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Devlog
Version 6.00
January 04, 2024
by
Another RPG Enthusiast
1
Has it really been a year and a half since my last update? I'm sorry for the long absence; I've been pursuing a degree, and university has eaten up most of my time. But I'm not dead, and have returned...
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Version 5.01
August 27, 2022
by
Another RPG Enthusiast
Restructured statInfo . Each attribute is now an object containing all the data previously stored in STAT_MIN , STAT_MAX , hiddenStats , and the old statInfo , which have all been depreciated. All exi...
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Version 5.00.1 hotfix
August 08, 2022
by
Another RPG Enthusiast
Fixes an error introduced in the previous version that caused a fatal error when attempting to reference threatMod ...
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Version 5.00: Inventory Overhaul
August 07, 2022
by
Another RPG Enthusiast
1
This update contains a massive change to inventory structure, and as such will be incompatible with previous versions of the engine . INVENTORY OVERHAUL: Inventory objects are now Arrays rather than M...
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Version 4.03
July 16, 2022
by
Another RPG Enthusiast
Version 4.03 NEW FEATURE: Full support for the "ranked" and "action" turn models. See Additional Features for details. Might be buggy. Report any issues. The turn order graphics are also pretty ugly,...
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Experiment 03: It's About Time
June 12, 2022
by
Another RPG Enthusiast
I have released a third experimental microgame , this one based around the "timeline" system introduced in the last major update. Please try it out and tell me what you think!...
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Version 4.02.1
May 26, 2022
by
Another RPG Enthusiast
Fixed an error with the animation tests. They should now be updated to work with the current passage names...
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Version 4.02
May 22, 2022
by
Another RPG Enthusiast
Version 4.02 New logic function: checkActions . Checks if target(s) have readied actions. Useful for AI code. Fixed an error in the deathMessage getter that prevented null messages from being read. A...
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Version 4.01
January 31, 2022
by
Another RPG Enthusiast
NEW FEATURE: Full support for the "timeline" turn model. To activate it, set the TURN_MODEL variable to "timeline". Documentation pending. Might be buggy. Report any issues. I intended to couple this...
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Version 4.00
December 31, 2021
by
Another RPG Enthusiast
Changes introduced in this version are incompatible with previous versions due to changing the names of essential passages and variables. Apologies, but these changes will vastly improve usability goi...
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Version 3.07.2
October 24, 2021
by
Another RPG Enthusiast
Fixed an error in hasEquipped that prevented it from returning the correct value if a match was found early. Fixed additional areas where the target function could accidentally be overwritten. target...
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Version 3.07.1
October 10, 2021
by
Another RPG Enthusiast
1
Streamlined the implementation of restrictedTo in equippable items. You no longer need to define a restrictedTo and handlers will account for invalid values. Additionally, there is now a shorthand get...
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Version 3.07
August 29, 2021
by
Another RPG Enthusiast
New Actor functions: replenishUses : Fully refills the uses of all actions possessed by the character that match the passed name argument. New Effect properties: healBlock : Prevents the afflicted cha...
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Version 3.06
July 24, 2021
by
Another RPG Enthusiast
New Action properties: noReflection : If true , the action will not trigger damage reflection unless the target has the absreflect property. Equipment will now print their character restrictions in th...
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Version 3.05
July 17, 2021
by
Another RPG Enthusiast
New Actor properties: numAdjacent : Returns the number of other characters in the area specified by the passed argument. Useful for AI code. guarded : Returns true if the character is guarded by anoth...
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Version 3.04.1
June 14, 2021
by
Another RPG Enthusiast
Just a quick patch: The demo no longer uses the battle grid. (I turned it on for testing and forgot to turn it off.)...
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Version 3.04
June 13, 2021
by
Another RPG Enthusiast
New Actor properties: position : When invoked, it returns the character's cell in the grid; when set, it adjusts their row and col values and swaps the contents of the destination cell. loadBearing :...
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Version 3.03
May 31, 2021
by
Another RPG Enthusiast
The battle grid has been redone. Positioning is now determined by manually-set row and col values rather than the index of the character. This means you don't have to fill parties with null entries an...
