Version 2.00: Effect manager overhaul!
Another RPG Engine » Devlog
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 completely restructuring the code for effect applications throughout the engine, so this version will not be compatible with earlier code.
- Added a new file in
javascript/custom
:mods.js
. This file is designed as a catch-all for any miscellaneous code the user wants to add to the JavaScript. It consists of a function,customMods
, which is run at the end of StoryInit. (This placement is to ensure any relevantsetup
variables are defined first.) Currently, the code for Puppets' Energy- and Crisis-related attributes have been moved there, along withXPtoNext
andinitialThreat
. This way, you can easily modify the specific functions you need without needing to edit the class definition. - The
addeffect
widget has been depreciated, and its code has been moved toActor.addEffect
. - "effect adder custom blocks" has been depreciated, and its functionality is now handled through properties of Effect objects:
block
,blockCondition
, andblockText
. Block effects now have apriority
attribute as well to determine the order in which they resolve. applyEffect
has been completely redone to better mesh with this change. It is now much simpler and is only capable of applying unmodified effects to a single target. For more complicated behavior, just useaddEffect
directly.- Actions have been edited to comply with the above change. Let me know if any bugs occur.
Puppet.getStatCost
has been depreciated.- Indirect damage will no longer trigger shield effects.
- EN cost is now deducted before actions execute, rather than after. This also allows Focus to work as intended without any additional code.
- Effect duration is now capped at a number specified by
DURATION_MAX
, set as part ofsetup
. - Shield effects should now block status ailments. Additionally, if a damaging attack is blocked or dodged, status effects inflicted by the attack will also be blocked.
- Future applications of the same effect will now add to the effect's duration instead of resetting it.
- Fixed a glitch in Thorns (and any similar effects) where the original target would still take damage. Shield effects that inflict damage on someone else should no longer have data bleed leading to unusual behavior.
Files
rpgengine source.zip 6.3 MB
Jan 01, 2021
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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