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

Untra

Sponsor

[minor bugs]
hey gubid, I noticed that occasionally the game freezes during an enemy's turn. The game doesn't really "freeze" as the mouse still scrolls and you can double click on various battlers to make their help windows pop up, but otherwise the game just stops moving.

(I'm in TEAM mode, by the way) What I was more concerned about was wondering how to make the cursor go straight to the active battler in phase 1 during the players turn, instead of leaving the cursor on the actors tile and leaving it up to the player to press B to bring up their phase 1 window.

And speaking of which, why is B the key that selects the active battler instead of C? on the keyboard, B is generally the esc key and C is usually the spacebar or enter key. I don't think this was done intentionally, but after pouring over the phase_0 code I can't find the problem anywhere.

tldr Can you test out the battle system on Team Mode and look over the phase_0 code? Something isn't working quite right over there.
 
Sammael,
Looking into it..

gameguy,
I have tried and tried and tried to duplicate that problem, but I cannot get it to occur. Are you using XP or VX? Perhaps share your demo that has the issue so I can look into it closer.
 

Untra

Sponsor

hey gubid

replace the last bit of tbs_phase_0 with this. It should fix the problem with the poor Team based navigation. It jumps the cursor to the current active battler if nothing is selected, and brings up the active battlers menu if the active battler is selected. Line 2369 I believe.
Code:
 

    if Input.trigger?(Input::C)

      unless @selected == nil

        if $game_system.cust_battle == "TEAM"

          if @selected == @active_battler

            @windows["actor"].active = true

            @windows["actor"].visible = true

            @windows["help"].visible = true

            @tbs_phase = 1

            @active_battler.blink = false unless @active_battler == nil

            clear_tr_sprites

            return

          end

          unless @selected.is_a?(Game_Enemy) or $game_system.acted.include?(@selected)

            @tbs_phase = 1

            @active_battler.blink = false unless @active_battler == nil

            set_active_battler(@selected)

            clear_tr_sprites

            return

          else

            for actor in actors + neutral

              if $game_system.acted.include?(actor)

                next

              else

                @cursor.x = actor.x

                @cursor.y = actor.y

              end

            end

          end

        elsif $game_system.cust_battle == "ATB" and @selected == @active_battler

          @windows["actor"].active = true

          @windows["actor"].visible = true

          @windows["help"].visible = true

          @tbs_phase = 1

          clear_tr_sprites

          return

        else

          unless @active_battler == nil

            Sound.play_decision

            @cursor.x = @active_battler.x 

            @cursor.y = @active_battler.y 

            clear_tr_sprites

            return

          end

        end

        clear_tr_sprites

        return

      else

        Sound.play_decision

        if $game_system.cust_battle == "TEAM"

          for actor in actors + neutral

            if $game_system.acted.include?(actor)

              next

            else

              @cursor.x = actor.x

              @cursor.y = actor.y

              @windows["actor"].active = true

              @windows["actor"].visible = true

              @windows["help"].visible = true

              @tbs_phase = 1

            end

          end

        end

        unless @active_battler == nil

          @cursor.x = @active_battler.x 

          @cursor.y = @active_battler.y

        end

        clear_tr_sprites

        return

      end

    end

  end

 

Also, the name is Untra. not sammael.
 
Hi !

How can i act on the extra troops ? I can hurt, change or other (with event) on the 8 monsters registred by the game but i can't do the same thing on the extra troops :/

It is possible to have a larger image animation supported by the script?
 
Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.
 

dricc

Member

I also have an issue : when i give a monster a move range = 0 (i don't want him to move) , the game crashed .

It is at these lines in Scene_Battle_TBS :
#clones move info so it doesnt have to be recalculated
move_positions = @move_positions.clone
routes = @route.clone
 

Gareth

Member

Really great script, man! Congrats!

I have a question about it: there is a way to take off the "Status" option in the battle menu?

Thx! :D
 
I'm having a problem with this. For some reason, it works perfectly on one map, but when I try it on a second map, it automatically teleports to map 004 upon victory. If I remove map 004, then VX crashes, saying it can't locate map 004. Even when I copy my map into the demo version, I get the same problem. WTF is going on?
 

dricc

Member

Eriol Clowphengire":2d5di5gz said:
workaround: surround the event with blank events and set their event names as "block" or soemthing.

Thanks for trying but this is not a solution ...
If i put events like this , the characters cannot approach the boss .

Someone succeed to put a monster that doesn't move ?

@kingjing : check your setup !
 

Gareth

Member

I already solved my old question, about the Status thing, thanks!

But now...

pariah247":az5yd8x4 said:
Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.

Well, I'm having this same problem... Are we making something wrong? (Probably? :P)
 
But now...

pariah247":3fb9cril said:
Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.

Well, I'm having this same problem... Are we making something wrong? (Probably? :P)[/quote]

Anyone figure this out yet? Enemies that use skills are useless in my game at this point because they just continually retreat.
 
Pariah, have you tried adjusting the AI difficulty settings? I understand that the reason they dont 'approach' is simply because they are trying to guard themselves by maintaining their attack distance needed to perform the attack away. As in, if you dont move then they should still come in the following turn to attack. I am actually going to be re-releasing a new version of 1.5 which corrects many of these little annoyances with the engine. However again, like 1.5, I dunno when that will be.
 
First of all, thanks for this great script
Gubid,you are a genius!!
but...
I got a problem

The problem is this:
When I use $ scene.set_character ("enemy", 1,11,10,0)
Always error
(GTBS VX v1.5.1.4)


err.JPG


Why is this happen?
set actor is successful
set enemy always fail

ps.V1.4 dont have this problem

another problem is...
when I use team mode in my game
after maybe two or three turns,enemy will stock
and I cant control the game(even use esc)
 

zchin

Sponsor

Hmmmm... Two question...

How would I go about making 10 actors in one battle. Also, does the GTBS come with a multiple player script?

Thank you and have a nice day!
 
10 actors in 1 battle? it depends on how many "actor#" / "place" events are present in your battle map.

Let's say I have 5 "place" events, that means I can enter five of my selected characters in a battle. But if I have 5 "actor#" events in battle map, your five heroes assigned in your database are called automatically.

# = the Actor ID
 

zchin

Sponsor

Mmmm. I added 10 "actor#" events and 10 "place" events and I added 8 characters to the party (you start out with 2 characters) and it just put 4 people in the first 4 "actor#" events... I"m not sure if I have to get a multi character script or not, but if I do, I've looked and haven't really found one for rmxp. I'm pretty sure there is one though.

Thank you and have a nice day!
 
Is it possible to intergrate a threat system where monsters would go after whichever actor has the most threat. Then have skills to increase or decrease threat on enemies.

edit: And how would i make a switch turn on if i defeat and enemy.(I know it sounds noobish, but im raking my brain and cant figure it out.)
 

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