Luyren's RPG Elements Resource Pack

Luyren

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This is a free/pay what you want resource pack that you can use to include RPG elements in your game, which are behaviors that handles character growth through statistics.
It is compatible with my Miscellaneous Behaviors pack, meaning you can import both packs into your games. It is even recommended you get that, to make use of the Save Status behavior to save the character progression information, specially when using multiple characters. It is not required though: the RPG Elements pack by itself has simple saving options.

My Cutscene Resource Pack already has everything you can find here, but with new features for these behaviors, as well as behaviors that can interact with the RPG elements.

Can I see it in action?
Since this resource pack is an isolated, standalone version of the behaviors I use in my RPG Platformer Kit, you can see it in action here.

So, what is included?
  • Character Status: create as many character status as you want, set their progression through levels, and you can even set the behavior to automatically complete the progression up to the character's maximum level. Also handles temporary and permanent modifiers.
  • Combat Statistics: define combat statistics, by creating your own formulas using character status, attributes and actor values. These statistics can be used for anything, not only combat. You can create statistics for actor damage and for jumping force, for example.
  • Damage Type Modifier: specify weakness and resistance to specific damage types. Also handles temporary and permanent modifiers.
  • Difficulty Mode: change attributes or actor values and even kill actors when loaded, based on the difficulty setting. You can define a global difficulty, or difficulty per actor.
  • Equipment: define equipment slots for your actor, and the properties of each piece of equipment. You can also create an actor that will be attached, constantly having its animation set to the animation of your character. This can be used to create graphics for your equipment that follow your character.
  • Experience: handles character level. You can manually set the required experience for each level, or have the behavior automatically complete the required experience up to the character's maximum level. Also handles the learn set of skills per level, and has several display options, using actors and drawing.
  • Font by Name: this comes with a custom block that returns a font given its name. No need to attach it to anything.
  • Inventory: manages actor items. There are several options such as single or multi-stack, limit item slots and specify maximum capacity of individual items.
  • Money: manages actor money.
  • Resize Menu Window: resizes actors using a "9-slice" method. Used in the Screen Message behavior.
  • Screen Message: display messages on screen for this actor. You can specify their position, how many to display at once and what happens to excess messages. Use for the Inventory, Money and Experience behaviors to show messages when getting items/money, leveling up or learning skills.
  • Status Condition Manager: handles status condition resistances. Also handles temporary and permanent modifiers. This just handles the resistances and the list of inflicted status conditions, by unifying the information from other behaviors that handle status conditions such as poison and paralyze, for example.
  • Use Skill: handles character skills, and you can cycle through specified active skills, as well as display the currently selected skill on screen.

All behaviors have drawing or debug functions, allowing you to check if the values are working as you intended, helping you fine-tune everything.

What is the difference between these and the ones in the Cutscenes Resource Pack?
The Cutscens Resource Pack has extra features: The Experience behavior has the option to display a floating message on received experience and level up. You can also specify an increase in the level of a charge type on level up.

There is a new behavior called Charge, which enables your actor to charge, either automatically or with a control held. You specify different charge types and maximum levels for each one, and can increase those levels individually. You also set events to happen while charging and releasing a charge. My aim was a behavior that could simulate both Megaman X and Secret of Mana styles of charge.

The Equipment behavior comes with an extra property to swap color modes, call particles, aura and after images based on the given equipment.

All the custom blocks are integrated into the scripting method of the Cutscenes Resource Pack, so you can create cutscenes that teach skills or add items to your characters for example.

How do I use it?
Once you attach the behaviors to your actors and configure them, you can use the provided custom blocks to integrate these RPG elements into your own game. There are custom blocks that returns character status, combat statistics and status condition resistance, add and remove items and skill, add temporary or permanent modifiers, change equipment and modify a number based on the damage type resistance.

« Last Edit: December 15, 2019, 08:07:13 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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Luyren

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Stencyl 4.0.2 is has been released, so now you can use this pack to your heart's content. Happy Stencyling!
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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NerdinaNutshell

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I feel like the money behavior is a tad unfinished. I’m kinda of confused why there isn’t a custom block to subtract money for it
*Puff*

Luyren

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Use the minus sign in the modify money custom block.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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Luyren

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  • Posts: 2754
A major update for this pack just dropped, along with a tutorial video. You can watch it here: https://youtu.be/O-fmaYXjOBY

A bunch of bug fixes and a few new features. These changes also apply to the cutscenes pack. You can see the (almost) full changelog here: https://luyren.itch.io/luyrens-rpg-elements-resource-pack/devlog/129309/update-and-tutorial

« Last Edit: March 11, 2020, 12:26:30 pm by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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domagojbulat

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Wow this is so nice and useful!!! Thanks so much for creating this pack. I hope to buy and use it in some small projects once I find a bit of free time :)

Luyren

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Wow this is so nice and useful!!! Thanks so much for creating this pack. I hope to buy and use it in some small projects once I find a bit of free time :)
Thanks! Just a reminder that the RPG Elements by itself can be downloaded for free (it's pay what you want). If you are willing to show some monetary support, the cutscene resource pack has a variation with all the RPG behaviors in it, along with all the cutscene stuff. Just something to consider.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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Luyren

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I worked yesterday on tweening the HUD elements such as health, energy, experience and money, instead of it just snapping to the target number.

Since experience and money are covered by this pack, I updated it today. Another new feature is the ability to remove experience points from actors, up to the amount to reach its current level.

Reuploaded the tutorial video with these new changes: https://youtu.be/O-fmaYXjOBY
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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Luyren

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I've completely overhauled the Experience behavior from this pack, as well as added more compatibility behaviors with my upcoming AI and Combat Resource pack. Equally important, I made a sample game in the RPG Elements itch.io page, in which you can see the rpg elements in action, and how they interact with each other.

Also got a new tutorial video explaining how these new changes work: https://youtu.be/1l_jn8K5MyU

My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
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Luyren

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  • Posts: 2754
​​In recent weeks I've found out there were some memory mismanagement going on in my resource packs, and I just finished the work to fix that. This is more of a "better safe than sorry" fix, as the previous version worked just fine, and it would probably only be an issue in very rare cases.

For the RPG Elements pack, along with the memory optimization, the "icons" display options of the ​Experience ​behavior now works even if you don't use a fixed experience requirement progression.

As always, you can download the most recent version here.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter