GubiD's Tactical Battle System v2.4 for Ace

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deilin

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You are using the ISO system?
 

Gui

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???

I have absolutely no idea of what you're talking about...  =P  I installed the TBS using the method described in this video whose link was provided into this topic of the official forum, although I couldn't edit the maximum number of Element Names in the System tab like it is said at around 2 mins of the movie. I can't tell you more...
 

Thewindlord

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Would I have to get into scripting and such if I wanted to add buildings and territory and such? Like, a building would change to your team's color if you entered it. If you controlled the building, you would like get stat boosts and stuff. 

Also, how difficult would it be to create a resource system? Like, buildings could generate stone and stuff, and I could use the stone to set up forts or something akin to that?
 

deilin

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Maybe not as far as scripting, but more eventing. The script does require some scripting knowlede, and you'll have to read the scripts to set up the systems and how to notetag.

As far as capturing, you'll use battle_events.

You'll have to have scripts or events for resource productions, but, building buildings requires maos for no building and with building. Not sure the engine will go as far as minecraft in editing live maps.
 

Taiyokun

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How can I go about lowering the volume of the sound effects? Is it the same procedure as usual?
 

Thewindlord

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Maybe not as far as scripting, but more eventing. The script does require some scripting knowlede, and you'll have to read the scripts to set up the systems and how to notetag.

As far as capturing, you'll use battle_events.

You'll have to have scripts or events for resource productions, but, building buildings requires maos for no building and with building. Not sure the engine will go as far as minecraft in editing live maps.
I see.
 

deilin

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Lowering sounds controlled by the script, mainly music, is in the do not touch areas. I had to manually go in and change it from 100%. Most sounds, however, are handled normally, via the normal data configuration tabs.
 

bielau

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I have problem with battle map configuration. Lets say I have world map with several locations: forest, desert and lake. What should I put in event to start battle in different location (from world map to forest (event1), desert (event2) or lake (event3)) and after battle go back to specific tile on world map.

For example:

world map -> battle in forest (forest map) -> world map (near forest event)

or

world map -> battle in desert (desert map) -> world map (near desert event)

I don't understand this section:

http://gubi.us:8001/redmine/projects/0_010/wiki/Maps_Config

so I don't know what should I do.
 

sprintingkiwi

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Very good job! Thanks fo your work, your Tactical Battle System is great and we are planning to use it on our main RPG Maker Project.
 

sprintingkiwi

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But I have one question: why during the battle the map doesn't scroll moving to the character that is acting? I've also seen an option in the script to set the scroll speed, but despite the value that I write, the map always teleport and never scrolls. Might it be a bug?

Thank you very much   :)
 

lucofthewind

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Please post a support ticket on my site with a demo that has both scripts implemented to duplicate the error.  As I have time I will be writing patches to address these issues.  I am already working on the instance items one. :)
So I know its been forever and day, but I finally got back to working on my game. Damn work is kicking my butt here. In any case I did as you asked!
 
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I dont think this has been addressed but when i use a potion in the demo it crashes and i get this error

"Script '[GTBS] Process Action' line 281: NameError occurred.

undefined local variable or method 'action' for # <Scene_Battle_TBS:0x398468c>"

is that just because you didnt set up potions for the demo or is it indeed a bug?
 

Zekira

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Hey, hope this thread is still alive.

So here's the situation: I'm only recently beginning to learn RPGM (VXA), and while I had some free idle time I stumbled across this project which, from description, is the type of battle system I need.

Problem is, I'm not sure if it's alright that I immediately get this and try to learn the general ropes around RPGM while also learning this script at the same time.

OK that last sentence sounds confusing, but what I'm basically asking is is it a hard prerequisite that I already know how to use RPGM (VXA) before attempting to use this?
 

Caedmon

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Zekira,  Speaking from experience I will say that yes, learning this script and RPG Maker VX ace at the same time is overwhelming....... but if this is the type of game you want to create then I say you go for it.  Read through the forums on Gubid's site you will see lots of questions I posted on there when I was a noobie with it.  There is also a Wiki section on his site than can be helpful as well.  I am planning on writing some additional wiki information for the site to help people like yourself.
 

Cyphx03

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Hello, and a got this tactical battle system and Layy's Meta Editor a little while ago, and I have to say, nice work. I only have one question, though. On some of the premade maps for Layy's Meta Editor, the maps have slopes. I want to add slopes to my map, but I don't know how. I noticed that the slopes have different minimum heights and maximum heights, but when I try to change them separately, one changes the other. Could you please tell me how to make slopes? It would be appreciated. 

EDIT: Just saw the wiki, nevermind. Great work.
 
