Version 1.13
Another RPG Engine » Devlog
- 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 totrue
inStoryInit
to activate it. (Thanks to A Friendly Irin for providing this code.) - NEW FEATURE: Limited-use actions. You can now define an action as having a hard limit of uses per battle. By default uses are refilled after battle, but you can change this if you wish. (Thanks to A Friendly Irin for providing this code.)
- The
enemytarget
widget has been streamlined and modified to incorporate threat targeting. - The name of your game's currency can now be set in
StoryInit
and will display any time currency is referenced. By default, the name is "GP". - Added getters for assigning XP and GP rewards to enemies.
- Added getters for
growthRates
andStatTable
for Puppets. - Added a getter and setter for the
dead
property that automatically resets respawn and threat values when appropriate. - Added a Puppet method function:
hasAction
. This checks if the Puppet has an action of the given name. deathcheck
now adds defeated enemies' XP and GP rewards to the battle total.- Puppets now have kill and defeat counters that are incremented in
deathcheck
. They aren't currently displayed anywhere, but they're there if you want to use them. - The party menu now displays the player's GP.
- Implemented a more robust victory handler. The victory screen now displays XP and GP rewards, displays the effects of any level ups, and auto-forwards the player to a passage that can be specified in the encounter definition but defaults to the passage the battle was entered from. (Thanks to A Friendly Irin for providing this code.)
- The default level up handler is now neater and more robust.
levelRate
,growthRates
, andStatTable
have been changed to database properties, accessed through Puppet getter functions.endofbattle
now sets a flag recording that the encounter was fought. You can access these flags through theencounters
variable.deathcheck
will now remove effects only if they aren't persistent, not only if they are.- The check for legal action use has been moved from the hotkey code into the {{{<<actionLink>>}}} macro directly.
- The Q key now triggers the link in the confirm phase rather than just forwarding the player to the action phase. This is useful if you want the confirm link to perform additional code.
- The code for
actionlist
now looks a bit neater. - Updated documentation.
Files
rpgengine source.zip 5.7 MB
Apr 07, 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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