Version 1.12
Another RPG Engine » Devlog
- 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 converted to a database structure. This should make runtime more efficient and facilitates the construction of in-game lists such as a Pokedex or bestiary.
- Implemented "advance turn" functionality that allows you to space out enemy turns within a round. (Thanks to A Friendly Irin for providing this code.)
- Implemented support for "ambush" encounters where the enemy takes the first round.
- Implemented support for "full-round" enemy actions that take up all of the enemy's remaining attacks, as well as a corresponding getter function in the Action class.
- Implemented support for damage reflection. (Thanks to A Friendly Irin for providing this code.)
- Implemented support for counterattacks. (Thanks to A Friendly Irin for providing this code.)
- Implemented support for puppet respawns.
- Added a new Stat subclass, FillStat. This class is for stats that contain both a current and maximum value that can be exhausted and refilled, such as tolerances.
- Rehauled action functions with greater functionality and documentation. In particular, the massAttackfunction can now function as a vanilla area-of-effect attack. Note the warning in the newfindTargetfunction.
- Added a healfunction, for those weirdos who want players to be able to recover HP.
- You can now mask the stats of enemies in the status screen by flagging a maskstatsattribute.
- Main stats are now kept in a generic object, not a Map. This should make them more accessible in code.
- setHPdepreciated; the- hpproperty now has a proper getter and setter.
- damagecalcnow accepts a custom target like- echodamage.
- Added several additional getters for Action objects.
- Implemented a getter and setter for the enproperty that bounds it between 0 andmaxen. This allowed for the removal of the loop that otherwise accomplished this in PassageReady.
- Implemented a new method function for Actors:hasEquipped. This will returntrueif the character has the equipment specified in the argument. (Thanks to A Friendly Irin for providing this code.)
- Moved the code for displaying player commands to its own passage for greater modularity.
- Offloaded elemental hit messages to a variable defined in StoryInitso users can more easily modify them.
- Hunter counterattacks will now only trigger once for enemies that take multiple actions in the default code.
- Prone characters should be able to be selected again.
- Fixed a glitch that prevented buffs from displaying their removal message.
- Elemental immunities should now actually result in 0 damage rather than the minimum damage value.
- Actions should no longer be disabled if a character has 0 HP and is somehow still acting unless the action has a defined hpcostvalue.
- Added a section in Design explaining HP and hit-to-kill ratios.
This update also includes a long-overdue documentation update! Tell me if I missed anything.
Files
rpgengine source.zip 5.7 MB 
 Apr 05, 2020
Get Another RPG Engine
Another RPG Engine
Engine for creating RPGs in Twine 2 and SugarCube.
| Status | In development | 
| Author | Another RPG Enthusiast | 
| Genre | Role Playing, Interactive Fiction | 
| Tags | Game Design, Game engine, Minimalist, Singleplayer, Text based, Turn-based, Turn-Based Combat, Twine | 
| Languages | English | 
| Accessibility | Color-blind friendly | 
More posts
- Version 6.00Jan 04, 2024
- Version 5.01Aug 27, 2022
- Version 5.00.1 hotfixAug 08, 2022
- Version 5.00: Inventory OverhaulAug 07, 2022
- Version 4.03Jul 16, 2022
- Experiment 03: It's About TimeJun 12, 2022
- Version 4.02.1May 26, 2022
- Version 4.02May 22, 2022
- Version 4.01Jan 31, 2022
- Version 4.00Dec 31, 2021
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