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by Moshroom Verified
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Description

This script set turns your GameGuru game into a 3D version of a classic JRPG adventure, with multiple player characters and a turn-based battle system. The script set contains a framework for full game out-of-box, but in order to customize it properly, it is recommended to have a basic knowledge of Lua. If not, please at least read carefully the instructions in this description. Please also watch the video attached so you'll know what you'll get. The script set is optimized for 1st person view withouth default weapons.

Please also note that this script set is not an addition to the RPG Module 1 script set released previously, but a stand-alone alternative. Unless stated otherwise, other RPG scripts are not compatible with this set!

Features:
- Turn-based battle system with damage dealing mechanics based on 5 RPG statistics (Strength, Defence, Agility, Accuracy, Wisdom)
- Party consisting of up to 4 Characters with different abilities, strengths and weaknesses
- Built-in Menu system to view and use Items and Spells and to change Equipment (Call Menu with Q key)
- Money and Shop systems to buy Items and Equipment
- Spell system wih Master NPC:s to teach player new Spells
- Fully customizable RPG Database
- Default Database with 4 Character Classes, 19 Battle Commands, 17 States, 32 General Items, 3 Utility Items, 26 Spells, 9 Weapons, 9 Armors and 13 Accessories
- 8 Player Character and 6 Enemy Character scripts for default GameGuru entities

Version history:
1.0 Final Release (21.1.2018) - Added mouse compatibility.
0.9.9 Early Release (27.5.2017) - Framework for game mechanics is fully functional. Limited audiovisual effects.

How to use:

Background processes

1) Place any entity into your map
2) Change AI System:Main to ”Moshroom\rpg2_global.lua”
3) Change Static Mode boolean to Off and Always Active to Yes
4) Add sound to Menu and Battle by changing Sound0 (”Hit”) (e.g. misc\melee.wav) and Sound1 (”Special”) (e.g. misc\health.wav) variables

Enemies

1) Place a character entity into your map
2) Change AI System:Main to ”rpg2_battle_n.la” (For optimal animation, use script file with ”n” matching with the entity name. E.g. if the entity is Characters\Fantasy\Wizard, use Moshroom\rpg2_battle_wizard.lua)
3) Change Always Active boolean to Yes (failing to do this may cause an animation glitch with Medieval characters)
4) Set the Strength value of the entity to modify the base level of RPG variables*
5) Set the Name for the character

Friendly characters to recruit

1) Place a character entity into your map
2) Change AI System:Main to ”Moshroom\rpg2_player_n.lua” (For optimal animation, use script with ”n” matching the entity name. E.g. if the entity is Characters\Fantasy\Wizard, use Moshroom\rpg2_player_wizard.lua)
3) Change Always Active boolean to No
4) Set the Strength value of the entity to modify the initial EXP of the character*
5) Set the Name for the character

* = RPG Statistics are calculated based on the Base level (enemies) or EXP (player characters) defined by the Strength variable in GameGuru editor and the Character Class defined in the individual Lua file.

NPC:s (Tutorial, Warning, Master)

1) Place a character entity into your map
2) Change AI System:Main to ”Moshroom\rpg2_npc_n.lua”
3) Set the Name for the character
4) If the NPC is a Master ("Moshroom\rpg2_npc_master.lua"), set the Strength value of the entity to choose the Spell ID the Master will teach (E.g. if you want to create a Master that teaches player Cure (Spell ID = 1), use set Strength as ”1”. You can edit Spell data for individual ID:s in the  Moshroom\rpg2_database.lua)

Collectable Items

1) Place an entity to your map
2) Change AI System:Main to ”Moshroom\rpg2_collectable_n.lua” (n defines the item type)
3) Set the Strength value of the entity to choose the Item ID (E.g. if you want to place a Healing Potion, use ”Moshroom\rpg2_collectable_item.lua" and set Strength as ”1”. You can edit items for individual ID:s in the  Moshroom\rpg2_database.lua)
4) Add sound by changing Sound0 (”Pick Up”) (e.g. misc\health.wav)

Shop

1) Place a character entity into your map
2) Change AI System:Main to ”Moshroom\rpg2_shop.lua”
3) Set the Name for the character
4) Set the Strength value of the entity to choose the Shop Type (1 = General Items, 2 = Utility Items, 3 = Quest Items (TBA), 4 = Weapons, 5 = Armor, 6 = Accessory, 0 = Any items)

How to customize a shop:

