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VXAce Yet Another TBS Project v0.10a, looking for testers ~

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: VXAce Yet Another TBS Project v0.10a, looking for testers ~
  • Original author: Timtrack
  • Original date: March 23, 2025
  • Source thread: https://forums.rpgmakerweb.com/threads/yet-another-tbs-project-v0-10a-looking-for-testers.176492/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Scripts In Development

Summary

Introduction: This is my first beta release of a tactical battle system in VX Ace. A Tactical Battle System (TBS) is a battle system like Fire Emblem or Dofus/Wakfu where units have a position on the map, have their own turns and may, during their turn travel on the map (with limited move points) and use abilities (items/skills) on targets in a range. There are many tactical battle systems that were made in rpg maker, the most complete and popular for VX Ace is Gubid's Tactical Battle System (or GTBS...

Archived First Post

Introduction:
This is my first beta release of a tactical battle system in VX Ace. A Tactical Battle System (TBS) is a battle system like Fire Emblem or Dofus/Wakfu where units have a position on the map, have their own turns and may, during their turn travel on the map (with limited move points) and use abilities (items/skills) on targets in a range.

There are many tactical battle systems that were made in rpg maker, the most complete and popular for VX Ace is Gubid's Tactical Battle System (or GTBS for short).

While GTBS is amazing, it does not do exactly what I wanted, my goal was to use a TBS in my own project with inspiration coming from Baldur's Gate 3 and Wildermyth (check out the latter, it's an amazing game). While patching GTBS (which is not supported by its dev anymore) to fit my own view, I encountered more and more issues related to how poorly I understood the script.

Sooooooooo, I decided to redo a TBS from scratch and provide a versatile tool, close to RPG Maker's eventing and game logic and with as much compatibility as it can with useful scripts (like Yanfly's). Note that this is still a work in progress.

Features:
Introduces a new battle scene call Scene_TBS_Battle to replace Scene_Battle when battling a troop of enemies.
This scene loads a map (which can be the same as the current map), finds places to put battlers (defined by events comments) and then starts tactical battle.

The turn system as been changed, now a TurnWheel controls which battlers take turns the turn order may be:
-like Dnd/BG3 with each unit having their own (fixed) initiative (free for all turn system)
-like Fire Emblem/Wildermyth with teams taking their turns and each unit being usable (team turn system)
-like Dofus/Wakfu with evenly-dstributed turns such that the first battler of team1 plays, then the first of team2, then second of team1 etc. (evenly-distributed free for all)
Like BG3, if two units of the same team play next to each others in the turn order, there is an option to play both of them in any order.

The turn of a battler starts now when it is activated through the turnwheel (calling a on_turn_start method) up to the end of its actions (calling the on_turn_end method), the battler's states are updated at the end of its turn, its move points are recovered also at the end of its turn.

Game_Battlers (i will call them units now) have a Game_Character object to track their position and display them

Units are stored into teams with relationships (allies, neutral, opponents), you may create as many teams as you want.
By default there are three teams: TEAM_ACTORS, TEAM_NEUTRALS and TEAM_ENEMIES, the party members are in TEAM_ACTORS and the troop members are in TEAM_ENEMIES. The game supports obstacles that are units that can be destroyed but that do not take any decision, they are in TEAM_NEUTRALS.
You may add new actors or enemies to specific teams.

The battle is lost if a specific set of teams is defeated (by default only TEAM_ACTORS)
It is won if another specific set of teams is defeated (by default only TEAM_ENEMIES)

The loot,exp and gold rewards are distributed in a vanilla-way to the actors from your party that were in battle, this amount of rewards is based on units of specific teams defeated (by default only TEAM_ENEMIES).

Units may move on the map under specific rules, they have move points that define how far they can go during a turn.
Some units may fly, only swim. Some units may lose more move points on specific tiles (defined by terrain_tags), by default, units may travel as long as they have move points.

