GubiD's Tactical Battle System Version: 1.5.1.4 By: GubiD
Introduction This is a Tactical RPG based battle system that most resembles Final Fantasy Tactics. Updated rather regularly and the most powerful TBS available.
Features
Move/Attack in any order
Counter Attacks
Dual Battle System (Allows this to work separately from the default battle system so that you can use more than one!)
Fancy Status
Unique Summon System
Extremely Complex AI System (better than in any other available tbs system, currently)
Chain Lightning Effects
Multislot & Enhanced Weapon Support
Isometric Support
Complex or Easy Animated Battlers (new to 1.5 allows way more customization to define number of poses, frames and even index flow)
Active/Team based modes
XP/VX Compatible
SDK Compatible (but it is not required)
Screenshots
Screenshots
Ring Menu Support (Ziifee's Spin Menu) Gain Items/Gold Immediately Remove Dead Attack Ranges and Damage Pop Customize Graphics (all menu backs, icons, even animated movement/attack tiles) Complex AI System Place Your Character have have them pre-placed Action Order (including wait skills as to when they will be casted) Customize Range Colors based on type System also supports Isometric Movement (included in demo)
Script Please see demo for script. It is way to long to be shown here.
Instructions
Instructions
#============================================================================== # Importing the GTBS to your own game - Checklist #------------------------------------------------------------------------------ # Follow these four steps to import all of the necessary components of this # system to your own project. Open the GTBS Demo and press F11 to open the # Script editor then follow the instructions below. # # 1) Copy ALL (below the SDK) scripts from the demo except those that are marked # as optional, unless you want to, in the order in which they are shown. # # 2) Copy the Graphics Folder from the demo to your project to ensure you have # all the require images in your project. # # 3) Make the following additions/modifications to your project: # # -Look for this section in GTBS_Weapon/Skill: # In order to configure your weapons accordingly you must update their information. # There are many options to play with in here for setup, play around with each option # to see what it does, but please ensure you make a backup of your scripts.rxdata before # you start chaning things! # # -Create a common event for Victory and Failure sequences for the battle. # If you do not know how to do this, simply copy the common events from # the demo. After doing this, look for VIC_COM and FAIL_COM in the # -Module_GTBS- script, and change those numbers to match the numbers of # the victory and fail common events. This makes it so you are actually # capable of winning and losing, like in the demo. # # -Under any of the methods (def_NAMEHERE) in GTBS_*, you can # either re-identify or remove any of the "when #" lines that change the # ranges, wait times, and other components found in the demo. Do NOT remove # the method entirely, and make sure the "case id" and "else" lines still # exist at all times, or they won't work. Be sure to back up the script # before attempting to modify anything, just to be safe. # # 4) Give credit to me(GubiD), either in-game, and/or in a presentation of your project # in another place, such as a forum. This is not optional. # # 5) Ensure that you erase all previous saved games, as if you continue from them # you will encounter some errors that will be resolved by starting a new game. # # And finally, enjoy. Configure -GTBS_*- to suit your project, and be sure # to add to it when you make new weapons, skills, or summons. #==============================================================================
FAQ Please see the help and troubleshooting section of the script in the demo. Most of the common questions are answered there. Also please visit http://www.youtube.com/gubid for tutorials and other general how-to questions for the GTBS System.
Compatibility Issues Most scripts are compatible if placed above the GTBS. If they are incompatible.. then please inform me and a patch MAY be created.
Addon's / Patches All patches for known scripts that conflict are included in the demo.
Known Issues Ensure that you are on the latest release (1.5.1 beta2 were all known issues are resolved as of April 29, 2010)
Important Information/More Fixes wrote:
Also one last note... After this release(1.5.1) I will NO LONGER be creating new versions of GTBS for public use. As this will be the FINAL RELEASE, I will try to make it as bug free as possible for everyone. If you have existing Add-On request for GTBS and they have not been implemented, I am sorry but I will not be completing them. This includes the Advance Wars Add-on (with some clever eventing it is doable now). What is the reason for this decision? Well, it is because I want to focus on the development of my game, rather than this system. The system is more than adequate for my game in its features etc. The development of this system has been the main draw from me not completing anything for my game. For those that would wish to assist me with my game, then please PM me, or respond to my project topic, noted in my Sig.