1) Create a Shop folder (Game Guru\Files\Shop\)
2) Create a dat file [Entity Name][Shop Type].dat to Shop folder to override a default shop item list (eg. If you want to have a shopkeeper named Dave to sell General Items, create Game Guru\Files\Shop\Dave1.dat)
3) Each row in the file represents one item ID. To set the item active, write ”1” to the line. To set the item not active, write ”0” or leave the row empty. (eg. If you want a shop that sells Healing Potions (Item ID = 1), create a file that has ”1” in first line.
4) Make sure that the Name of the Shopkeeper entity is the same as the filename and that the Strength value is set to correct Shop type

How to customize the talking characters:

1) Create a Strings folder (Game Guru\Files\Strings\) with subfolders representing different types of talking NPC:s (\Master, \Tutorial, \Warning, \Shopkeeper, \Player)
2) Create a dat file [Entity Name].dat to the correct subfolder to override the default speech pattern (e.g. If you have Tutorial character named Bob, create a file Game Guru\Files\Strings\Tutorial\Bob.dat)
3) Write text to your dat file. Each line in the file represents a sentence the character will speak between player pressing E.

How to customize the RPG Database (the recommended way):

1) Open file Game Guru\Files\scriptbank\Moshroom\rpg2_database.lua with a Lua editor
2) Follow the instructions found in the file
3) When editing Inventory and Spells, you can refer to the appendices in this description

How to use dataset files from the original RPG Module:

1) Open file Game Guru\Files\scriptbank\Moshroom\rpg2_database.lua with a Lua editor
2) Change DATABASE_FILES boolean to 1 (i.e. overwrite row 13 with ”DATABASE_FILES = 1”)
3) Create RPG folder (Game Guru\Files\RPG\)
4) Copy your dat files to RPG folder to override a default data set (eg. Game Guru\Files\RPG\item_name.dat)
5) Assign new values for the items. Each row represents one record in the table (eg. row 1 = Healing Potion, row 2 = High Potion, etc.)
6) For instructions on how to create the dataset files, follow guide found in the store page of the RPG Menu script (https://www.tgcstore.net/product/25687)
7) Please note that the RPG Module 1 datasets don't support all functions of RPG Module 2, for example Classes and Class specific Equipment

Appendix 1: Available General Item/Spell codes (Inv_Target[1][n] /Inv_Target[1x][n] / item_target.dat):

10 = Add HP
11 = Restore HP
12 = Restore all HP
15 = Add MP
16 = Restore MP
17 = Restore all MP
20 = Add Strength
30 = Add Defence
40 = Add Agility
50 = Add Accuracy
60 = Add Wisdom
71 = Inflict Status -1
72 = Inflict Status 0
73 = Inflict Status 10
74 - 79 = Inflict Status 4 - 9
80 = Remove any status between 4 and 10
81 = Remove status -1
82 = Remove status 0
83 = Remove status 10
84 - 89 = Remove status 4 - 9
90 = Remove any status over 10
91 - 99 = Inflict status 11-19

Appendix 2: Available Utility Item codes (Inv_Target[2][n]):

101 = Enable flashlight
102 = Increase item drop rate
103 = Show more data with Examine command

Appendix 3: Available Accessory codes (Inv_Target[6][n] / accessory_target.dat):

20 = Increase propability of Strength growth during Level up
30 = Increase propability of Defence growth during Level up
40 = Increase propability of Agility growth during Level up
41 = Increase Agility temporarily
50 = Increase propability of Accuracy growth during Level up
51 = Increase Accuracy temporarily
60 = Increase propability of Wisdom growth during Level up
61 = Increase Wisdom temporarily
80 = Protect against any status between 4 and 10
81 = Protect against status -1
82 = Protect against status 0
83 = Protect against status 10
84 - 89 = Protect against status 4 - 9

NOTE: This script may conflict with existing or future implementations of a similar feature provided in the core product, and users are recommended to research any existing functionality provided before purchasing this script.

Keywords

mouse magic spell equipment inventory shop exp level up battle turn-based rpg jrpg menu

Product Details

Artist: Moshroom
Category: GameGuru Scripts
Sub Category: Misc
Number of Objects: 24
Number of Sales: 10

Engine Support

The artist has indicated the following engines are supported, however with modifications most products will work in any engine.

GameGuru Yes

File Formats

The artist has indicated the following file formats are included.

LUA .lua
PNG .png

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