As long as a unit may take a vanilla action, they may cast abilities (skills or items). An ability has a range (can be parametrized in the notetags), a range may be obstructed by other battlers or map tiles. All abilities must target a cell which will affect an area (can be parametrized in the notetags too). Abilities which targets all or none must still target a cell, the ability will affect the units inside the area of the ability. Abilities with 'random' targeting will affect a random target inside the area it was cast upon.
The only difference during TBS between an ability that targets all and one that targets one target is the animation displayed, an all ability will display a single animation while a 'single' ability will display one animation per target.
Except of abilities that target 'none' all abilities must touch at least one unit to be a valid cast.
Abilities may affect the unit, its allies, neutral units or opponents alike, you may specify for specific abiltiies which units it may affect based on teams relationships.
You may force some abilities to target empty cells or occupied cells.

Abilities used outside of TBS (in menus) will have the rpg maker default behavior.

The script provide many parameters, check the source code and the database of the demo.
It comes along with a 'basic' ai close to rpg maker vanilla's logic:
-the ai selects a skill (not an item!) in a random weighted way
-it tests which cells it may target (also considers moving before casting the ability)
-it takes the 'best' cell (avoids harming friends or helping opponents and targets as many other targets)
-it casts the ability, if no good cell exists, it tries another skill until there is no good skill or no remaining actions
At the end of the ai's turn, it tries to get closer to an alive opponent.

Screenshots:
What a battle looks like, the circle is for the team affiliation. A little icon is displayed below units that may act now (icon can be parametrized too)
1742730473110.png

You may select the path to travel
1742730561201.png

You may specify attack ranges (the ranges display of attacks, areas, move, or skills can be changed to other colors or load autotiles)
1742730609874.png

You have information on the selected battler:
1742730707274.png

Known issues/missing features:
Issues:
-test the advanced height calculation [see addon TBS Height]
-vanilla ranges obstacles are not great when using flying units (or units at some obstacles)
-there were in previous tests random crashes/freezes of the game, I did fix them (at least partially) and haven't encountered them again if you still encounter them, please tell me! It will probably mean that there are still issues in my code

Planned addons:
-reaction skills like counter spell or protect
-traps/passive area of effect

Very low priority addons (assume that I will not work on them but you can design them!):
-side-view battles like FE (graphic knowledge plus conflict with reaction skills etc., not something I want to code)
-battle animations (skill animations mainly) (graphic knowledge, huge)
-exp/rewards mid-battle (not something I want to code)
-self inventory and trade system (probably already exists somewhere, would be nice to check this)
-script-controlled custom victory conditions (would have to define a list or something, I prefer using events instead)
-isometric view support (graphic and external script knowledge, not something I want to code)

Term of use:
You may use these scripts and the resources from the demo (if I made them) in both free and commercial games as long as you give credit to me.
You cannot sell the scripts as part of packs or other commercial purpose. You cannot use them in AI training or generation.

Special thanks (I suggest you give them credit too):
-GubiD for GTBS this script takes inspiration from: some part of my code are taken from his original script, I talked with him by email and he said he was fine with it
-Clarabel who provided the notetag system from GTBS that I also use for simpler notetag reading

Installation and compatibility:
Note that this is still in development, there are many missing features and the project might still be unstable, please report any bug here. You can download a demo with the source scripts in the zip file attached to this post. You may alternatively download the demo here:
-download 0.10a
-download 0.10, 0.9, 0.8a, 0.8, 0.7, 0.6a, 0.6, 0.5

The demo contains a main script called [TBS] Core, it requires Victor Engine - Basic Module v1.35 and a script I made provided inside the source called Sprite_Tile as well as my Simple Notetag Config script, in your script list, the load order below materials should be:
-Victor Engine Basic Module
-Sprite_Tile
-Simple Notetag Config
-[TBS] Core

