GubiD's Tactical Battle System v2.4 for Ace

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Started by GubiD 20 posts View original ↗
  1. 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.
  2. VERY good stuff so far! This is amazing work!
  3. Possibly one of the best BS ever, now I can finally make my FF Tactics styled game.

    All I want to say is "Thank you for your hard work".
  4. i dont use or have vxAce but,  awesome work man !! :rock-left: BD :rock-right:
  5. I've been waiting for this! It might finally be time for that second project.
  6. this is cool and really useful for those who are fans of tactical games... though I might not be using it, at least for the near future...
  7. Thank you.  I hope you all enjoy it.  I am still adding features to the system and will continue to improve it as time goes on.  If you want to see what is upcoming etc, check out the dev site or subscribe to my news RSS at the bottom of THIS PAGE to get notified when news is available.  
  8. Hooooolllllyyyyy *head explodes*
  9. I've now got 5 battles set for a game with 2.3... How easy is it to upgrade later to newer formats?
  10. The easiest method is to use the script importer/exporter.  

    1. First, open the new demo.  

    2. Select the Import/Export script.  

    3. Set Export to true.  

    4. Test run the game to have it export the scripts. 

    5. Copy the 'Scripts' folder from the Demo Project to your Project under the same name/location. 

    6. Open the editor for your game. 

    7. Select the Import/Export script. 

    8. Set the IMPORT to true.

    9. Test run your game.

    10. It will import the scriprts (Note that your 'script sections' must be of the same name for them to import without reporting "missing headers")

    11. Close your editor (without saving) and reopen. 

    12. Your scripts have now been fully updated to the latest version. 
  11. ah. I was looking at that. Makes sense.

    Will just need to back-up my addons
  12. Are you add-ons, edits to GTBS?  Perhaps they are something that everyone may like.  We can possibly add them to the core GTBS for others to use.  If you are interested of course. 
  13. GubiD, i heard that you're implementing (or implemented) support for takentai animations during the attack animations. Are you planning to add support for the animations of the symphony engine, from Dr. Yami?
  14. So far it's cleaning up some aesthetics. Some windows are bigger then needed, so I'm re-arranging some and making the windows smaller.

    Also working on the mouse-over status window to move to left side when the mouse is on right side of map.
  15. Nosleinad,

    Does it support Takentai animations?  Takentai animations are nothing more than movements with the addition of animations entertwined.  And to answer that, it is YES.  However, I did my own implementation.  This method will be used much like that of the Victor Engine, but a little easier to understand (I hope).  Weapon Icons and any number of animation calls and dmg deals are already part of the system.  However the movement engine is not complete yet.  In fact, I am working on it right now.  I hope to release it with v2.4 in a couple weeks. 

    Deilin

    Yes, I know about the status windows being a bit large.  If I wasn't working on the movement stuff right now, I would revise the creation of the dialog a bit to make it smaller.  I have even though about just removing all the status bars and drawing them over the characters.  And using balloons to identify status effects as well.  That would open lots of area for the status dialog to only display the remaining info. 
  16. Whelp there goes my early access advantage. Ace job as always, Gubs.
  17. GubiD said:
    Nosleinad,

    Does it support Takentai animations?  Takentai animations are nothing more than movements with the addition of animations entertwined.  And to answer that, it is YES.  However, I did my own implementation.  This method will be used much like that of the Victor Engine, but a little easier to understand (I hope).  Weapon Icons and any number of animation calls and dmg deals are already part of the system.  However the movement engine is not complete yet.  In fact, I am working on it right now.  I hope to release it with v2.4 in a couple weeks. 

    Deilin

    Yes, I know about the status windows being a bit large.  If I wasn't working on the movement stuff right now, I would revise the creation of the dialog a bit to make it smaller.  I have even though about just removing all the status bars and drawing them over the characters.  And using balloons to identify status effects as well.  That would open lots of area for the status dialog to only display the remaining info. 
      Actually the symphony engine works through built in tags, that goes directly in the skill noteboxes (if i want to make random movements with the sprites). It works very differently from takentai.

      It supports holder, kaduki and 8D spritesheets.
  18. That is precisely what I am doing actually.  I will have to check out some of those 8D sprites so I can add support for them as well. 
  19. Here is what I've come up with so far for battle status:

    You can turn on ATB and TP bars.

    Spoiler
    LTstatus.jpg
  20. ^ wow, ATB + TBS

    Can't connect to the linked sites...