Lecode

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Lecode's Tactical Battle System 0.4





Introduction


I'm working on a TBS for MV since a few weeks. This TBS is more closer from Ankama's Dofus/Wakfu TBS then FFs (that I didn't play).


If you're interested, don't hesitate to report bugs and give suggestions.


But make sure to read missing and planned features and known bugs before suggesting anything.


Terms of Use


This content isn't released yet. Don't use it in any manner on a released project.


Final ToU will be available at the release.


UPDATE:

About the terms of use, I intend to make it free for commercial use.


But I opened a ******* page to support the project. I think it's the right way to go if I want to make it accessible for everyone.


I'm counting on that to release add-ons and compatibility patches frequently, as well as making tutorials and videos.


I really encourage whoever like the TBS to support it. It is still at his early stages and there are neat things coming.


I hope we'll achieve the first goal so that I could release future versions with lesser delays.


As a side note, I'm planning and willing to work on others battle systems as described on my ******* page. Looks like ABS is popular and since Quasi ABS seems to be dead I think this'll be the next system I'll work on. So, please share the link to whoever want to support me on my quest to port battle systems to MV.


Thank you for your comments and support so far and let's make the TBS better.



Important features


-Light of sight


-Custom scope and aoe (shapes, options, ect)


-Tile effects


-Skills / items / attack sequences: You can do amazing actions and motions.


-Custom AI


What's crucial and currently missing


-Some troop events command


Planned features


-A map window for battles


-An option window


-A log window


-Some notifications


-Summoning


-Tackles


-Range and move points alteration


-HP/MP bar on map for each battlers


-Action points system (as an add-on)


-You tell me


Known bugs


-???


Documentation


Please read it before suggesting something. (0.2 version - Need update)


Media / Progress Report


First demonstration (0.1)







Custom sprites animation preview (0.35)

txPrzOE.png



Yhoq9RL.png



Second demonstration (0.4)

 
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deilin

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Would be interesting to see where this goes. I've been working with GubiD TBS for Ace, and have been adding to it on my own.


I know some things GubiD never got working on it's own were things like:


Blocked LOS for un-arched projectile attacks, so you could attack people behind walls in other enclosed rooms. A FOG to visually hide enemies you have no LOS on would also be nice.


Shapped AOE (like cone).


GubiD used LMS for 3d/iso map system, but couldn't handle elevation.


I adapted GubiDs MP costs using terrain tags to add states when on certain tiles, and remove them when you leave the tiles. When on a "village tile" you got the village state which regenerated HP/MP and TP (which was used for resources, used to move and attack)


I adapted some LOS scripts so events could block enemies attacking until they gained LOS.
 

Cr3ated

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Wow, I massively respect you for taking on this project! Thank you so much for doing this! I'm going to download this and play around with it.


I'm assuming that developing a plugin to make this a FF Tactics type of thing would be near impossible? Any thoughts on that?
 

Lecode

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Blocked LOS for un-arched projectile attacks, so you could attack people behind walls in other enclosed rooms

That's already possible, with <tbs_scope_options:through_obstacles>.


In demo there is a teleportation skill which use that.

A FOG to visually hide enemies you have no LOS on would also be nice.

Ho, yeah. Nice idea. That's doable.

Shapped AOE (like cone).

<tbs_scope:custom_x>. The custom scope can be read from raw data or a json file. See the demo :) .


I use a tool that I created for my Ace TBS version, to generate that file. I'll try to release it for the next update so everyone can use it. I need to revisite the code


and correct some texts in french.


I also plan to to add scope/aoe that change according to the caster's direction.


3XeZihx.png



Result:


{ "data":"[cx+0,cy+-2];[cx+-1,cy+-1];[cx+-2,cy+0];[cx+-3,cy+1];[cx+-2,cy+1];[cx+-1,cy+1];[cx+0,cy+1];[cx+1,cy+1];[cx+2,cy+1];[cx+3,cy+1];[cx+2,cy+0];[cx+1,cy+-1];[cx+0,cy+-1];[cx+-1,cy+0];[cx+1,cy+0]"}



GubiD used LMS for 3d/iso map system, but couldn't handle elevation.