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Version 3.02
May 23, 2021
by
Another RPG Enthusiast
The gameplay effects of an action are now calculated before the text description is rendered. This allows you to customize the text based on variable results of the action, e.g. whether or not the att...
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Version 3.01
May 15, 2021
by
Another RPG Enthusiast
Target and subject variables have now been decoupled from the battle controller B . This allows more flexible usage of functions and widgets that call for interactions between characters, but may caus...
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Version 3.00
May 08, 2021
by
Another RPG Enthusiast
1
Targeting logic has been overhauled. It is now handled through functions rather than widgets, and certain adjustments such as Firefly have been automated. A Hitlist class has been defined to facilitat...
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Version 2.04
April 27, 2021
by
Another RPG Enthusiast
The action database is now separated into two files: core-actions.js is located in the core folder and contains the actions used by the default puppets; database-actions.js in the custom folder lets y...
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Version 2.03.2
April 25, 2021
by
Another RPG Enthusiast
Somehow I accidentally overwrote the battle destination fix with a previous version. It should actually be fixed now...
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Version 2.03.1
April 24, 2021
by
Another RPG Enthusiast
Fixed a positioning glitch with the action info popup. Fixed a bug where the player could not be forwarded to the victory destination because endofbattle was run before goto , destroying the destinati...
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Version 2.03
April 23, 2021
by
Another RPG Enthusiast
The height of the battle pane will now scale with the window height. Rearranged the folder structure to better differentiate core and custom code. Characters will now only appear dead after an attack...
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Version 2.02
April 21, 2021
by
Another RPG Enthusiast
Fixed a glitch where enemies would not be flagged dead the first time their HP reached 0 if animations were enabled. (This has in turn created a glitch where enemies are flagged dead before the killin...
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Version 2.01
January 09, 2021
by
Another RPG Enthusiast
New action properties: enemyCD and nameCD . These values will be automatically read to set the values of an enemy's cooldown Map when actions are executed. They default to the action's cooldown and na...
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Version 2.00.1
January 03, 2021
by
Another RPG Enthusiast
HP cost will now be automatically deducted when using HP-consuming skills. No idea how I missed that one for so long...
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Version 2.00: Effect manager overhaul!
January 01, 2021
by
Another RPG Enthusiast
Happy new year! For this version, I decided to finally bite the bullet and convert addeffect into a JavaScript function. It's now a lot more intuitive and easily customizable. However, this required c...
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Version 1.27
December 24, 2020
by
Another RPG Enthusiast
deathMessage can now be defined as a database property. Equipment slots can now be defined in StoryInit , through the variable DEFAULT_EQUIP_SLOTS , or as a database property, instead of being hardcod...
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Version 1.26.1
December 19, 2020
by
Another RPG Enthusiast
Health meters will no longer break if the player refreshes during a battle. Refreshing can still cause other problems, though, so try not to do it. Removed the "enemy holds" passage and replaced it wi...
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Version 1.26
December 17, 2020
by
Another RPG Enthusiast
Documentation has now been split into "Basic" and "Advanced" sections. The "Basic" section should hopefully help people with less coding experience get into the engine more easily. Top-of-round effect...
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Version 1.25
December 13, 2020
by
Another RPG Enthusiast
NEW FEATURE: Battle animations! Nothing fancy, but actor boxes will now shake and produce damage value popups during action phases. You can turn them off by disabling the ANIMATIONS flag in StoryInit...
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Version 1.24.1
December 06, 2020
by
Another RPG Enthusiast
1
newturn and endofround have been renamed to newTurn and endOfRound for clarity. Effect decay messages are now lumped into one box per character. Effect decay messages have now been standardized into o...
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Version 1.24
November 27, 2020
by
Another RPG Enthusiast
Rogue now has a special Crisis that allows them to use any battle item for free. Try it out and see if it breaks anything. Tweaked Crisis display code so that it will no longer display if no Crisis ab...
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Version 1.23.2
November 02, 2020
by
Another RPG Enthusiast
I realized widgets couldn't be clobbered, so every widget is now in its own passage. If you wish to replace a widget with a custom version, just make a new passage with the same name in the passages-u...
