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

@Idonthaveausername: This is Dung Beetle. Oh yeh (Hatsu-yeh), you can have more than 8 actors by placing events with the name "actor(insert Actor ID)" or "place". The more "place" events you place in the battle map gives you a chance to bring out an 8-man squad.
 
Actually DB.. thats a little off. 
"actor#" is the member index of the party.  You should be able to use whatever large party script you want, and you can send any number of actor's into battle as long as they are part of your "party."

As for the enemy units, you have to use the -Extra_Troop_Members- script below the tbs.  Simply add a when statement for the troop id that you want to have extra troops, then have it return an array of the enemy id, you would like to have tagged on extra to the troop.  Each time the troop is built it will re-add these enemies. 


MysteryMan.. its probably because you havent updated the guys battler graphic to be the default one yet.  Or the event that assigns the frog anim graphic (the transfer event) hasnt been updated since removing the graphic.
 
Gubid":2s18jc93 said:
Actually DB.. thats a little off. 
"actor#" is the member index of the party.  You should be able to use whatever large party script you want, and you can send any number of actor's into battle as long as they are part of your "party."

As for the enemy units, you have to use the -Extra_Troop_Members- script below the tbs.  Simply add a when statement for the troop id that you want to have extra troops, then have it return an array of the enemy id, you would like to have tagged on extra to the troop.  Each time the troop is built it will re-add these enemies.  


MysteryMan.. its probably because you havent updated the guys battler graphic to be the default one yet.  Or the event that assigns the frog anim graphic (the transfer event) hasnt been updated since removing the graphic.

Yeah, I figured that one out.

Your system's pretty good.  I do have at least one complaint, though.  For some reason, the amount of turns left for a summon carries over from map to map.  Shouldn't it recharge after every battle?  Just wanted to point that out.
 
Hi I want to know how to do this in your script:

If the actor was defeated, the  story goes on.... How is that?
because I think all the script have are defeat-fail and victory options....
how about the defeat-continue option? or how does you abort/stop battle without winning?

-_-;;; thank u

sorry im a noob ////-_-////

btw I like your script :)
 
GubiD, i found a weird lil' bug, when you place your character you select one unit and when there's a red square you press the unit on that red square again then suddenly a battler just popped out, sorry if you dont understand
 
Gubid i did everything that U told me but still same thing happens..(the attack never stops..)

can U check the demo at page 26 and find what is wrong ?

thanks..
 
GTBS_VX has been released! Go get it!  Link is on the first page.

reasonbackkid, just set a failure condition via tbs_failure("death",ACTOR_ID,COM_EVENT_ID) where COM_EVENT_ID aborts battle and continues your story.

killerzkings, sorry I dont understand what you mean.

odinel, I will just update your demo and send it back to you.  I have checked the instructions, and as long as they are followed it works for me.  No big deal though.

MysteryMan, thats a good find.  I corrected that in the VX release.  It will be included in the next XP release as well.
 
So far so good. I only have a couple of request the first is a BGM option so that the music changes depending on which actor/enemy is attacking (I'll most likely use it with the Advance Wars Addon anyway so take your time). and the second is to have skills with a certain tag that can be activated, but not take up the users turn. Great work, and good luck with the future releases
 
The VX version seems pretty buggy so far. For example, after a character attacks and moves (in either order) it will ask if you wish to Wait or view Status but immediatelly and automatically chooses Wait for you.
 
So.... because it goes straight to wait.. which it is designed to do.. its buggy?  Im sorry to come off kinda annoyed, but unless it truly is buggy, then please dont call it such.  That is the same way it worked in XP, and in the 9 months it was that way, I didnt hear a single complaint about it.  Many people said that they wanted it that way after the initial release, and so that is what I changed it to.  Again sorry for being on my rant, but please dont call it buggy if its not crashing and burning around every corner.

twilight, it currently does it based on turn, and on map.  Look in the general settings to adjust the music for each map, otherwise the defaults will be used.  As for your second request.. not sure what you mean tagged?  You mean like hot buttons to use particular skills based on actor?

Thanks Avadan for the comments and for catching that other bug.  I should have tested it after doing that, its just the command I first used as one that worked in XP... but then again, this is VX.  "Its special" when it comes to some of the syntax stuff.
 
Sorry if I wasn't clear enough. I meant an element ID or a note field that would allow the skill to be used without ending the actors attack phase. like skills with the element ID fire checked would automatically activate, but not count as a user action (Mainly using it to set passive states that would start when the skill is selected and end after the conditions are met).
 
Actually, I have never played or done anything with dofus.  I took most of my idea's with this from FFT.

twilight, im sorry, but I am still a little foggy on what you are asking.  You want to set a state of "fire" on the actor, but without using their turn... what good would that do?  I am guessing you want the ability to change your elemental properties.. so that you can be strong against fire, even though your equiped with ice armor, or something.  Sorry to be so thick.
 
IT's ok, I've never been good at explaining things. Its basically pulled from Super Robot Wars. in addition to their set of attacks, each character has a list so special abilities that they can use before attacking. It activates a particular state for a set amount of turns and gives them a special buff. A better example would be the skill Valor, which doubles the damage of the next attack and fades away afterwards
 
hi. I'm a korean RMXP user.
wow! you did amazing work!!.
but ther is some lag in the battle.
such as when to choose [move,attack,skill,item,wait,status.].
with out that lag, I think it will be so awesome.
 

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