GubiD's Tactical Battle System v2.4 for Ace

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Caedmon

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Is your site down right now Gubid?  I can't seem to access it.

Edit:  the site is up again, it was just a short time.  How is progress on the next update?
 
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GubiD

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Yes, the site was down for about 2 hours while I re-organized my office area.  I am in the process of trying to sell my home.  So I was painting and all that jazz.  Its super fun.

Anyway, progress has been slow due to life matters getting in the way.  However, it is coming along well and we might see it released June'ish?  I think that is a more realistic time span than 'a couple weeks'.  

Battle Actions receiving a re-haul plus several new features.  This mostly centers around how actions are delivered (including projectiles/weapon swings/etc).  

Aura Effects - From actors or map tiles.  You can now define these aura generators that allow you to apply states/buffs/debuffs based upon the unit distance from the object. 

Bug fixes for several things as they were reported
 

Caedmon

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Looking forward to the next update Gubid!  No worries we all have life get in the way :)  

Any progress on the backgrounds of the mini map?  Like the ability to go to one image background, and lock player/enemy to one side.
 

Tuomo L

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Having the L&R buttons in both change characters and turn camera made it so that you can't turn the camera during deployement phase.

In short, this is quite annoying and can even make it impossible to position your characters in a good way.
 

GubiD

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Mister Big T,

Those keys have been re-assigned so that cannot happen.  

Caedmon, 

Locking them in position would not be the hard part.  The ugly part of that would be what if you are attacking/healing a friendly unit.  There are many complexities to it.  For now the attackers will remain on the right until all the logic bits have been worked out about the rest of it. 
 

Caedmon

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GubiD,  Could it be played out like Shining Force where the actors stay on the right side but the screen shifts from showing the healer to then showing the character being healed?  Shining Force does flash back again to the healer to show experience earned.  This way you are not dealing with having both actors displayed on the same screen. 

EDIT:

Not sure why you would want to attack a friendly :)
 
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BlissAuthority

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Is there any way to make the documentation for the battle system a downloadable file?  I don't have access to the Internet on my home computer, and I'm betting I'm not alone.
 

darksb

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Hello, i wanna use this script, but i have one question.

Is possible to use this script for only important battle, and for other kept the default battle system ?

Thank
 

Marcio

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Just curious: Ist it possible to event midbattle? For example: If one enemy dies a event is called in which another Enemeys says something?

Didn't played with it for too long, but I couldn't find a way. ^^
 

bielau

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Just curious: Ist it possible to event midbattle? For example: If one enemy dies a event is called in which another Enemeys says something?

Didn't played with it for too long, but I couldn't find a way. ^^
I want to know if this is possible too. In Tomokay SRPG2 script (for VX) there was a lot of options to make midbattle events (move cursor to event ID, move cursor to coordinates x,y, set event to move to coordinate x,y and more). It is possible in GTBS?
 

Caedmon

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It is possible, but I don't know how :)  I saw another game done with this script that had the actors talking mid battle.  If I find it again I'll let you know.

EDIT:

Well apparently it was just done on the battle event page. Tools > Database > Troops  and then they added a new battle event during the first turn to instruct the player on how to battle.  It worked pretty slick.
 
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GubiD

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You can setup a 'battle_event' parallel event that will check conditions of something in the battle.  Then at the appropriate time, launch another event or flip his own page during battle.  

You can ask if you're in battle using $game_party.in_battle.  You can query to find out who is still alive using SceneManager.scene.tactics_alive (This will list all enemies and actors)

If you want to find out if someone is at a particular x,y.  Use SceneManager.scene.occupied_by?(x,y)  This will return nil if there is no one at the x,y coordinates. 

If you want to force an actor to move to a particular x,y.  First you get the actor object using one of the above (or perhaps they are the active battler, SceneManager.scene.active_battler) then call 'calc_pos_move'.  You will want to make sure that you give it a large range just in case they have been walking away from this point up to now.  Perhaps 2 times the distance to the location?