I have no experience with iso map system. We'll see when someone releases one for MV.

I adapted GubiDs MP costs using terrain tags to add states when on certain tiles, and remove them when you leave the tiles. When on a "village tile" you got the village state which regenerated HP/MP and TP (which was used for resources, used to move and attack)

There are currently tile effects. I need to add triggers for leaving or teleporting on the tile though.

I adapted some LOS scripts so events could block enemies attacking until they gained LOS.

You can place a region ID on an event to specify  that it's an obstacle.


Like I say I want to make this TBS a lot closer to Dofus' one, wich is a greatly advanced TBS !

Wow, I massively respect you for taking on this project! Thank you so much for doing this! I'm going to download this and play around with it.

Thanks !

I'm assuming that developing a plugin to make this a FF Tactics type of thing would be near impossible? Any thoughts on that?

I didn't play FF Tactics, so I don't know. What makes it different from any other TBS ?
 
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Cr3ated

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I didn't play FF Tactics, so I don't know. What makes it different from any other TBS ?



Final Fantasy Tactics was based on an angled view isometric system instead of a bird's eye view. Gubi made a system similar to this for Ace. Here is a video demonstrating the system (You can see it from 1:03 to 3:15










Also, here is a picture of what FF Tactics looks like: 
36903-Final_Fantasy_Tactics_%5BNTSC-U%5D-4.png



As you can see, the tiles that the characters sit on are angled making them face diagonally instead of just facing up, down, left or right, creating a 3D space. This also gives the battlefield a new mechanic of height, which can be interesting to use. Obviously, this would mean that most if not all of the sprites and assets used in RPG Maker would have to be restructured in order to be used properly. But I just wanted to toss that out there to see if it's possible. Does this make sense?
 

Lecode

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I see.


I have zero experience with isometric map system so I really don't know. But I'm interested.


I'll think about that after the release.


EDIT: 


Did you test the demo ? Have you encountered some lags ? Especially when drawing move scopes ?
 
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kovak

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Seems that you forgot to upload the images used on your project.
 

Lecode

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My bad. It's now fixed.
 

tofurkey

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Thank you so much for undertaking this project. I've mostly worked with this type of battle system in previous RPG Makers, and with GubiD no longer being very active, it seemed like getting a TBS for MV was going to take quite a long time. I tested out a little bit of the demo, and it seems like you're already making pretty good progress. You've got a few things already that GubiD's system didn't have by default, which is nice to see (the Charge Skill, Square AoE, On-screen turn order).


I don't know much about Wakfu and DOFUS, but from the few videos I've watched it doesn't seem like their TBS is all too much different from FFT, so I think you're on the right track in that regard. For FFT, you're limited to one movement and one action per character turn. I imagine it's likely just because it's a super early version of the script, but it seemed like character turns only ended when you passed. It also didn't look like ranged attacks for normal attacks were working yet (one of the characters has a bow, but no ranged normal attack).


As far as features go in addition to what's already been mentioned, I would take a look at what GubiD's system for XP/VX/Ace was capable of, as that used a lot of FFT's features. Range (both minimum and maximum) and  AoEs are the biggest ones, but it looks like you've already made good progress on those. I'm not sure what you mean by Invokations, but if that's the same as a Charge skill (skill that has a delay before casting), then that would be nice as well. Directional bonuses and penalties were another feature that GubiD never had perfectly implemented, such as gaining a bonus to damage or hit% when attacking someone from the side or the back.


Finally, I know that this is probably difficult to do, but compatibility with Yanfly scripts and other big scripters is usually a big plus. A lot of other scripts that aren't necessarily TBS related can add a lot of functionality and depth to a TBS-like game.


Once again, thank you for doing this! I'll be following this thread and keeping an eye on your progress--this looks like it's going to be great.
 

Lecode

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 For FFT, you're limited to one movement and one action per character turn. I imagine it's likely just because it's a super early version of the script, but it seemed like character turns only ended when you passed

Yeah, I'm aware of that issue. Currently you can force battlers to pass the turn after a skill with this notetag <tbs_pass_on_use> or something like that...Check the skill Heal in demo. As for one movement per turn, I'll add a notetag to allow it. Currently the player can move as long as they have movement points. I'll add an action points system, which is similar, but for offensive actions. Both system cames from Dofus.

