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

Silencher":6tujnqwz said:
what would I need to add to Actor/Enemy death at the if type == enemy line to make it so enemies are removed from the field? I want enemies to automatically remove from the field, but actors to stay and display a 'downed' image. I have the actor portion fine but not sure how to set it so just enemies are removed from battle.

I would love to know this as well. I figured out how to make the enemies "disappear" (By having enemies turn into a transparent square), but my characters cannot walk into the square. Any help would be wonderful.
 
I'm also wondering if there's a way to hide or temporarily change the 'conditions' in any given battle. For example, I was trying to do a battle in which a character stays behind and holds off the enemy. So victory is: defeats all enemies. Failure is death, but.. if I die, even if I have 'continue if defeated' selected, it game overs. So I did tbs_failure death, actor, common event. and that allows me to continue and do the battle just how I want. Unfortunately, the conditions come up as 'Protect Actor' which might confuse my players.

Also, Is there a way to make it so people say something prior to dying/before the char-down comes into effect? Like they hit 0 HP and say, "Ah, you got me." or whatever, then goes to char-down.
 
Oh and also, is there a way to spawn additional enemies later in the battle. Example: You start out fighting five orcs, after four rounds reinforcements arrive because they heard a racket, so I spawn 2-3 more orcs behind the originals? Anyone know how to do this?
 

dricc

Member

Just a small contribution for the GTBS :



For the next demo , maybe ;) free to use !

And another point :
if you are using a multiset script (like BulletXt's one) , duplicate the class Spriteset_Map into Spriteset_Battle_GTBS and it will works with GTBS !
 
I don't believe GubiD frequents this site much. He is active of CA for the most part. Nicely done though! If you have an account over there, just post it there too.
 

zchin

Sponsor

I'm having a problem, I don't think I have reported this before, but when you select a character to go in the place spot, if you switch the characters to much using the space bar it gives you a battler and after that it crashes.
It says:
Script'-Scene_Battle_TBS-'line 492; NoMethodError occurred.
undefined method 'bat' for #<Sprite_Battler:0x423d7d8>

I hope someone can help me with this, I'm trying to use this for my game, but it isn't that compatible with this error...

I also made a test map and changed the script so that the ID 12 was the test map, I got it working, but when I start the battle I can't move, the cursor disappears...

Thank you and have a nice day...
 
anyone know a fix for the help window when you're in battle? (the help window is under everything) It's hard to look through 42 pages of stuff :P
 
1.5 has released. See the first page for details.

Its too bad I didnt come read this thread before posting the update. I would have used your little iso resource there. Many of the old bugs have been cleaned up, but I am sure they will give way to new ones. So if you find any new bugs, please report them. I will try to be a little more active here so that I can keep on top of it. However, this site is blocked at work, so I can only see it while at home. I can however get to CA, so if you have any questions, I would recommend you post them there.
 

dricc

Member

Thanks ! (i'm waiting for the VX version) .

Just a small question :
What is your recomendation to migrate properly a rpgmaker game from 1.4 to 1.5 ? if it's possible , of course ..
 
Well, there is no.. super easy way to do it, but the best way I could recommend would be to copy your project so that it is duplicated. Open both projects, then import the 1.5 pieces into one of them. Then step through each of the 'setting' sections and copy the sections you modified (not the entire section, but just the parts that you changed) to the project with the 1.5 code. You may need to update some of the lines to have additional information as well, like skills since there is a new parameter that is required on all skills.
 
Huh. I'm wondering why there's no post or anything.

Anyways, it looks nice. One thing I notice is that when I set pop animation to false, the game crashes. Newly extracted, I set it to false, and then it just messes up when I try to attack an enemy/enemy tries to attack me.

This is my first time taking a look at your script/demo for real since the 1.4.1 crashed a bit much/messed up a bit more than I'd like for my stuff, and I have to tell you it's very nice. The movement's a bit blocky or something, not exactly the smoothest thing, but I do understand that for rmxp this is roughly godly. I played the test map, and it was very fun. If I wasn't almost finished with chapter one of my own game, I'd start using my TBS idea for this one. If I get time, I'll try to do something with this.
 
I will definitely take a look into that.

Also as a side note, I have just added Mouse Support for the GTBS (XP only!) using Mousie. See the first post for details and patch information.
 

dricc

Member

Yes , i also wondering why there isn't a lot of posts ... I don't think we are only two interested :)

For my part , i'm waiting for the VX version .
 

-LuX-

Member

Gubid,
In the VX version of the TBS, when you go to the skill menu in battle their descriptions don't show. Is there a fix for that.
 
Whoops! you are absolutely correct. Should be pretty evident because of the indents that I accidentally missed the one 'end'. Sorry about that.

Lux, are you talking about when you are selecting a skill to use or when casting it? Both will be fixed with 1.5 when it is released to VX.
 

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