Anyway, it will return a route and cost dictionary.  You then ask for the route for the particular xy you want using and assign it to the actor like this:

route, cost = SceneManager.scene.active_battler.calc_pos_move(30) if (route.keys.include?([x,y])) SceneManager.scene.instance_eval("@cursor.moveto(x,y)") SceneManager.scene.active_battler.run_route(route[ [x,y] ]) endIf you add 'attr_reader    :cursor' to the top of the gtbs scene you can read the cursor using SceneManager.scene.cursor so you dont have to use the reflection technique I did above. 

And yes, you can disable or enable the TBS as desired using 'enable_tbs' or 'disable_tbs' commands in the script console. 

Is the documentation downloadable?  Yes, but it had to be downloaded 1 page at a time currently.  If you visit the Wiki page, in the lower right there is a 'Also availabe in PDF | HTML | TEXT' links.  Choose the desired format and save the file.  So you might want to drill to the level that you are getting the information you want, then save off the files accordingly. 
 

Hassam

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I'm having some troubles with projectile weapons. The animation shown is always the one of the character hitting the enemy with a gun instead of a projectile. I'm not sure what I am doing wrong. The tags I'm using are as follows:

range=[6, 2, true, false, 0, 0,0];

projectile=arched;

graphic=Chicken Gun;

 

I'm not using Layy's engine in this at all. 
 

GubiD

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Hassam, it might be that the ;s at the end of each line might be causing some issues.  Otherwise all looks good.  

There was an issue reported where projectiles were not being fired, but that was fixed for 2.4 (I think).  However, you can find the fix here.

Let me know if you continue to have problems.  And sorry I missed you chat.  
 

Hassam

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Hassam, it might be that the ;s at the end of each line might be causing some issues.  Otherwise all looks good.  

There was an issue reported where projectiles were not being fired, but that was fixed for 2.4 (I think).  However, you can find the fix here.

Let me know if you continue to have problems.  And sorry I missed you chat.  
A quick question about the code snippet found in your link. Is it supposed to go into a separate script page? I have done so and it does not seem to have changed anything. I have also gotten rid of the semi colons this does not seem to have had any effect. 
 

GubiD

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Yes, it is intended to go into its own section.  I suppose I forgot to mention that you must add the following entry to your action list (at the point you want it to release):

"projectile: ."

You can do it in code as well as ["projectile", "", []]
 

Hassam

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Yes, it is intended to go into its own section.  I suppose I forgot to mention that you must add the following entry to your action list (at the point you want it to release):

"projectile: ."

You can do it in code as well as ["projectile", "", []]
I seem to be criminally incompetent at this, I'm sure your scripts works seeing as I have made progress but it is not quite there yet. Perhaps in the next version/demo you release you could include 1 character that uses projectile weapons as an example?
 
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exel.exe

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hey GubiD!! great system!!


I like the system and would like to try it for a project that I have with some friends, but I have a doubt, we are wanting to make a game like smt devil survivor and want to restrict the attack and skill commands in other words, when you attack physically with your weapon, are sent to the normal battle scene, we modify it so that only lasts a general Turn (enemies and allies) and certain skills are only usable outside of that scene as cure or cause an altered state. perhaps this is possible?


thanks for your time look forward to your response.


I add a reference image (this is your script)


http://download.gamezone.com/assets/old/gamezone/37/4/40/s37440_nds_23.jpg


then when choice a target and use attack (close and long range) enter here:


http://operationrainfall.com/wp-content/uploads/2012/06/shin-megami-tensei-devil-survivor-overclocked-871643.jpg


and we made this battle last 1 turn
 
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GubiD

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Is it possible, yes, but it will require editing of the default battle system to make it work and return to the gtbs engine etc.  

You basically want something like Bahamut Lagoon
 

Gmaker808

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Gubid please add a new demo showing more of your features. I'm having the same problem as Hassam I followed the steps

but my character is still jumping across the screen to hit the enemy with he's bow.
 
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