TheoAllen 830 Posted June 18, 2014 Interesting. It's much like Vlue's. But let's see ... The dream grid battle system I want to make is more like this It's allow you to switch grid to another side. Sad fact that the script itself is for RGSS2 and it's introvert script which will never released in public. Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 Interesting. It's much like Vlue's. But let's see ... It's allow you to switch grid to another side. Sad fact that the script itself is for RGSS2 and it's introvert script which will never released in public. It makes me a little sad that someone had already made it. Increasing grid size isn't a problem because I used 2 const in module for width and height. I tried letting actor and enemy to switch grid with script, no error raised. Now I'm trying to make a command for it. But due to current coding, the switching is saved (affect the formation and later battle) Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 Good, please make switchable grid battle system and I would be very grateful You could ask me if you encounter any issues regarding battler positioning with my sideview battle system. Since I already make the script structure itself compatible with switchable grid battle system. More like "will be used in future". At least, I hope. The only matter is the implementation Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 Good, please make switchable grid battle system and I would be very grateful You could ask me if you encounter any issues regarding battler positioning with my sideview battle system. Since I already make the script structure itself compatible with switchable grid battle system. More like "will be used in future". At least, I hope. The only matter is the implementation LoL yeah, after changing actor's spot in grid $game_party.set_unit_to_spot(1,1,1) I call $game_party.members.each {|mem| mem.init_oripost mem.reset_pos(30,1) } and things run smoothly! The problem is the command. I'm not sure if I should use a new window or point directly at the screen. 1 Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 Whoa, you found the function, didnt u? Point directly at the screen would be better I guess. Since it's more intuitive Good job! Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 So annoying to work with screen without window (I don't work with Sprite much) I guess I will "borrow" your cursor add-on~ But do you need 4x4 grid? Because the formation setting window looks ugly with 4x4 grid Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 Configurable grid size would be better. Since I hope the grid battle system would be released in public If you're unfamiliar with sprite, you could done it in window though. At least, you could consider it as early version ahay ~ Another grid battle system made by my friend. Scripted only for tankentai though. And will not released as well Sorry for the crappy graphics, but my friend already decided that would be his game style xD 1 Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 Configurable grid size would be better. Since I hope the grid battle system would be released in public If you're unfamiliar with sprite, you could done it in window though. At least, you could consider it as early version ahay ~ I easily made a window for changing grid. Then I made it invisible and alias its update method to change the cursor sprite's position but... derp~ So I made its opacity = 0 then set it's item_rect(index) method to surround the actor's position on screen. 2 Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 You... really deserve a cookie man! Great works! I didn't even think if transparent window will handle it xD 1 Share this post Link to post Share on other sites
Nekotori 739 Posted June 18, 2014 Awesome... It would be epic if the grid battle system and TheoAllen's battle system combines and join forces. I could see alot of nifty features like formation effects, skills that only target certain grid spots, and melee and range positioning (Melees in the front or else they cant attack whild ranged must be a few grids away to attack similar to the first Persona game). But Im no coder so I dunno if its possible or if its hard to implement xD Greatwork guys! ^~^ 1 Share this post Link to post Share on other sites
Demintika 63 Posted June 19, 2014 (edited) Awesome... It would be epic if the grid battle system and TheoAllen's battle system combines and join forces. I could see alot of nifty features like formation effects, skills that only target certain grid spots, and melee and range positioning (Melees in the front or else they cant attack whild ranged must be a few grids away to attack similar to the first Persona game). But Im no coder so I dunno if its possible or if its hard to implement xD Greatwork guys! ^~^ It's easy but pretty.. messy. The make_enemy_target is now like 30 lines long (I separated it to 3 methods now) while I haven't touch the make_friend_target; and the target features are just <horizon>, <vertical>, <target_back>(back most column), <target_any>, <target_cross: x>, <target_area: x>; <cast_range: x> (can be used for attack or skill or weapon, but I just call it cast_range) By the way, I haven't (couldn't) set up any battle poses so multi-targets skill doesn't hit all its target at the same time. Edited June 19, 2014 by Demintika Share this post Link to post Share on other sites
