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

Gubid;325318 said:
The reason it does this is because I have it use the battler sprite name to look in the char sprite directory(this is exactly the way that nick does it in his as well) To get around this I would suggest you import a blank battler sprite of the same name as your char sprite and it should work just fine. Just remember, that anytime you update their look that you need to update both the battler and the char sprite.

Not sure, but I have a guess.
1. Your battle start event you showed on the screen shot... is it by chance setup to AUTORUN, and if it is did you set a switch and create a second page for PRESS BUTTON? If you havent done that second setup it will appear to "LOCK" the game as you mentioned. This will happen on the event if you do that as well. Point is though, that map events still could interfere with the battle hence you need to make sure those are closed up.

OR

You set a victory condition that is met before the battle is fully ready to go.

OR

you have it set on TEAM mode and it really isnt locked, you just need to click enter when the cursor is over the player to select them to start.


Thanks man, I forgot about the configurations. Except for my problems, I don'e see a single bug so Good Job. LOVE THE SCRIPT!
 
I'm getting an error when my battle starts...

Script '-Battle_Cursor-' line 63 NoMethodError

undefined method `*' for nil:NilClass

Code:
return (@real_x != @x * 128 or @real_y != @y * 128)

I copied everything from the demo exactly. Any ideas?

In case it has something to do with the problem, I'm using Trickster's skill scripts. (Passive Effects, Grab Bag of skill effects, Multi-Attack)

By the way, the demo is amazing. This is easily the nicest battle system I've ever come across.
 
I'm getting an error when my battle starts...

Script '-Battle_Cursor-' line 63 NoMethodError

undefined method `*' for nil:NilClass
Techinically I dont use the def moving for the cursor, so that should be able to be commented out without affecting anything. If that doesnt work, let me know.
 
just one stupid silly n00b question: how do i implant this tbs in my own game? do i just copy scripts form demo to my game, and set everything as in demo, or i build my game around demo?
 
You can do either really. Just need the script in there and its required components. (wait images in the pictures directory)
 
Well I commented it out, but now I'm getting another error. It wasn't doing this before. I had actually tried deleting the line that was giving me the error, and it worked once. I got through an entire battle, but then at the end, another one of my scripts gave me an error.

Anyway, I'm getting a new error:

Script: 'Scene_Battle_TBS' line 820: NoMethodError

undefined method 'name'

Code:
   actor = $data_actors[@fail_val].name

This occurs after the battle has started. It shows "Battle Start" and then when it should fade out, the error pops up.

EDIT: One more question: Is it possible for me to have more than one battle on a map? The reason I'm questioning the possibility is because I'd have to have more than one event named "enemy1" "enemy2" and so on...

Welllll, I just tried in the demo, and it got too weird. Anyway, do you know of a way that I can do it?
 
Anyway, I'm getting a new error:

Script: 'Scene_Battle_TBS' line 820: NoMethodError

undefined method 'name'

Code:
   actor = $data_actors[@fail_val].name

This occurs after the battle has started. It shows "Battle Start" and then when it should fade out, the error pops up.
The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.

As for the multiple battles... no because it will only use the first found event by the name of event1. The second one will be ignored. The only way to get around this is to have a battle event or something during the battle remove the events from the map data.
 
Great script! I was wondering if there was any simple way to skip the menu on your characters turn? Basically when you get a turn I want you to be able to move right away.
 
Yes, but you have to modify the set_active_battler method with the stuff from tbs_phase_1 where it calls the move stuff. Just copy it out to the set_active_battler and it will automatically jump to that, but when canceled it should return and act like normal. Make sure that you only do that for the actor, not the enemy or neutral characters, cause that will cause problems. (mainly display, but still problems)
 
Gubid;326223 said:
The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.

As for the multiple battles... no because it will only use the first found event by the name of event1. The second one will be ignored. The only way to get around this is to have a battle event or something during the battle remove the events from the map data.

Perfect. I'm such a donkey when it comes to scripting.

Anyway, now I'm getting something reaaaaallly odd.

When the battle starts, it scrolls to the character who's turn it is, and as soon as it does, the battle music stops, and it goes back to the map music, but I can't do anything. Nothing on screen changes.

Now the WEIRDEST part is that if my character, Sigurd, who happens to be "actor2" is first in the battle, it carries on fine. Only when he goes first the battle works.

Later on in that battle, however, when it got to one of the monsters, it froze and I got an error "Script is hanging"
 
Amazing! I loved it. I thought it was well done. The only thing I thought was a little bit sloppy was the Battle Result, but besides that it was fantastic.
Keep up the good work!
--DAN
 
When the battle starts, it scrolls to the character who's turn it is, and as soon as it does, the battle music stops, and it goes back to the map music, but I can't do anything. Nothing on screen changes.
Similar to your last problem I would guess. You now have a victory event that is met before you start and thus you win immediately. That may be the root of this and the other problem you mentioned. If not, please pm me with a link to the download of your demo so I can figure out what is happening.

Amazing! I loved it. I thought it was well done. The only thing I thought was a little bit sloppy was the Battle Result, but besides that it was fantastic.
Keep up the good work!
--DAN
Thanks Dan, It took me right about 6 months to develop this, and 1 day of that six months was the battle results. I did it very closely to the way it is done in FFT. What would you change about it? What makes you dislike it?
 
Hows that "Fade" coming along? Not to be offensive or something,but does it take that long to make the enemy Fade instead of getting a "Down" character ? :S

~TwistedDragon
 
Hows that "Fade" coming along? Not to be offensive or something,but does it take that long to make the enemy Fade instead of getting a "Down" character ? :S
That in itself isnt that had, but I am not doing just that in the update. Please be patient.
Yeah, great script! As I sugested to Gubid, it would be neat to have the battlers apearing in (what I think it is) the status windows, just like that:
I did this, although I put it on the right side and moved the contents to the left. I did this to avoid using additional space to display the status window.
 

WooX

Member

yeah,the pic. was just as an example anyway, as long as there is a battler pic there, its just fine to me...
 

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