![]() Use Skill: handles character skills, and you can cycle through specified active skills, as well as display the currently selected skill on screen.Īll behaviors have drawing or debug functions, allowing you to check if the values are working as you intended, helping you fine-tune everything.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. Also handles temporary and permanent modifiers. Status Condition Manager: handles status condition resistances.Use for the Inventory, Money and Experience behaviors to show messages when getting items/money, leveling up or learning skills. You can specify their position, how many to display at once and what happens to excess messages. Screen Message: display messages on screen for this actor.Resize Menu Window: resizes actors using a "9-slice" method.There are several options such as single or multi-stack, limit item slots and specify maximum capacity of individual items. Font by Name: this comes with a custom block that returns a font given its name.Also handles the learn set of skills per level, and has several display options, using actors and drawing. 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. Experience: handles character level and multiple experience types.This can be used to create graphics for your equipment that follow your character. You can also create an actor that will be attached, constantly having its animation set to the animation of your character. Equipment: define equipment slots for your actor, and the properties of each piece of equipment.You can define a global difficulty, or difficulty per actor. Difficulty Mode: change attributes or actor values and even kill actors when loaded, based on the difficulty setting.Damage Type Modifier: specify weakness and resistance to specific damage types.You can create statistics for actor damage and for jumping force, for example. These statistics can be used for anything, not only combat. Combat Statistics: define combat statistics, by creating your own formulas using character status, attributes and actor values. ![]() ![]() 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.The 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.Ĭheck the sample game above to see it in action. It is not required though: the RPG Elements pack by itself has simple saving options. 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 compatible with my Miscellaneous Behaviors pack, meaning you can import both packs into your games. These elements are behaviors that handles character growth through statistics. This is a resource pack that you can use to include RPG elements in your Stencyl games.
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