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1.23.1 hotfix
November 02, 2020
by
Another RPG Enthusiast
Fixed a typo that was causing the effect adder to fail...
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Version 1.23
November 01, 2020
by
Another RPG Enthusiast
NEW FEATURE: "limit break" abilities! Puppets will fill up a Crisis bar as they take damage, and can unleash a powerful ability when it's full. Prettified end-of-round messages. They now display in th...
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Version 1.22.1
October 25, 2020
by
Another RPG Enthusiast
Fixed a bestiary-related bug that would occur when an enemy was struck with an element or ailment. Fixed a bug in Sacrament and Blasphemy...
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Version 1.22
October 25, 2020
by
Another RPG Enthusiast
NEW FEATURE: You can now give characters an onHit function that will execute whenever they are struck by damage. Note that this is separate from damage reflection. Several action functions have been r...
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Version 1.21.3
October 20, 2020
by
Another RPG Enthusiast
Rearranged the conditional checks in callEncounter so that the bestiary update loop is only run if the bestiary is defined. There is now a preview function for healing actions. Items now have a getter...
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Version 1.21.2
October 19, 2020
by
Another RPG Enthusiast
Added a section on the design of story-based/fixed progression. Added a section on the design of skill progression. Slightly edited the design sections to provide some more information and resources...
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Version 1.21.1
October 06, 2020
by
Another RPG Enthusiast
The bestiary now flags every enemy as encountered (allowing them to appear in the bestiary) on game load. gp and xp properties are now in lowercase, for standardization with hp . The code for formatio...
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Version 1.21: Bestiary
October 04, 2020
by
Another RPG Enthusiast
NEW FEATURE: Bestiary/enemy encyclopedia. The code for its construction can be found in database-enemies.js . The bestiary provides highly modular function, with tracking for masking/revealing every s...
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Version 1.20
September 13, 2020
by
Another RPG Enthusiast
Added a sticky item for you to test yourself. Start a new game and you'll find three mysterious rings in your inventory. Try them on and see what happens! Also added a decurse station to let you remov...
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Version 1.19: Accessibility
September 06, 2020
by
Another RPG Enthusiast
Accessibility features added: You can now change the default font to OpenDyslexic for easier reading with dyslexia, and change the link color if you have a condition that makes it difficult to pick ou...
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Version 1.18
August 30, 2020
by
Another RPG Enthusiast
NEW FEATURE: Equipment locking. If you set the lockEquipment attribute on a Puppet, the player will be unable to change their equipment. Note that you can still alter their equipment through manual eq...
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Version 1.17
August 09, 2020
by
Another RPG Enthusiast
NEW FEATURE: Miss chance and critical hits, even though I hate them. Default rates are defined in StoryInit, and custom rates can be defined in an action's definition. See the accuracyCheck and critCh...
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Version 1.16.1
August 01, 2020
by
Another RPG Enthusiast
Moved the encounters database to passages-unique. randomtarget , echodamage , damagecalc , addeffect , and dispeltarget have been renamed with camelCaps for better consistency and clarity. Renamed the...
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Version 1.16
July 24, 2020
by
Another RPG Enthusiast
1
Version 1.16 NEW FEATURE: Shock cures. It is now possible for direct damage to cure certain status effects. Add a "shock" property value to the status effect to enable this. It can be either true for...
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Version 1.15.1
April 25, 2020
by
Another RPG Enthusiast
Fixed an error that prevented actions with displayname from working as intended...
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Version 1.15
April 24, 2020
by
Another RPG Enthusiast
NEW FEATURE: Turn exchange. If this variable is set in StoryInit , an enemy will automatically act after every player action. This is useful if you don't want players ganging up on enemies. NEW FEATUR...
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Version 1.14.3
April 20, 2020
by
Another RPG Enthusiast
Fixed an error in applyEffect . Single-target actions should no longer hit the whole party. addeffect will now generate an error message if no arguments are passed to it. Knocked Down applications sho...
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Version 1.14.2
April 20, 2020
by
Another RPG Enthusiast
It is no longer possible to set an action's uses to more than its max uses. Fixed a naming error in the function for resetting action cooldown. Cooldowns should be correctly reset now. Added animate.c...
