Version 3.04
Another RPG Engine » Devlog
- New
Actor
properties: position
: When invoked, it returns the character's cell in the grid; when set, it adjusts theirrow
andcol
values and swaps the contents of the destination cell.loadBearing
: Boolean. If a load-bearing character is defeated, the battle ends regardless of the state of their team members.uncounted
: Boolean. Uncounted characters are not counted towards the victory and defeat counters, and do not need to be defeated to end an encounter.hasEffect
: Returns Boolean based on if the character has the named effect. Can also test for multiple effects by passing an array (but will returntrue
if the actor has any of the named effects).- Movement code has been simplified to take advantage of the
position
property. - Victory handler code has been tweaked; instead of instantly moving to victory or defeat screens if their conditions are met, they are added to a
_destinationQueue
variable. After all the code is done, the player will be forwarded to the first element in_destinationQueue
if one exists. This should avoid issues withgoto
pileups. - Special deaths are also added to this queue, and will now take priority over the standard victory destinations.
pushAttack
should now work with the new battle grid code.- The code for displaying the actor box container has now been compartmentalized into a passage,
Actor Box Container
, if customization without changing the surrounding actor box code is desired. - Enemies now have setters for
xp
andgp
properties. - The code for the
Bestiary
class has been split into a separate file. - The code for battle widgets and setup has been split into a separate file,
Battle Setup.tw
. - The code for each hotkey has been compartmentalized into its own passage for greater modularity.
- Adjusted the code for
healCalc
to make use of an action'sformula
property, if it has one, as well as compartmentalizing the default healing formula into a separate passage. - The action info popup now has a high z-index value, preventing it from being obscured by other page elements.
- Added a new targeting parameter, "no effect". If included, the action will preferentially target characters that don't already have any of the action's effects (as specified in the
effects
property). This parameter is present for both ally and enemy targeting. addEffect
now records whether the effect was applied (and what blocked it, if not) as a property,effectApplied
, of the callingActor
object.effectApplied
is an object with effect names as keys and return values fromtestEffect
as values.- Added event triggers on several common battle functions, in case you want to tie special events to them. Current events are:
:puppet-selected
: triggered on puppet selection:act-selected
,:rest-selected
,:item-selected
, and:move-selected
: triggered on selection of the respective command:action-selected
: triggered on action selected (also works if selected via hotkey):action-performed
: triggered when action performed by puppet:target-selected
: triggered on target selection:endturn-run
: triggered upon execution of end-turn code.
Files
rpgengine source.zip 6.4 MB
Jun 13, 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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