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)

Wydrah

Member

Hm...sorry, I can't find the fix for that movement bug. I did a search for all your posts in this topic twice, then searched through everyone else's, but I must keep overlooking it. Could you tell me the message number for the post you're referring to, Gubid?
 
Gubid , so when you are starting fir the new version, can you think if you can do...

↓ My old questions--------------------------------------

1. Last time you told me how to hide the enemy's HP,SP,AP. It worked , but I can still see the info when it was enemy's turn.
Is there any way to hide if even its there turn ?
and if this is able, can we only hide the particular enemy's info ?

and if its able to hide ,I dont like to hide the all info boxes. At least I want to show the enemy's name and show the HP,SP,AP like

<HP ???/???>

3. This might be difficult so im just asking..
Can we set the movement of AI with more details ?
For example, AI moving to particular coordinates, or attacking particular enemy.
and also, can I set the enemy attacking particular actor? or neutral..

-----------------------

and also can you make us to escape from the normal battle ?

thanks you !
 

Wydrah

Member

odinel":vzonbopm said:
and also can you make us to escape from the normal battle ?
I believe he answered this:

To retreat from a battle just create a "battle_event" event and have it exit the battle (script: $scene.exit_battle)

I think you can make a skill that calls that script, thus ending the battle. A lot of RPGs have escape skills, so it wouldn't be unusual.

Or, like Gubid said originally, you can have escape tiles.
 
Wydrah, why dont you provide me a demo of your game with them together and I will take a look.  That is what I meant in th first place.  (PM so its not available to everyone if you are concerned about it.  To Resolve the bug with the 'return' thing.. find def set_active_battler and comment out @active_battler.moved = false, and @active_battler.perf_action = false.  That should handle it.  maybe it was RRR and not here.  I visit a lot of places and I thought it was here.

Reygekan, please provide me a demo and I will look into it.

Odinel, #1 is already on the feature list, as I told you back when you asked. #3 is also a future item that I havent gotten around to.  When it becomes available you will know.  Dont plan on it being immediately though.

Thanks Wydrah for locating that for him!.
 

Wydrah

Member

Ah, I fixed the Maplinks issue! I forgot that the Maplinks script had to be directly above Main. Now it all works splendidly.

And I have a correction within your help file:
# Can I fight on a different map then the one that calls it?
#----------------------------------------------------------------------
#    Yes.  To do this you open the -Module TBS- section and find def battle_map
#    then add a WHEN MAP_ID statement for the current map with the map ID in which
#    the battle should be fought.
#    Ex:    When 1; map = 14
#    ^ this means that when a battle is called on Map1
-Module TBS- should be -GTBS Open/Exit-
def battle_map should be def self.battle_map




As for the movement fix, I did find def set_active_battler, but I can't locate @active_battler.moved = false, and @active_battler.perf_action = false within that bit of code. I found something similar, but not precisely what you specified. Do I have the correct bit of code, and if so, can you show me what to comment out*?


*(I don't know much about programming, so I assume comment out means put a # in front of it. Is that correct?)

Code:
 #-------------------------------------------------------------------------
  # Set_Active_Battler - Sets the battler, as active and initiates battler phase
  #-------------------------------------------------------------------------
  def set_active_battler(battler)
    battler.blink = true
    @active_battler = battler
    clear_tr_sprites
    #Plays Audio "SelectActive" when the actor has been selected.
    if FileTest.exist?('Audio/SE/SelectActive.mp3') or FileTest.exist?('Audio/SE/SelectActive.wav') or FileTest.exist?('Audio/SE/SelectActive.ogg')
      Audio.se_play("Audio/SE/SelectActive", 100, 100)
    end
    @cursor.x = battler.x
    @cursor.y = battler.y
    update_cursor
    @windows["status"].refresh(battler)
    @wait = true
    @spell = nil
    @item = nil
    @active_battler.clear_tbs_actions(true)
    if @active_battler.casting? or @active_battler.state?(GTBS::DONT_ACT_ID)
      @active_battler.perf_action = true
    end
    if @active_battler.state?(GTBS::DONT_MOVE_ID)
      @active_battler.moved = true
    end
    if @active_battler.moved and @active_battler.perf_action
      @wait = false
    end
    
    if @active_battler.is_a?(Game_Actor) and !@active_battler.neutral and !@active_battler.state?(GTBS::CONFUSE_ID)
      @windows["actor"].refresh(@active_battler)
      @windows["actor"].index = 0
      if GTBS::ENABLE_MOVE_START and !@active_battler.moved
        draw_ranges(@active_battler, 3)
        @windows["actor"].active = false
        @windows["actor"].visible = false
        set_active_cursor
        @cursor_active = true
        @tbs_phase = 5
      else
        @windows["actor"].active = true
        @windows["actor"].visible = true
      end
    else
      update_AI
    end
    if @wait == false
      @active_battler = nil
    end
  end
 
Gubid":33siim0m said:
Odinel, #1 is already on the feature list, as I told you back when you asked.

