Gui 61 Posted August 19, 2014 I followed the instructions given in this post to make my game run at 640*480 but this doesn't work if I add the said lines at the very end of the list of scripts, and if I add these lines before the GTBS scripts the tactical battle system doesn't work any more (I get the normal/official battle system with battlers instead of the tactical/square-based one). Someone has an idea to solve this? Any input will be greatly appreciated: all of you take care! Share this post Link to post Share on other sites
Dilvish 7 Posted August 20, 2014 (edited) I put the script right above the Main script. See the picture I attached. Edited August 20, 2014 by posfan12 Share this post Link to post Share on other sites
Gui 61 Posted August 20, 2014 Thank you very much for the quick reply: deeply appreciated. Unfortunately, it still doesn't work: I get the normal/official battle system with battlers instead of the tactical/square-based one again... Anyone else? Share this post Link to post Share on other sites
Quasi 54 Posted August 24, 2014 That shouldn't be causing why it's not working, since I changed the screen res all the time when I used GTBS. Try doing this script call: enable_tbs Before starting the battle, but it should be set to true by default. Share this post Link to post Share on other sites
Gui 61 Posted August 26, 2014 Thank for the input, much appreciated, really. However, I finally decided to not rely on GubiD's TBS and to use the official battle system of the maker instead. Sorry if I made anyone lose his/her time, but I may change my mind later or for another project so your feedback may be of help at this moment... Thanks again to everyone: all of you take care! Share this post Link to post Share on other sites
mikhail21 0 Posted September 5, 2014 Hi Gubid and Quasi, your project on making a tactical system is awesome and I want to say I really much appreciate it. I'm also a new user myself and jumped to try out the GBTS. Very, very awesome. However, I'm not able to use the Layy meta engine or it seems not to be working (actually, it never worked even once) I've tried every troubleshooting step that I can find to fix the problem (even the one posted in Youtube where you have to have your project closed, create a Data_LM folder, map properties are not associated, etc). Are there any other steps that you can provide me in order to make the Layy Meta Engine work? Share this post Link to post Share on other sites
corneredcosmos 21 Posted September 12, 2014 I seem to have the same issue as Posfan12How do I disable the jump when attack? Share this post Link to post Share on other sites
Quasi 54 Posted September 12, 2014 I put the script right above the Main script. See the picture I attached. It should actually be inside the main script like: http://i.imgur.com/Jrn5vCE.png I forgot to mention this but I released the open source of my small tbs I made http://rpgmaker.net/manage_games/6058/downloads/ you guys can download it and see how I set battles up and stuffs Share this post Link to post Share on other sites
corneredcosmos 21 Posted September 12, 2014 (edited) Thank you! I forgot to specify though, is it possible for one character to have the move and jump disabled. IE they only do a bow skill on target without moving towards the enemy? Edited September 12, 2014 by CorneredCosmos Share this post Link to post Share on other sites
Quasi 54 Posted September 12, 2014 Don't really remember much about it lol. But I do remember you can change the animation for the Skill Types. So you can make a new skill type called Ranged, remember what id it is. ( For my example I'll use something ridiculous like 500 just so you know that's where the id should go) Now go to your scripts and find [GTBS] Skill Setup Around line 263 you should see something like: #------------------------------------------------------------ # Default ACTION_LIST constants #------------------------------------------------------------ # Only modify these if you know what your doing. As it these are utilized by # the battle system to determine what should be done when you start an action. #------------------------------------------------------------ DEFAULT_ACTION_LIST_PHYSICAL = [] DEFAULT_ACTION_LIST_PHYSICAL << ["message", "", ["show"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "user", ["pose approach"]] #DEFAULT_ACTION_LIST_PHYSICAL << ["move", "user", ["target body", "jump 2", "time 20"]] DEFAULT_ACTION_LIST_PHYSICAL << ["wait", "", ["16"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "user",["pose attack"]] DEFAULT_ACTION_LIST_PHYSICAL << ["wait", "", ["32"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "user", ["wep1"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "user", ["wep2"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "target", ["skill"]] DEFAULT_ACTION_LIST_PHYSICAL << ["move", "target", ["away 10", "time 3"]] DEFAULT_ACTION_LIST_PHYSICAL << ["wait", "", ["6"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "target", ["pose retreat"]] DEFAULT_ACTION_LIST_PHYSICAL << ["move", "target", ["return", "time 20"]] DEFAULT_ACTION_LIST_PHYSICAL << ["animation", "user", ["pose retreat"]] #DEFAULT_ACTION_LIST_PHYSICAL << ["move", "user", ["return", "time 20"]] This is from my Eleven Days open source project, you can see I have the jump and move commented out, so it doesn't move or jump But if you want to add a new action list for a certain skill type you should do this: You'll make a new action list something like: DEFAULT_ACTION_LIST_RANGED = [] DEFAULT_ACTION_LIST_RANGED << ["message", "", ["show"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "user", ["pose approach"]] DEFAULT_ACTION_LIST_RANGED << ["wait", "", ["16"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "user",["pose attack"]] DEFAULT_ACTION_LIST_RANGED << ["wait", "", ["32"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "user", ["wep1"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "user", ["wep2"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "target", ["skill"]] DEFAULT_ACTION_LIST_RANGED << ["move", "target", ["away 10", "time 3"]] DEFAULT_ACTION_LIST_RANGED << ["wait", "", ["6"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "target", ["pose retreat"]] DEFAULT_ACTION_LIST_RANGED << ["move", "target", ["return", "time 20"]] DEFAULT_ACTION_LIST_RANGED << ["animation", "user", ["pose retreat"]] You want this one under all DEFAULT_ACTION_LIST_MAGICAL, just to stay organized so like line 300 Now go to line 330 and you should see something like #------------------------------------------------------------ # Add to this using [CATEGORY_ID] = ACTION_LIST #------------------------------------------------------------ #SKILL_CATEGORY_DEFAULT_ACTION_LIST[1] = []; #SKILL_CATEGORY_DEFAULT_ACTION_LIST[1] << ["ACTION_TYPE", "ACTION_TARGET", ["EXTRA_PARAMS"]] SKILL_CATEGORY_DEFAULT_ACTION_LIST[2] = DEFAULT_ACTION_LIST_MAGICAL #Magic (by default) (I don't remember if this is edited from orginal) Now we add our new action list to run whenever a Ranged skill type is used. So under that list add in SKILL_CATEGORY_DEFAULT_ACTION_LIST[500] = DEFAULT_ACTION_LIST_RANGED Don't forget to change that 500 to the skill type id! With all this it should be done and working if I remembered correctly. (I might have an out of date version too since I haven't checked in like 4-6 months lol) By default all skill types run the PHYSICAL action list unless they're set up in that last step. 1 Share this post Link to post Share on other sites
Sissel Cabanela 0 Posted December 11, 2014 I don't know if posting this is necroposting(as I couldn't find a clear definition for the duration within the guidelines) so if it is, I apologize. Does anyone know if any paperdoll(Ie. Visual Equip) scripts work in conjunction with the GTBS? I can't seem to find any myself. Share this post Link to post Share on other sites
Gui 61 Posted July 7, 2015 A few questions concerning ranged combat... For my project of game being futuristic, most weapons are guns and rifles. However, I noticed some weird behaviours if not frank bugs. For testing purpose, the units in the party equipped with guns carry only a Flint Lock whose settings have been altered like this: range=[6, 1, true, true, 0,0,0] – no other entry has been added in the note field. Enemies troops is the base Slime*2 with twice the amount of HP and a move=6 note to increase their move range as well as a w_range note to increase their attack range – but it seems this last one doesn't work: see below, point 3. 1) when attacking, my units often attack more than once per turn, and sometimes even three to four times in a row, a single target as well as different ones; it also happens that these extra attacks occur when the targeted enemy is already dead from a previous attack by the same unit (never another unit so far). 2) although cliffs and rocks block the way for moving, these obstacles don't obstruct line of sight, effectively allowing to shoot at targets located behind; in other words, not only it looks weird but there's also no way to provide cover, and that is a serious issue... 3) I couldn't find how to increase the range of attack of the enemy: as stated above, I could increase their move range in typing move=6 in the note field but typing w_range = [6,0, true, true, 0] didn't help although it is the same "Easy Config" setup advised on this page: http://gubi.us:8001/redmine/projects/0_010/wiki/Enemy_Setup 4) lastly, and this has nothing to do with ranged combat but I thought I could ask in the same thread, is it possible to remove the display of MP in battle? Because, well, it is a sci-fi game so there's no magic... Thanks in advance for any help Share this post Link to post Share on other sites
SirCumferance 28 Posted July 10, 2015 I just renamed MP to NRG, short for Energy since my Force Fields were the MP Shield scripts and energy weapons drained. As for the other problems...I got nada 1 Share this post Link to post Share on other sites
Gui 61 Posted July 11, 2015 [...] As for the other problems...I got nada You mean you got none of these problems at all or you don't know how to solve them? Share this post Link to post Share on other sites
SirCumferance 28 Posted July 14, 2015 Nothing useful to contribute, sorry for that. I am gonna do a fresh start and see if i can replicate and troubleshoot, will let you know if I turn up anything useful 1 Share this post Link to post Share on other sites
Gui 61 Posted July 14, 2015 Thank a lot: much appreciated, really Share this post Link to post Share on other sites
Jynx 5 Posted July 17, 2015 (edited) I'm having a bit of trouble using the Teleport State. At GubiD's site it says to use it just put "teleport=true" on a skill. I did that, and even added the state "teleport" from the scripts. Nothing else regarding this is on the site and I can't get it working. Edited July 17, 2015 by Jynx Share this post Link to post Share on other sites
???nOBodY??? 30 Posted July 23, 2015 It's a little belated, but just wanted to say grats on getting this released. Share this post Link to post Share on other sites
shadow2k 0 Posted October 6, 2015 Is there a guide on how to use action lists? Apparently it's supposed to work in note tags but I can't get any of the commands to actually do anything and there's nowhere I can see in the demo or in the docs that lists syntax examples. Share this post Link to post Share on other sites
SW5084 0 Posted August 18, 2018 Hello, First of all, thank you for making this! I am trying to download it from your site but is unable to connect to it. Is there another place to download this? Thanks Share this post Link to post Share on other sites
ShockMonkey 0 Posted November 11, 2020 Hi peeps, I was wondering for some time now is there anything like this for RPG Maker MZ. I am starting to build a game similar to Shining Force 2 and am trying to find some appropriate tactical battle plugin or something. Share this post Link to post Share on other sites