TheoAllen 830 Posted June 19, 2014 Good morning / afternoon / night guys and gals. I bring you a good news and a bad news The good news is the translation was completed. The only matter now is the script implementation itself. I haven't decided if it's a final version or not. Since I usually tend to make a little change since new ideas usually comes up into my mind. Well, expect next week will be the release date The bad news is I couldn't update the sample game. Maybe the next month will be the release date. Not sure though. There're still have many things to do. Include balances and proof reading. Btw, these are videos for upcoming update As I have ever mentioned before. There is knockback sequence / combo breaker. Take a look And the magic reflection won't always target the magic caster. Instead it will target the magic caster's friendly unit @demintika : My TSBS won't deal damage multiple targets at same time unless you give the <area> tag in skill notebox though :/ 3 Share this post Link to post Share on other sites
Fernyfer775 5 Posted June 19, 2014 Dude, this system is beyond amazing... Share this post Link to post Share on other sites
TheoAllen 830 Posted June 21, 2014 Another update progress guys ~ Last evening, I almost lost my work because of RPG Maker error. I don't know why either. But it seems because of I haven't closed yet my RPG Maker project for weeks. It produces lag and suddenly frozen. Fortunatelly, no rvdata2 was corrupted. So, before anything goes wrong, I decided to backup my works, Since I don't want to lose one of my masterpiece, then I decided to try github. So, if you want to look at the English translation progress, you could look at this repository. https://github.com/theoallen/TSBS Most of instructions already in English. But some minor aren't translated yet. Even the "implementation" part itself is not final. In fact that the git version and the one I have are different. Those are just backup afterall. But you could try to test if you want Btw, I have added new feature called state transform. Basically, your battler would be transformed depends on the states. Here, take a look I'm on my way to documenting and commenting enemy movements. So, you could learn better later 2 Share this post Link to post Share on other sites
Rhayvie1978 1 Posted June 22, 2014 It's very nice to know that the translation is already in progress. I'm your big FAN ever since you posted you scripts. God bless you! Share this post Link to post Share on other sites
TheoAllen 830 Posted June 22, 2014 It's very nice to know that the translation is already in progress. I'm your big FAN ever since you posted you scripts. God bless you! Thank you very much. I really appreciate it xD Share this post Link to post Share on other sites
Demintika 63 Posted June 22, 2014 Updated to TSBS 1.3 and get this error again... Update Basic module to 1.5b and the error become: Nil can't be coerced into Fixnum (probably the duration is nil) Share this post Link to post Share on other sites
TheoAllen 830 Posted June 22, 2014 Lolwhat...is that your project containing DGBS? My friend just tried it in fresh project and it's going well without any additional scripts (except yanfly though). Perhaps, there is something in line 3872, def post_start. Since the previous error was because of in that part Share this post Link to post Share on other sites
Demintika 63 Posted June 22, 2014 Lolwhat...is that your project containing DGBS? My friend just tried it in fresh project and it's going well without any additional scripts (except yanfly though). Perhaps, there is something in line 3872, def post_start. Since the previous error was because of in that part Fresh project with TSBS and DGBS doesn't cause problem.. I tried to rearrange a few script and solved it. mmk... Share this post Link to post Share on other sites
TheoAllen 830 Posted June 30, 2014 Translation done! Enjoy now Please look at the first post 1 Share this post Link to post Share on other sites
Lans 4 Posted July 1, 2014 I must admit, this is one sexy battle system.Do you plan on making addons for it? Share this post Link to post Share on other sites
TheoAllen 830 Posted July 1, 2014 Thanks So far, I have made two addons like battle cursor and multiple animation. I do have make more addons such as battle camera. But that would be quite tricky though. Btw, I'm on my way on make wiki about this script https://github.com/theoallen/TSBS/wiki/Getting-Started Not finished yet though, but I'm sure I will update it once I get the time 1 Share this post Link to post Share on other sites
Rhayvie1978 1 Posted July 11, 2014 May I know where is the link for the english demo, or is there any?Sorry Master TheoAllen but im a type of cannot-follow-the-instruction-if-there-is-no-demo. Coz I used a demo as a guide Thanks for all your hardwork for this wonderful script. May the our Father above bless you always! 1 Share this post Link to post Share on other sites
TheoAllen 830 Posted July 11, 2014 I'm a bit busy right now. But I have finish at least 50% of the sample demo. I will let you know once it's complete. Thanks for paying attention on my scripts 1 Share this post Link to post Share on other sites
Rhayvie1978 1 Posted July 12, 2014 I'm a bit busy right now. But I have finish at least 50% of the sample demo. I will let you know once it's complete. Thanks for paying attention on my scripts Take your time Master. I can wait Thanks for the fast reply! Share this post Link to post Share on other sites