1. you told me how to hide the HP/Sp of enemy but I can still see when its their turn..
Im asking if Is there any way to hide if even its there turn ?
and if this is able, can we only hide the particular enemy's info ?

and if its able to hide ,I dont like to hide the all info boxes. At least I want to show the enemy's name and show the HP,SP,AP like

<HP ???/???>
------------------------
2. and another one .. can I change the size of font in this script ? I only find the code which only can change its shape..
-------------------------
3. Can U please help me with this demo ?

http://www.mediafire.com/?lztdsmtub01

I just changed some words into Korean.. thats all but during the battle when battler tries to attack some wierd error occurs.. please help me..

Thank you !
 
I've been toying around with the enemy detection script lately. Great stuff! I'll be using it in one of the stealth scenes in my game for sure!

One question, though. Is there a way you could have the enemy only detect the player when the enemy's facing towards the player?
The optimal solution would be to have the enemy have limited sight from the sides that would stretch out like a cone in front of him(think metal gear), but I'm guessing that'd be a lot harder to do.
 
Reygekan, your error is cause you have additional scripts that have re-written my methods.  If you move each of those below mine, it should work.  That will resolve your Argument errors.  As for the name.include?([turn]) thing, you simply need to expand your animation database a couple more.  It seems that one of the ANIMATION pose animation ID's is getting assigned to the actor and its attempting to carry it out.. but your database only goes to 105.. The entries in the script suggest it should go to 110.  (because 106,107,108,109, and 110 are referenced inside the script)

Odinel, Congrats you found a bug in the code.  I am surpised that none of the beta people found it.  To duplicat, someone would simply need to disable pop damage individual.  To fix this you need to add 3 lines of code.  First, at line 3100 of Scene_Battle_TBS add a new line (after it) with '@step = 3' on it. Repeat at 3204 with "@target = target" and once again at 3224 with @target = nil.
That should handle it.  Good luck.  Oh yeah, also update line 182 of Window_Battle with this... bmp = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)

Celvin, one of the future request items I have scheduled for it.

Alicix, no not yet.
 
Thanks Gubid, but I did everything you told but there is still an error..

<img src=http://www.op.co.kr/ii/t4/imgd/th200806/26/40/178551804048630fc1d5133.jpg>

error occurs before I start the battle..

--------

http://www.mediafire.com/?htxtzdowm9n

--------

this time can you also see whats wrong ?

Im sorry thanks @!
 
I'm having a problem with revival skills.  Namingly they don't seem to work for me.  One of my characters has a magic skill that will bring someone back from the dead, but when another party member is killed and when I go to use the skill, it is greyed-out and unusable. 

How can I correct this?
 
This script looks pretty interesting, actually.  Only problem is, I want to be able to download a version that DOESN'T have any copyrighted graphics attached to it.  The current ZIP file has graphics that are clearly ripped.  Does anyone know how I could do so?  Thanks.
 
odinel":3ny29dkz said:
Thanks Gubid, but I did everything you told but there is still an error..

error occurs before I start the battle..
Perhaps I misquoted the code.. line 183 should be 'self.contents = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)' not 'bmp = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)'
Changing that will fix the error.

liero116":3ny29dkz said:
I'm having a problem with revival skills.  Namingly they don't seem to work for me.  One of my characters has a magic skill that will bring someone back from the dead, but when another party member is killed and when I go to use the skill, it is greyed-out and unusable. 
How can I correct this?
As long as the skill is setup in the database to apply as "One Ally(0 hp)" or "All Allies(0 hp)" and there is at least one dead actor/enemy, then the skill should show as available.  If you want to change it so that it only checks the occasion(in battle, menu-only or always) then simply remove the lines  1069-1071 of -Game_Battler-

Dung Beetle":3ny29dkz said:
I think I'll move back to V1.3 'cuz Leon's Unarmed Actors worked there! Now, in V1.4, Leon's Unarmed Actors didn't work, maybe affected by Guillaume777's multi-slots?
Cannot say that I checked those compatibilities, want to provide a demo to me and i will make sure it works by 1.5?
Alicix":3ny29dkz said:
Hmmm. Im still waiting for multi-square sized battler incorporation before I can incorporate this lol. Guuuubid! This should be the priority :P .
Yeeeeaaaaaahhh....... right.  I make what I think is most important a priority.  I have to change a bunch of stuff to do the large units update.  Its on the docket, so it will happen eventually, but dont expect it anytime in the near future.
Twilight":3ny29dkz said:
Nice, I've always been a fan of this, but couldn't use it since I switched to VX. Can't wait for the release :D
I will be releasing this as soon as I finish updating the help file.  (before the end of the weekend)
MysteryMan_23":3ny29dkz said:
This script looks pretty interesting, actually.  Only problem is, I want to be able to download a version that DOESN'T have any copyrighted graphics attached to it.  The current ZIP file has graphics that are clearly ripped.  Does anyone know how I could do so?  Thanks.
You are more than welcome to delete the images that have been ripped.  I am unfortunately not a graphics buff, otherwise, I totally would have created all original graphics for it.  There is no version of it other than 1.0 that doesnt include some effect of ripped graphics.. other than rtp of course. Mainly its the animated battlers that were ripped, everything else is default.  Sorry that that turned you off of the system.
 