It also didn't look like ranged attacks for normal attacks were working yet (one of the characters has a bow, but no ranged normal attack).

What the plugin doesn't handle about ranged attacks are projectiles. I just forgot to add a tag for that weapon. Makers can do that themselves with <tbs_scope: > and <tbs_scope_options: >.

Range (both minimum and maximum) and  AoEs are the biggest ones, but it looks like you've already made good progress on those

You can make custom scopes and AoEs. Check the scope of the skill Fire Storm.

I'm not sure what you mean by Invokations, but if that's the same as a Charge skill (skill that has a delay before casting), then that would be nice as well

Argh, I used two bad words. I mean summoning ^^''. And Charge sould be Rush. Tehe.


The charge skill doesn't do what you think, test it ! But yes, I plan to do something like that.

Directional bonuses and penalties were another feature that GubiD never had perfectly implemented, such as gaining a bonus to damage or hit% when attacking someone from the side or the back.

Hell yes, I plan to add that too. With equips that add damage on back too, and all.

Finally, I know that this is probably difficult to do, but compatibility with Yanfly scripts and other big scripters is usually a big plus. A lot of other scripts that aren't necessarily TBS related can add a lot of functionality and depth to a TBS-like game.

I'll do my best.


I'll try to finish the documentation sooner so everyone can test notetags and functionalities.
 
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deilin

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GubiD had an initial bonus as follows:


Face to Face was a * 0.8 damage


side attack was a * 1.0 damage


rear damage was a * 1.5 damage


the arcs were what made them a little annoying. Despite facing, the larger favoredarc was the up-and-down arcs.


Otherwise, I will mess with the demo a bit using Medieval set.
 
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kovak

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All i have to say besides the hype is:


You should release that Turn Order as a stand alone plugin.
 

Lecode

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You should release that Turn Order as a stand alone plugin.

Hehe...it's still on WIP though. And I think Yanfly's one is really stable, no ?


The documentation is available. There is a lot a things I need to add but the essential is here.


Please read it before suggesting something.


The next things to do: Make the battles start sand end properly.
 

kovak

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I may be stable, but i have no idea about how to customize it.
 

noodels4life

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Hey man. I love how you are working on a Tactical Battle system. However, I feel as if I don't like the Tactical battle system in general. I want to have that Tactical feel but when you attack or come close to an enemy, I want it to have a regular sideview battle system initiate. By doing this, you still have a regular Tactical feel, but then it saves a lot of coding for later when you add attacks and such. So like it initiates the regular sideview battle for one turn or attack and then you end it and it goes back to the normal Tactical system.


EDIT : I'm going to try to make another Battle system based on what I just said right now. It's going to be called the Hybrid Battle System. I have little knowledge on making plugins, but I do code a lot with Python. So I'll learn along the way. And if you don't mind, I might reference your plugin with some of its ideas.
 
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deilin

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@noodels4life You are looking more for a Move on Move plugin, I think. A system where events on the screen only move while you move, or "wait".
 

Lecode

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Version 0.1:


-Battles start and end correctly.


-Troop events are correctly triggered in battle. However some functions like "show an animation" don't work for now.


I need to adapt each function case by case.


-Added an end window which appears when pressing ESC on the command window.


That window allows you to escape and change options.


-Added the tags and parameters for one time move only and one time offense only.


-Fixed some errors in the demo.


The documentation is updated.


@noodels4life: Good luck.
 

Knightmare

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I really like TBS's so I'm glad this is now a thing.  Thank you for giving it a try.  Best wishes in your development.
 

CyndaBytes

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I admire you. I'll follow this project with great interest.


Please don't do isometric support like GTBS. It's completely bugged and worthless. Remain in MV visual.
I also suggest not to focus on unnecessary frills (like the side-view animation) and doing bugfixing with great attention.
GTBS is buggy and difficult to tame. I had a lot of difficulty to release a decent game, but I had to give up a lot of things, because the script continued to crash.
So my advice is don't inspire to it.


Good Luck!
 

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