the enemies movement?
Going through a dark cave is no fun when you can see the monsters.
Thank you in advance,
Hungery12
If you do it will disable it for enemies for the whole time not just during the cave battle, is that ok?  To change this you will...
1. Open Scene_Battle_TBS
2. Find def tbs_phase_7, this is the enemy phase.
3. Look below it and find any locations that mention...
Code:
draw_ranges(@active_battler, 3)
and change it to
Code:
draw_ranges(@active_battler, 3, false)
The method draws ranges for the respective active battler for 3 (which is move) and then ask, is it visible?(true/false), set it to false and they will not be displayed during their move although they do still exist, so the move will still occur.  You may also want to update tbs_phase_0 in this case, can I imagine that you dont want the user to have the ability to check enemy ranges either.  If that is the case, then you will to find line 1596 and add something to this line.. draw_ranges(@selected, type)..
Code:
unless @selected.is_a?(Game_Enemy)
, this will prevent it from drawing ranges for the enemy when selected, although it should still work for actors.

Franzyshen":n3jahju3 said:
for some reason it won't let me download the latest versionoh well, i have an older version (not sure which one).
I downloaded it a while ago, and just now started using it.
my problem is that when i enter a battle the outcome is always victory.
even if i lost, it says i win.
i don't get an exp. or gold, it just says "victory".

it won't let me set a failure condition.
i create an event that uses the script
tbs_failure(death,actor1)
and then when i start the battle i get a msg saying

?????????NameError????????
undefined local variable or method 'death' for # <Interpreter :0x6d688d8>

plz help :P
First, check your FAIL_COM event number in the TBS module and verify that it isnt the same as your victory event, I am sure this is the cause of you not failing when you die.

As for the error, it should be "death" not death.  So for the given command, you would do this...
tbs_failure("death",1)  #< where "death" MUST have the "'s or it will error, and 1 is the actor ID.

To reset the battle type without opening the config menu is easy... just type this into an event as a script..
$game_system.cust_battle = "TEAM"

And lastly, I just checked and Mediafire is back online, but I will host the next version also at box.net.
 
I am still working on it, but hopefully it shouldnt be too long out.  Projectiles arent easy.  Especially with all the crap mine has to consider, mainly with ISO support.  Otherwise I would have been done already.
 
Gubid":2msk2k0i said:
I am still working on it, but hopefully it shouldnt be too long out.  Projectiles arent easy.  Especially with all the crap mine has to consider, mainly with ISO support.  Otherwise I would have been done already.
The whole ISO thing confuses the crap outta me...
 
hungry, I assume that worked?

hi122neo, yes its is extremely annoying to get, but once you understand it, man its awesome.  I am designing a set of fully original ISO tilesets and Characters for my game which will obviously use my GTBS and FFTMenu system.  When complete(maybe 4 months away.. maybe more) it will be awesome, at least I hope so.  I need some help developing my story more though.  Anyone out there want to critique it and give me useful help? This is NOT an invite to simply ask more about it, just those that are interested in helping bring it to pass! 

Sorry, I will step off my soap box now.  Anyway, here is what you should look forward to in the next update..

Code:
Hide skill attack area on move if desired
Drain Skills (Absorb % of dealt damage)
Control summons based on ID
Manually select summon doom time instead of random
Encounter Positions, cannot pass enemy unless you walk all the way around them(not touching them)
Specify damage amount when poisen instead of % per state(must be marked slip damage)
Decide AI for enemies individually
Projectiles (this may only be partially implemented)
Equipment modifies move range max and height jump abilities (this will partially be part of the CMS)
Mini-Map
Tiles Terrain tag, increase def etc
You should expect at least another 3 weeks of waiting.  (sorry if I got any other hopes up)

Also, if you have any immediate desires for this system that are small or large, please quote your request and I will try to get it or tell you how dumb I think it is ;).  Either way you get your voice heard. 
 

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