Gubid":2ym40isr said:
odinel":2ym40isr said:
Thanks Gubid, but I did everything you told but there is still an error..

error occurs before I start the battle..
Perhaps I misquoted the code.. line 183 should be 'self.contents = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)' not 'bmp = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)'
Changing that will fix the error.

liero116":2ym40isr said:
I'm having a problem with revival skills.  Namingly they don't seem to work for me.  One of my characters has a magic skill that will bring someone back from the dead, but when another party member is killed and when I go to use the skill, it is greyed-out and unusable. 
How can I correct this?
As long as the skill is setup in the database to apply as "One Ally(0 hp)" or "All Allies(0 hp)" and there is at least one dead actor/enemy, then the skill should show as available.  If you want to change it so that it only checks the occasion(in battle, menu-only or always) then simply remove the lines  1069-1071 of -Game_Battler-

Dung Beetle":2ym40isr said:
I think I'll move back to V1.3 'cuz Leon's Unarmed Actors worked there! Now, in V1.4, Leon's Unarmed Actors didn't work, maybe affected by Guillaume777's multi-slots?
Cannot say that I checked those compatibilities, want to provide a demo to me and i will make sure it works by 1.5?
Alicix":2ym40isr said:
Hmmm. Im still waiting for multi-square sized battler incorporation before I can incorporate this lol. Guuuubid! This should be the priority :P .
Yeeeeaaaaaahhh....... right.  I make what I think is most important a priority.  I have to change a bunch of stuff to do the large units update.  Its on the docket, so it will happen eventually, but dont expect it anytime in the near future.
Twilight":2ym40isr said:
Nice, I've always been a fan of this, but couldn't use it since I switched to VX. Can't wait for the release :D
I will be releasing this as soon as I finish updating the help file.  (before the end of the weekend)
MysteryMan_23":2ym40isr said:
This script looks pretty interesting, actually.  Only problem is, I want to be able to download a version that DOESN'T have any copyrighted graphics attached to it.  The current ZIP file has graphics that are clearly ripped.  Does anyone know how I could do so?  Thanks.
You are more than welcome to delete the images that have been ripped.  I am unfortunately not a graphics buff, otherwise, I totally would have created all original graphics for it.  There is no version of it other than 1.0 that doesnt include some effect of ripped graphics.. other than rtp of course. Mainly its the animated battlers that were ripped, everything else is default.  Sorry that that turned you off of the system.

That's okay, just be sure to make a demo with no ripped graphics this time around!  ^_^

EDIT: And get rid of the blue dragon picture, too.  I'm not sure that's legal either.
 
MysteryMan_23":1qbshmug said:
Just be sure to make a demo with no ripped graphics this time around!  ^_^
Those are placeholders for the graphics, thats where YOU will import your own graphics to your game

MysteryMan_23":1qbshmug said:
EDIT: And get rid of the blue dragon picture, too.  I'm not sure that's legal either.
Gubid did not claim he made those sprites, so its ok
And has long has he doesn't profit from it, its not ilegal
 
Avadan":3pvsil1x said:
MysteryMan_23":3pvsil1x said:
Just be sure to make a demo with no ripped graphics this time around!  ^_^
Those are placeholders for the graphics, thats where YOU will import your own graphics to your game

MysteryMan_23":3pvsil1x said:
EDIT: And get rid of the blue dragon picture, too.  I'm not sure that's legal either.
Gubid did not claim he made those sprites, so its ok
And has long has he doesn't profit from it, its not ilegal

Well, I'd still rather have a demo that can easily be considered 100% legal.  I'm not one for entering ambiguously legal territory.  I think I could still get rid of all the illegal graphics myself, though, so I'll try that.

EDIT: For some reason, whenever I try to start a battle on the Battle Template map, it keeps complaining about not being able to find "Graphics/Characters/Frog_ANIM".  Can you figure out why that is?
 
Hi gubid, first of all thanks you for your awesome script. Id have a question.
I would like to make an large scale battle, but for this,i would need way more than 4 heroes and 8 units. I read
the help in the scripts, but i still don't understand,could you give me an xample of how to put more then 8 units? thanks.
 

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