The game should run properly with only those three scripts, I also provide addons (see the demo) that you may put below TBS-Core for more features.
Finally I provide a patch script for TBS with some scripts:
Without any patch (already handled):
- YEA Ace Save Engine v1.03
With my patch addon:
- YEA Victory Aftermath v1.04
- Zeus Lights & Shadows v1.3
- YEA Core Engine v1.09
- YEA Battle Core v1.22
- YEA Enemy HP Bars v1.10
- YEA System Options v1.00
- YEA Lunatic States v1.02
- dodger451's Threat System v0.1
- Theo Allen's Anti lag v1.1
- YEA - Class System v1.10 (optional patch)
- YES Equipment Learning
- YEA Skill Cost Manager
I wrote a patch for the following scripts that I did not test yet:
- YEA Target Manager v1.03
- YEA Skill Restrictions v1.02
- YEA Cast Animations v1.00

This script is not compatible with GTBS or any battle system overhaul unless specified otherwise.

Update: added demo v0.10a, still looking for testers, this post here is NOT up to date, please look at the post at the end of the thread for latest features.

v0.10a
-new flying effect addon with battler floating in the sky
-fixed a few bugs: status window not being updated properly,
-sound effects options added
-window displaying all party members in place phase added (very simple and not great tbh)
-obstacle turn moved at the end of global turn
-stack pending system (no impact to the system but a more robust system)
-targets of abilities can be ordered
v0.10
-many stuff, rewriting and renaming classes, bugfixing, too tired to list them
-reaction skills as an addon!
-stack system!
-improving patches and addons!
-more bugs!
v0.9
*new*
-Enemies sprites are now color-dependant of the sprite battler (see hue) and they have automatic face based on their battler sprite in the database! (you can still put your own faceset that won't follow the battler's sprite coloring)
-cursor now follows battlers when they act, including ais
-cursor now slides on the screen instead of teleporting (can be changed in script options)
-new addon called Positionning adding push and pull effects, push damage when colliding with obstacles, directional damage bonus (front vs back damage), backstabbing feature (when using base attack on the back of someone and in contact will greatly increase damage).
-new addon to add projectiles for your attacks and abilities!
-new addon to handle sprite poses called Animated Poses when attacking, dodging, dying etc., you can set big spritesheets of battlers and set skills and items to call poses, you can link sounds and animations to a pose symbol.
-abilities can add or remove move points to the targets for a turn with notetag <move = x>
-you can enable or disable the default win conditions checks, opening the access to custom win conditions even if mo enemies are left.
*Addons modifications*
-lots of tiny stuff (every addons code is slightly modified)
-patch hub now supports Theo Allen's Anti lag v1.1 (the script will probably not increase TBS performances though)
-event triggers addon now uses labels (old version is called Event Triggers but is deprecated, new is named Event Triggers 2)
-datareading structure exported to Simple Notetag Config script by me (requirement for TBS)
Added animated poses system
*fixes*
-save system fixed and enter/exit tbs battle are cleaner, event calls are now enough to use shops and other menus (just don't mess with Scene_Map)
-improved performances (less checks per frames)
-added beta addon to avoid freeze when AI calculates stuff (still a work in progress, see [TBS] AI speed-up beta)
-code cleaning
-many unlisted stuff

v0.8a (or 0.8.1)
-fixed a crash when ai units could not move
-tgt_empty? now checks blocking events, meaning that summoning a slime or teleporting in the demo may now avoid targeting cells occupied by event obstacles.

v0.8
*new*
-linked the preview damage system to the ais
-you can design tactics for ais like GTBS (tanking units, evading units)
-you can now call naming scene or shop scenes in battles with events calls!
-added save/load addon: you can now save mid battle (this can be parametrized) and load your saves, supports Yanfly Save Engine to load mid-battle as well as my Neo-Save-like display.
-states may now forbid actors from being placed in battles (for instance death states) unless specified otherwise
-battlers under some states may now have a balloon displayed continuously
-added advanced height system calculations (requires tests, see addon TBS Height)
-added patch support with dodger451's Threat System
*bugfixes*
-random targeting and other targeting calculation should now work properly
-autobattling units in vanilla battle should not make the game crash anymore
-abilities may now only affect dead units or alive units, fixing some ais behavior trying to harm dead actors
-forced tbs actions are now properly forced, regardless of the tgt_property conditions, they will however not be cast if user is dead
-ai pathfinding should consider other paths when blocked by other units
-battlers removed on death will now still display an animation and sound (though it remains a bit clunky)