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Version 1.14.1
April 19, 2020
by
Another RPG Enthusiast
The engine is now completely independent of Twine! The StoryData passage is now used to store necessary project data. Remember to edit it when making your own project. (Remove the StorySettings passag...
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Version 1.14
April 17, 2020
by
Another RPG Enthusiast
NEW FEATURE: Loss-of-control effects. These effects will force your puppets to attack randomly at the start of a round, like "berserk" or "confusion" effects in most RPGs. There are now three new effe...
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Version 1.13.2
April 12, 2020
by
Another RPG Enthusiast
Getters for Effects have been remade with greater specificity. It is now possible to override Boolean flags with false . The "persistent" property for effects is now split into persistAfterDeath and p...
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Version 1.13.1
April 11, 2020
by
Another RPG Enthusiast
Added a section in Design discussing targeting systems. endofbattle now unsets the battle controller and the enemy party variable to reduce overhead. Added fight , playMusic , and clearMusic macros (t...
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Version 1.13
April 07, 2020
by
Another RPG Enthusiast
NEW FEATURE: Aggro targeting! There is now a system for making enemies preferentially target characters based on how much damage they've inflicted. Set the THREAT_TARGETING variable to true in StoryIn...
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Version 1.12
April 05, 2020
by
Another RPG Enthusiast
NEW CHARACTER: The Artist. This character was created purely to explore the elemental affinities system, and is not intended to be balanced. Try them out on the Mystery Twins! Actors have now been con...
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Version 1.11.1
February 08, 2020
by
Another RPG Enthusiast
Enemy attack order can now be customized. Instead of enemies always acting in index order, you can give them a priority property to determine who acts in what order. Enemies will act in ascending prio...
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Version 1.11
February 02, 2020
by
Another RPG Enthusiast
Redid the getter functions for Boolean attributes of actions. They are now more robust, and will correctly return false or null if you set the override property to that value. Added a new getter for a...
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Version 1.10.4
January 05, 2020
by
Another RPG Enthusiast
So apparently, all this time I forgot to make enemy protectors actually protect people. This has now been corrected...
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Version 1.10.3
December 25, 2019
by
Another RPG Enthusiast
1
Merry Christmas! I have a few bugfixes for you. Status effects will no longer use an incorrect plural for their remaining duration if the duration is only 1 turn. Ending a dark-styled battle will no l...
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Version 1.10.2
November 29, 2019
by
Another RPG Enthusiast
Fixed a bug in the command functionality from the 1.09 update. Command buttons should no longer link you to the wrong characters' actions. It is now once again possible to target allies with ally-targ...
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Version 1.10.1
November 29, 2019
by
Another RPG Enthusiast
Modified addeffect for better readability and versatility. It will now bypass the power calculation branches if you do not use the Special stat in your game, preventing potential glitches. It has also...
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Version 1.10
November 25, 2019
by
Another RPG Enthusiast
HP regeneration and elemental affinities now have support for both flat and percent-based attributes. Status screens have been updated to display both types, but if you don't plan to use flat rates, y...
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Version 1.09.1
November 23, 2019
by
Another RPG Enthusiast
addEffect now works when passed an effect name, not just an Effect object. You can use it just like the Effect constructor: name first, then duration, then power. Fixed a potential error that could oc...
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Version 1.09
November 16, 2019
by
Another RPG Enthusiast
Rehauled battle character displays. It should now be possible to have party sizes extend to multiple lines without issue. The command panes will no longer be displayed in the initial battle map; inste...
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Version 1.08.5
November 04, 2019
by
Another RPG Enthusiast
UI text should now display correctly even if the default text color has been changed through in-game modifications. Effects with no removal text will no longer force the player to click through the en...
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Version 1.08.4
October 06, 2019
by
Another RPG Enthusiast
The default add and remove text for effects should now display correctly. Protector should no longer create an error message on removal. Actions that disallow self-targeting should now work correctly;...
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Version 1.08.3
September 29, 2019
by
Another RPG Enthusiast
Version 1.08.3 Moved hotkey definitions to their own passage for greater modularity and neatness of code. The call to the Special stat for item usage in the damage formula has been moved to "damagecal...