Credits and Thanks Nick for his original TBS CronoCry for his translation of ZTBS that made me think I could do it! MGCaladtogel and Seigfried for the ISO script that was adapated/improved CrushD for his help with projectiles Zeriab for the reset F12 utility. Testing would have been a headache without it. Near Fantasia for his path finding stuff (although I ended up using the one in ZTBS) My Beta Testers: Digidog09, Ilia12345, Jaberwocky, CronoCry(Mac-RMXP.org), Rotimikid, Ragnarok Rob, and Sabao Everyone and Anyone who reports/reported a bug in any of the online topics! All my loyal subjects!
Author's Notes Enjoy GTBS v1.5.1! :yahoo:
Terms and Conditions You may NOT use this in a commercial game without my permission. (I deserve my fair cut!) You may create your own addons for this script but please make me aware of them so that they can be added to the release! The using of this script in your game is at your own risk. You *MUST* give me credit. This didnt realize itself overnight. Bugs may or may not be fixed when reported.
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My Projects
Awards
Script of the YEAR!
Last edited by Gubid on Thu May 20, 2010 4:20 pm, edited 17 times in total.
Yeah, me and Sabao had talked about using this, but I dont know if he decided to use it or not. He was already pretty deep into using ZTBS, so whatev. Oh yeah.. thanks Seph for copying my post from CA. I was kinda feeling lazy after posting it in 3 places. Just didnt feel like typing it out again.
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OS is not an ambiguous acronym. It is a way of life.
Location: Over Seas
Heya. I found an error.
If you summon the bird with your mage chic, after making the mage Wait, the cursor went to the bird, and the game crashed with a NoMethodError '[]' at line 4473.
I am not sure, but I have been unable to reproduce this problem from weeks of testing, but you and 1 other has reported this to me already. I will see about re-writing that particular section to try and resolve this.
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[QUOTE=xephyr14;322346]Like I said at CA, probably the greatest advancement in RGSS history. A mind-blowingly amazing tactical battle system. The greatest out there.
I hope Steel Hearts looks into tis, if they don't already have one. They need something great like this.[/QUOTE]
Yeah, uh, as Gubid says, I'm currently using ZTBS since I more or less have an idea on how to work with it and it's currently more stable than this one. As I may have already told Gubid before though (I'm so sorry I haven't been answering lately D: ), his system's proving to be very promising. With a little more work on it I'd gladly switch over.
Good job on finally making this system public, Gubid. As always I'll be quietly watching. :D
To be honest, i dont know. What exactly does the "pixel movement" script do? Allow you to move 1 pixel at a time, but x,y are still defined the same? I would imagin it is, because it passes the move_up/down, move_left/right commands when moving the character. As long as events still move correctly then it should work.
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Edit: Please read the -GTBS_Help- section before asking questions on how to setup a battle or whatever. If you encounter any errors, please report them here or PM me.
Hey Gubid!!
Haha guess you finally came over from CA :p
Anyways, I'm dpwnloading the demo now cuz i wanna check it out.
And thanks again for all the help you gave me on CA! ^_^
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Looking for a good storyline for your project and can't think of one? PM me to request a list of plots in my "storyline library" (conveniently located in my notebook :-/) BUT, the catch is... You must put my "Chuchan's Slave" userbar into your signature! Look for the userbar at the end of my siggy! Do it!
Now Accepting All Script Requests!