v0.7
-added turnwheel menu to check the turn order
-damage preview and other display features
-added option menu (as addon but highly recommended file): using a similar structure as Yanfly's settings menu, you can config display properties in battle

v0.6a (or 0.6.1)
-fixed a crash when battling the bandit
-battle music will not trigger anymore right before placement music

v0.6
*new*
-Added placement phase
-Added Game_Interpreter methods to create summon systems, reinforcement and basically addition or removal of battlers mid-battle
-Added skill casted data to be used when calling common events (see Teleportations skills and summons)
-Changed the property calculation that nows evaluate a string as Game_Action calls, leading to more personalisation.
*bugfixes*
-Fixed ai actions waiting next battle to trigger
-Fixed patch script bug

v0.5
*new*
-Added Game_Interpreter methods to deal with events on the map during TBS battle
-Added optional script to have event interactions (see Map 2 of the demo)
*bugfixes*
-Fixed a small issue about the line of sight calculation when using the default line of sight system, a range going from land to water should not be blocked anymore
-Cancelling the 'confirm guard' will not crash the game anymore
-The status windows should not be displayed anymore outside of your turn (merged some method calls), avoiding empty windows.

Features Mentioned

  • Spoiler
  • Introduces a new battle scene call Scene_TBS_Battle to replace Scene_Battle when battling a troop of enemies.
  • This scene loads a map (which can be the same as the current map), finds places to put battlers (defined by events comments) and then starts tactical battle.
  • Spoiler: Turn System
  • The turn system as been changed, now a TurnWheel controls which battlers take turns the turn order may be:
  • like Dnd/BG3 with each unit having their own (fixed) initiative (free for all turn system)
  • like Fire Emblem/Wildermyth with teams taking their turns and each unit being usable (team turn system)
  • like Dofus/Wakfu with evenly-dstributed turns such that the first battler of team1 plays, then the first of team2, then second of team1 etc. (evenly-distributed free for all)
  • Like BG3, if two units of the same team play next to each others in the turn order, there is an option to play both of them in any order.
  • The turn of a battler starts now when it is activated through the turnwheel (calling a on_turn_start method) up to the end of its actions (calling the on_turn_end method), the battler's states are updated at the end of its turn, its move points are recovered also at the end of its turn.
  • Game_Battlers (i will call them units now) have a Game_Character object to track their position and display them
  • Spoiler: Teams and Win conditions
  • Units are stored into teams with relationships (allies, neutral, opponents), you may create as many teams as you want.
  • By default there are three teams: TEAM_ACTORS, TEAM_NEUTRALS and TEAM_ENEMIES, the party members are in TEAM_ACTORS and the troop members are in TEAM_ENEMIES. The game supports obstacles that are units that can be destroyed but that do not take any decision, they are in TEAM_NEUTRALS.
  • You may add new actors or enemies to specific teams.
  • The battle is lost if a specific set of teams is defeated (by default only TEAM_ACTORS)
  • It is won if another specific set of teams is defeated (by default only TEAM_ENEMIES)
  • The loot,exp and gold rewards are distributed in a vanilla-way to the actors from your party that were in battle, this amount of rewards is based on units of specific teams defeated (by default only TEAM_ENEMIES).

Downloads / Referenced Files

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License / Terms Note

You may use these scripts and the resources from the demo (if I made them) in both free and commercial games as long as you give credit to me. You cannot sell the scripts as part of packs or other commercial purpose. You cannot use them in AI training or generation. Special thanks (I suggest you give them credit too): -GubiD for GTBS this script takes inspiration from: some part of my code are taken from his original script, I...

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