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Version 1.08.2: Bugfixes
September 22, 2019
by
Another RPG Enthusiast
Equipping a new item to a filled equipment slot will now replace the last subslot rather than the first. I felt this was more intuitive. Mass status effect abilities now assign the current target to $...
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Version 1.08.1: Duplicate Equipment Slots
September 21, 2019
by
Another RPG Enthusiast
Sneaking in another update! It is now possible to equip multiple items of the same type. Puppets now have 2 Accessory slots, and you can test this functionality for yourself with the new "Color of Def...
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Version 1.08: Stat overhaul
September 20, 2019
by
Another RPG Enthusiast
Version 1.08 Actions and effects have now been converted to Flyweight format. This leads to a few changes in how certain attributes are defined; see documentation for details. Constants such as $STATU...
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Version 1.07: Menu Rehaul!
September 16, 2019
by
Another RPG Enthusiast
Version 1.07 The party menu has been rehauled to include the full functionality expected of a typical RPG! Added a status screen that shows the party's HP, MP, and experience levels. Clicking on one c...
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Version 1.06.4
September 02, 2019
by
Another RPG Enthusiast
Version 1.06.4 custom end of action effects is now called at the end of enemy actions, not just player actions. This allows you to have events related to enemy actions as well. Added a default music d...
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Version 1.06.3
August 31, 2019
by
Another RPG Enthusiast
Version 1.06.3 Fixed the party selection glitch. You can no longer add an extra puppet to the active party by double-clicking on an active puppet. Changed the party selection screen to display the res...
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Version 1.06.2
August 18, 2019
by
Another RPG Enthusiast
Version 1.06.2 New circumstantial modifiers for enemies: hidden: If you flag this attribute, the enemy won't get a stat block generated in actorlist , making it invisible to the player. Note that this...
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Version 1.06.1: More hotkeys!
August 10, 2019
by
Another RPG Enthusiast
Version 1.06.1 Removed Chapel's cycles system due to its potential to cause a fatal error. Added hotkey support for all-targeting abilities. Added a hotkey for party menu access, though the party menu...
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Version 1.06: Hotkeys!
August 04, 2019
by
Another RPG Enthusiast
Version 1.06 Hotkeys are in! Use the number keys to select characters, the Q key to confirm, and the E key to cancel. The story title area now displays white text as part of the default formatting sty...
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Version 1.05
July 27, 2019
by
Another RPG Enthusiast
Version 1.05 The engine now comes bundled with Chapel's custom macros. Relatedly, the battle interface now displays health bars! If you prefer the old look, you can set $SHOW_HEALTHBARS to false. Crea...
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Version 1.04
July 23, 2019
by
Another RPG Enthusiast
Version 1.04 Retweaked the handling for subjects and targets again . They now get the ID value from the current subject/target object itself instead of storing it as a separate variable, which removes...
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Version 1.03
July 18, 2019
by
Another RPG Enthusiast
Version 1.03 The handling for the $subject , $target , and $actor variables has been redone to be more intuitive and allow for easier tracking of the original objects. Thanks to Discord member Akjosch...
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Version 1.02
July 10, 2019
by
Another RPG Enthusiast
Version 1.02 The default damage constant has been doubled to 80; this should speed up battles significantly. (Keep in mind DoT effects use the same constant.) There is now support for enemies taking m...
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Version 1.01
July 02, 2019
by
Another RPG Enthusiast
Version 1.01 The massAttack function will now default to the action variable's duration if no duration is passed as an argument. Fixed a typo that prevented Berserker from being applied properly. Disp...
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Version 1.0: Equipment Live!
July 01, 2019
by
Another RPG Enthusiast
Version 1.0-beta Equipment is in! Party Picker updated with a page for equipment and a corresponding GUI. Make sure to grab the new and updated CSS files so they display properly. New widget: equipmen...
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Version 0.99
June 28, 2019
by
Another RPG Enthusiast
Updated to version 0.99 . I now consider the engine effectively finished, barring any bugs that need fixing. Bug fixes Inventory objects now revive correctly, and Item objects will no longer be revive...
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