Now, I've finally mastered RGSS and am ready to accept any script request you can throw (or possibly hit me over the head with ^_^) Click on the link to go to my script request page (I don't even check my PM box anymore XD) Have Fun! If you don't laugh... you have no sense of humour! 8-)
In the Demo, open the script editor and look for the section called -GTBS_HELP- All information on how to setup a battle and main uses are listed in there. You can also just review the -GTBS_Module- as well, there are many features to play with in there that may or may not be mentioned in the help section.
Quote:
Hey Gubid!! Haha guess you finally came over from CA Anyways, I'm dpwnloading the demo now cuz i wanna check it out. And thanks again for all the help you gave me on CA!
I joined here shortly after joining on the CA. I am just more active over there, but now that this script is here, I get it quite often for comments/questions/problems.
Quote:
It's one of the best demos I've ever played.
Thanks BloodSpawn. I figured I would put a brief storyline to it rather than a pointless.. "hi im a monster, me dont like you.. you must die" stupid demo. Plus, you get to see how it is used in a real game situation.
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Okay, I got an error. Here's what happens
I copied your scripts into my game, including editing the main like yours. I then make a battle and then lose or win, then I get this error. Yes, I have set the win/lose condition and I have actor 1 and enemy 1 placed, and the enemy only has 1 troop. the battle begins after being touched. after winning/losing, I get this:
That is happening because the common event number being referred to doesnt exist. You need to open the database screen to the common event tab and set the max to at least 6, then this will go away.
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Is there any chance you could write up a simple 'How-to' on making battles? I've tried so many times to make one but it either gives me an error when I finish the battle (something to do with level ups) or the battle just doesnt end even though I've given the conditions for victory/loss and set everything up the same way you had in your demo. I've even gone as far as adding a new map to your demo and pasting the events and it still doesnt work.
gubid your demo aint workin, i'd say somthin constructive but i can't go off on screenshots
What isnt working about it? Download not working? Getting errors?
Quote:
Is there any chance you could write up a simple 'How-to' on making battles? I've tried so many times to make one but it either gives me an error when I finish the battle (something to do with level ups) or the battle just doesnt end even though I've given the conditions for victory/loss and set everything up the same way you had in your demo. I've even gone as far as adding a new map to your demo and pasting the events and it still doesnt work.
I will get working on that immediately. I will update the thread with a new demo with more than one battle and some instructions on how to set battles up easier, maybe a TEMPLATE map?
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That'd be fantastic. I've been looking for a battle system thats a bit different from all the others (side view, active, zelda like). If I knew how to succsessfully set up battles I'd definatly use this. It makes the player think more about what he/she is doing rather than just attack, attack, attack. I'm gonna use it for a more futuristic game though. Guns and Psychic powers will be the primary weapons, but your system can be easily changed to fit them with a few simple database edits and events.
I just checked it a minute ago and it appears to still be working, give it another shot.
Quote:
I have a problem?
This is more than likely that you havent placed your actor events on the map. It is trying to move the cursor to the "team leader" but because the actors werent spawned (due to it not being placed) it errors. The naming should be actor1.. etc, while enemies should be enemy1.. etc. Please let me know if this continues to be a problem.
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This is an extremly well built system. No bugs as far as I can see, it does get a bit laggy at times and im pretty sure its not my pc. I can run bioshock and crysis with no lag so it must be the script. Good job man. Its nice to see someone picking up slack in this area.
This is an extremly well built system. No bugs as far as I can see, it does get a bit laggy at times and im pretty sure its not my pc. I can run bioshock and crysis with no lag so it must be the script. Good job man. Its nice to see someone picking up slack in this area.
Where exactly are you experiencing the lag. When the AI calculates there is a half a second or less wait time, but outside of that I am not sure where you would be seeing lag.
Quote:
K i think i fixed that, now when i click wait it get error, Scene_Battle 2268
I am going to need a little more information. That line is the creation of the wait graphic. I personally have never, not even when writting this, experienced a problem with this area of the code. Please provide me with some extra details to the error.. A screen shot would be nice. Also ensure that you have the wait graphic files from the demo in your project, otherwise you will encounter file not found problems.
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