Version 3.01
Another RPG Engine » Devlog
- 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 cause problems with existing code. Report any bugs. - Equipment slots are now always occupied by arrays, instead of only those with multiple subslots. This should result in no functional change, but allows me to clean up equipment functions by not having to account for branching functionalities. Note that this update will generate errors with existing games that used previous versions. You will need to update your characters' equipment slots to match the new standards.
- Default and last actions are now stored as strings rather than full Action objects. This update will cause errors with existing games that store these variables as Actions. Make sure to update existing savefiles if you update to this version.
- The widget
actionlisthas been split intoactionListBattleandactionListMenu, for the different displays of actions in and out of battle. Actions,ItemActions, andItems now have uniquetoStringfunctions that determine a standardized display for each.actionListanditemListhave been restructured to take advantage of this function, making it much simpler and easier to use. (To customize the action display, attach a customtoStringto theActionprototype.)- The widget
actionInfohas been removed, as it is now redundant with this feature. - New
Actionproperties: invisible: Iftrue, the action will not be displayed in the action list.onApplyandonRemove: Function as the corresponding properties forEffects andItems. Useful for keeping track of passive abilities, and other side-effects if you want to have modular actions. However, currently there's no in-built functionality for this in the party menu.onUse: Functions as the corresponding property forItems. Rudimentary GUI has been added in the party menu code, but is untested. Report any bugs.toleranceDamage: Determines the number of tolerance points the action will remove if it applies an effect.hits: Determines the number of hits in a multi-hit attack. (This is now automatically read by themultihitfunction as a default.)effects: Array of strings; lists the effects the action will apply. (This is now automatically read by theapplyEffectandremoveEffectfunctions as a default.)- The checks for action link availability. The freefloating functions have been removed.
previewhas been revamped: In the absence of a custom function, it will construct an appropriate preview automatically based on the action's properties, e.g. ifweightexists, it will provide a damage prediction.- New
Itemproperties: instantUse: Iftrue, will cause the item'sonUsefunction to be executed immediately when selected, instead of selecting a target first.stackSize: Integer determining the maximum number of copies that can be stored in an inventory.- Character HP can no longer be reduced below 1 by negative HP regeneration.
- Added customization passages for
endOfRoundandrefreshPuppets. - Renamed the variables
lastingDamage,reviveAfterBattle, andactionRefillAfterBattleto all be properties of one object,afterBattleRecovery.refreshPuppetshas been tweaked to make more sensible use of this object. refreshPuppetsnow automatically removes effects withULTIMATESTICKY.endofbattlenow runs its custom passage beforerefreshPuppets. This is useful if you need to alter a variable used inrefreshPuppets, such asafterBattleRecovery.PuppetandEnemyobjects now have an additional function:validTarget. This determines whether they can be selected by the player in the targeting phase, and replaces the massive clunky blocks of logical expressions previously used for this determination.- New
Actorproperties: shieldHits: Returns the total number of hits remaining on shield effects possessed by the character.decTolnow takes an additional argument for the number of points to reduce the tolerance by (defaults to 1).testEffectandtestRemoval, which test if a given effect can be applied or removed, effectively. These are used to construct previews.- New
setupvariables: STATUS_BUTTON: Text to be displayed to create the status buttons.SCALE_NAMES: Set totrueto scale actor names to the width of the actor boxes, as specified inscaledTextDiv.- Fixed a bug in
BestiaryEntry.revealAll. It will now reveal tolerances correctly. - Finally caught up with the modern era and made a repository for the project on GitHub. A link is now provided in the sidebar.
Files
rpgengine source.zip 26 MB
May 15, 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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