GubiD's Tactical Battle System v2.4 for Ace

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deilin

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Here is a new project I'm dabbling with the 2.4 engine.

it mixes the High Fantasy into it.

It will probably be a mix of Tactics and standard jRPG battles.

2-4_with_HF_test_ISO.png
 

Tsaiuki North

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So i feel like an idiot asking this, as it deosn't seem to be mentioned. i downloaded the demo and it contains two maps. the first being two people. you speak to the first person, and he sends you to a wiki, and explains the mapping. The second person is a girl that if you speak to warps you to another map that does not contain anything other than her, speaking to her again warps you back. 

so... is there a way to test a battle scene at all? or is the demo just an explaination of the mapping system?
 

deilin

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Are you talking about the demo with LVE 1_5 or the  version with LVE 1_7?

I know 1_5 had more maps and you could go into the editor and set the player start on different maps that display different  aspects of the engine.
 

Tsaiuki North

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I'm talking about Gubi's Demo in the OP, whichever that link is.
 

HansLowell

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Hello, this might be bit weird for a post but I want to make a tactical RPG. My real problem is, I don't understand anything in those code and I wish to do some change to the system to put more depht into strategy. Sorry for bad english.

Example: Remove the whole MP system, make that character can do different moves depending on which turn they are on. Those move would differ depending on the equipment they have, and their class.

How you guys learned to do this code? Where should I start?

Do I need to go to school and learn C++ or something?
 

deilin

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RPG Maker VX Ace uses Ruby 3 (RGSS3).

You can feasably do what you want using eventing, but you'd need to put the events in every troop (avoiding page 1 and 2 to avoid accidental fail/victory). I think a script exists for what you want, but depending on weather ABS is active or not, turns may be a little skewed.
 

lucofthewind

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I had a question regarding the use of skills and summoning. The skill works just fine, but there are certain places I rather not have the unit be summoned to, like water and mountains. Is there a way to tell a skill "no you can't be cast here"?
 

deilin

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I've only had them summon on land so far, but, except for <battle_events> there aren't many places in battle range that aren't passable, so I haven't run into this problem yet.

Are you using skill range on the summons?
 
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lucofthewind

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Aye, the skill can be cast (I think, I'm not in front of the right computer atm) up to two or three blocks away from the caster. Problem is, the player can (without thinking about it) still summon said unit onto of water or mountains. :-/
 

deilin

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are the mountains "X" passibility?
 

lucofthewind

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Yep, both moutains and water (and a few fluff items on top of said moutains) are X'ed
 

deilin

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I thought of another thing. Are you using LayyMetaEngine?

Also, check if waterwalk, flying, forestwalk and mountainwalk are activati g.
 
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xallever

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I'm noob at coding, but I'm trying to make the Yanfly's Menu Engine compatible with the Menu from GTBS but I'm not sure how.

I'd love to make to use Yanfly's full status screen, but if that's too complicated, I'm content with just displaying my current JP without messing up with the placement of the HP and MP.

Any help?
 

deilin

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The engine isnt really compatable with other scripts battle menus/battle status screens since they run on different bases. You havd to manually go in and change lines, and, in some cases, skills. The menu is set up under standard tactics bounds. All characters have attack and guard as actions, and changing those will break the system unless you script the changes in you need. Most likely, you will need a scriptor.
 

xallever

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I'm actually more concerned with the menu outside of the battle rather than the in-battle menu.

The engine isnt really compatable with other scripts battle menus/battle status screens since they run on different bases. You havd to manually go in and change lines, and, in some cases, skills. The menu is set up under standard tactics bounds. All characters have attack and guard as actions, and changing those will break the system unless you script the changes in you need. Most likely, you will need a scriptor.
 

deilin

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Outside battle, it uses normal menu windows and calls.

You should be able to put the scripts AFTER ALL the GubiT scripts, but above main. If there are bar conflicts (hp, mp...), small adjustments can be made. In similar cases i had to make new menu base items like draw_actor_hp2 for these.
 

lucofthewind

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I thought of another thing. Are you using LayyMetaEngine?

Also, check if waterwalk, flying, forestwalk and mountainwalk are activati g.
I do not use the layymetaengine, but I honestly didnt think to check to see of the other status are active! When I'm near a computer Ill check. Thanks for the idea!

Edit: Odd for 2.4 I cant seem to find any of the settings for it. Am I missing something?
 
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deilin

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"

I do not use the layymetaengine, but I honestly didnt think to check to see of the other status are active! When I'm near a computer Ill check. Thanks for the idea!


Edit: Odd for 2.4 I cant seem to find any of the settings for it. Am I missing something?
It actually involves the elements set-up. I believe 11 and 12 are water and flying (which is also bugged, and patched in my games).


Mountain and forest are in another part of the script under actor/class set-up. Looking at it, that probably isn't the issue, though.
 

lucofthewind

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"

It actually involves the elements set-up. I believe 11 and 12 are water and flying (which is also bugged, and patched in my games).

Mountain and forest are in another part of the script under actor/class set-up. Looking at it, that probably isn't the issue, though.
When you say elements, do you mean in the terms section of the database? Also would a flying or water walking state (it isn't present on anyone on the map) allow for summons to be done on water and mountaints?
 
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