It's an event command.Really...? Nobody can tell me how to activate the battle system?
Ok, so this got me thinking. I had replaced my enemies attack skill with duplicates designed to call common events to set variables so I could keep track of which type of enemy had damaged the player last. Even though these were duplicates of the default attack event, the system considered them melee only. I guess that makes sense, but I didn't think of it that way since I assumed duplicate skills would work the same way. So I switched the enemies back to using the default attack skill and they could use their ranged weapons again.You could try removing the range from the enemy notetag and instead use the notetags in the skills then give the skills to the enemies.
I havent set up the enemies tags yet i was using the skills to set up range and formulas for the damage, but do you mean the ranged weapon noteags in the enemies notes only changes the skill #1 default attack, and doesnt affect other skills?It's an event command.
It's on page 3, under Advanced, Script...
Then just put enable_tbs
If that's not working for you then you have a broken version of the script.
Ok, so this got me thinking. I had replaced my enemies attack skill with duplicates designed to call common events to set variables so I could keep track of which type of enemy had damaged the player last. Even though these were duplicates of the default attack event, the system considered them melee only. I guess that makes sense, but I didn't think of it that way since I assumed duplicate skills would work the same way. So I switched the enemies back to using the default attack skill and they could use their ranged weapons again.
In short (for anyone else who has this particular issue): If you have ranged enemies, either give them ranged skills to use or make sure they have the default attack skill (#1) in their skill list.
It seems that way, yes. I'm still not sure if the weapon's own notetags even make a difference for the enemy, or if the enemy's notetags override that as well. Some parts of this script are not well explained, even when the site was up.I havent set up the enemies tags yet i was using the skills to set up range and formulas for the damage, but do you mean the ranged weapon noteags in the enemies notes only changes the skill #1 default attack, and doesnt affect other skills?
I haven't seen anything like this so far, but it seems it might be related to custom tile sizes for enemies. All of my enemies are using the default VX character set dimensions and seem to display just fine. I'm not sure if you've seen this, but here is my archive of the unit setup doc from the website: https://dl.dropboxusercontent.com/u/40870714/GTBS%20Docs/Creating%20Units%20-%20GubiD%27s%20Tactical%20Battle%20System%20v2%28RMVXAce%29%20-%20Redmine.htmlHello againJust wanted to say thanks for the help resolving the last issue. I downloaded 2.4 with the layymeta 2.0 and it worked flawlessly. i can now save and all i had to do was transfer that script into my own project. Jus had to do some of the changes to match my project needs but it was a nice easy process.
Another questions tho. ive tried creating new enemies after the #4 enemy slot. and it seems even with the graphics installed into the battler and the character folder, the graphic will load but it seems all new monter chars are below the tileset of the isometric system. Gubi's site is down so i cant get into hios resources for this. How do i add enemies? i created a new slot. Added the graphic with ANIM and also the $. 3 files altogether was what the other enemies called for. Example. the "Chick" Enemy is linked to the "HolderChickANIM.png" i have a "$HolderChick" and also the "$HolderChickANIM.png". Oh the first 4 monster work great even with isometric maps. After the 5th slot. All monsters show up below the map somehow.
I am running VX Ace with GTBS 2.4 LayyMeta 2.0
I have no idea, I've never seen that before. It certainly doesn't happen for me when I use the enable_tbs command. On the bright side, it seems GubiD's site is back up. You might be able to get some help there?Hmm in my version when I start a battle while enable_tbs, it says this:
![]()
what does it mean..?

GTBSv2.4 for VX Ace!
GTBS has been a side project of mine for many years. After deciding to learn scripting all the way back in 2006 so that I could create a game with it. The system is now completely functional in RPG Maker VX Ace. The system boast a number of features including:
- Tactical/Grid based Battle
- Smart/Configurable AI
- Note Tag Configuration of MOST options
- Animated Battler System (Now supports Holder/Minkoff as well as GTBS animated sprites)
- Action List - A list of actions(movement, icons, screen etc) that should be played when a skill is used
- Mini Side View Battle Integration
- Summons
- Configurable skill/weapon ranges
- MGC Layy Meta Engine (3d Isometric) support
- Many many more!
If you have any questions regarding setup or advanced functions, please start at the FAQ page on the Wiki
If you still cannot find the answer your looking for please visit the Forums to post your question. You can also create new bug reports from the New Issues tab to report it as a bug in GTBS.
Change Log:
v2.4 - Release Notes
Download/Demo
Download from my Dev Website
License
Also contained within the download zip file:
The script contained herein known as GTBS is the work of GubiD and a few other contributes, namely MGC/Cowlol. This script can be used free of charge for all users, including commercial game creators. This Script(GTBS) requires only that you show credits within the game to GubiD. If you do plan on selling commercially then it is recommended that you at least donate to the GubiD Scripting Service on Paypal.
NOTE: There are other scripts included in this one that may require Commercial Licenses. Specifically Victor Saints Pop Damage script. It is required for GTBS to function.
The using of this script in your game is at your own risk.
This script is not without error, but it is has been through months of testing from over 300 users to ensure it is. If an error is encountered, please post it on my development website ( redminedev.dyndns.org ) under the GTBS project. There other users or myself can provide answers/solutions to the problems. Bugs may or may not be fixed when reported.
Do not post direct links to the downloads files, instead link the page on my website that contain it. This is the best way to ensure not only that people are receiving the most current copy. Plus it is courteous to send the traffic my way.
Known Issues
See the Issues Tab for known or pending reported issues. You can also use this section to request new features or browse what others have requested.
Final Notes
Thank you everyone whom helped. The work you have done and assistance you have provided was invaluable. You have helped make this project a success. But have no fear, this is not the end for GTBS. It is merely but another starting point.
Please help Support the project by'ing.
Don't forget to visit the GTBS forums and wiki for installation and other help in regards to GTBS.
Issues reported on this thread will be ignored. If you want to my attention to the issue, please search and post the issue on my dev website mentioned above in the download link.
IIRC the script doesn't calculate line-of-sight, so there's no cover. This is the main reason I discontinued the project I started, which was a modern/scifi game with guns.Do the characters move about the field, make use of cover?