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exel.exe

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hello I need a little guidance, I began to use the GTBS system and achieves,  anim the enemies with holder sheets, but I can not anim the actors on the mini side  battle always the sheets apear cut a inmovil, really a dont get how to give the "_mini"  for the actor, please help anybody.
 

Caedmon

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Hey exel.  It was a little hard to understand exactly what you wanted, but I'll try and give it a shot.  In order to make your actors appear correctly in the MiNI battle scene, here are some steps that I did to accomplish that:

1. In your Characters Folder (Sprites) create a spritesheet of your character that is only 3x4 and not the large spritesheet.  Rename this sheet to read $InsertnameANIM.png (obviously change Insertname to your characters name.

2. Make sure you use this new spritesheet in your database for the character.

3. Copy this same spritesheet into your Battlers folder.

4. Have your Holder sheet also in your Battlers folder and name it $InsertnameANIM_MINI (Again changing Insertname to the EXACT same name as your spritesheet.  If you change this name at all it will not pick it up correctly.

This next part requires going into your Scripts for your game and checking a few lines.  This is how I got mine to work, but I realize there may be other ways,

5. Go to [GTBS] Animation Config and check line 19 reads   DEFAULT_ANIMATION_METHOD = :CHARSET

6. Go to [GTBS] Actor&Class Setup and check around line 143 for this:  

ACTOR_Animation_Mode_MINI = {}

ACTOR_Animation_Mode_MINI[1] = :MINKOFF

ACTOR_Animation_Mode_MINI[2] = :MINKOFF

*Note: I add the bottom line for every actor to make sure each one uses the method.

 

 

This should get you started.  Let me know if there is something still not right and I'll try to help.
 

lucofthewind

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Hey!

Hoping to find someone (who is a lot smarter than I am) who can help me out with a few problems I'm having. I'm having trouble with battle symphony and GTBS playing nice together. It would seem that the two sprite ad-dons for BS Enemy Char Set and (by extension) 8D enemy char set break it when they are either above or blow the GTBS.

Above:

Enemy sprites (the 8D ones I am using) do not appear at all while using battle symphony. This also includes the standard picture you can assign to them in the editor. After a few hours of turning this and that off, and moving everything around, I found out the problem comes with the interaction of the two addon scripts and [GTBS] Game_Enemy unders ==[GTBS_Game]==

Below:

Gives me a error with Cache line 88 which is "if filename.empty?"
 

exel.exe

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thanks Caedmon!!!, i don understand that the original set needs to have ANIM in the firts place, I am very grateful for your help

everything works great for now, I just would like to ask you something more, how i idisable the weapons icon in the war battle scene

im I'm looking for it in the script but i can find where is that option or where i had to modife it.

any way a big thanks for the help! :D

Hey exel.  It was a little hard to understand exactly what you wanted, but I'll try and give it a shot.  In order to make your actors appear correctly in the MiNI battle scene, here are some steps that I did to accomplish that:

1. In your Characters Folder (Sprites) create a spritesheet of your character that is only 3x4 and not the large spritesheet.  Rename this sheet to read $InsertnameANIM.png (obviously change Insertname to your characters name.

2. Make sure you use this new spritesheet in your database for the character.

3. Copy this same spritesheet into your Battlers folder.

4. Have your Holder sheet also in your Battlers folder and name it $InsertnameANIM_MINI (Again changing Insertname to the EXACT same name as your spritesheet.  If you change this name at all it will not pick it up correctly.

This next part requires going into your Scripts for your game and checking a few lines.  This is how I got mine to work, but I realize there may be other ways,

5. Go to [GTBS] Animation Config and check line 19 reads   DEFAULT_ANIMATION_METHOD = :CHARSET

6. Go to [GTBS] Actor&Class Setup and check around line 143 for this:  

ACTOR_Animation_Mode_MINI = {}

ACTOR_Animation_Mode_MINI[1] = :MINKOFF

ACTOR_Animation_Mode_MINI[2] = :MINKOFF

*Note: I add the bottom line for every actor to make sure each one uses the method.

 

 

This should get you started.  Let me know if there is something still not right and I'll try to help.
thanks Caedmon!!!, i don understand that the original set needs to have ANIM in the firts place, I am very grateful for your help

everything works great for now, I just would like to ask you something more, how i idisable the weapons icon in the war battle scene

im I'm looking for it in the script but i can find where is that option or where i had to modife it.

any way a big thanks for the help! :D
 

Caedmon

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Yes you can turn that off.  Look under the skill list in the database and on the Attack skill there is a Animation in the note tag.  Remove that and you will be good to go.  
 
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