This shop should not be changed any item that has a price value in ReplicatedStorage.Items will be sellable in this menu. There is one exception to shops, and that is the pawn shop. If the ItemType is "Weapon," then it will search in ReplicatedStorage.Items, but if the ItemType is "Armor," then it will search in ReplicatedStorage.Armor instead. For each item, you can specify a description, text color, and ItemType. The "ShopItems" folder is where the system looks for things to put in the menu. Adding armor only takes some ids.Īutomated of course, I wouldn't torture myself or others. Because of that, adding armor is limited to catalog items as of now (unless they allow for custom mesh ids, then please correct me). I decided to go the HumanoidDescription route for this. What happens when you use an item can be further customized in the RPGClient script. I won't assume that users will only want to add health potions, so I left that open. For potions, however, the behavior needs to be added in the event that handles potions. Each of these have a variety of values that determine the functionality and visuals of the item. There are four item types by default: swords, staves, bows, and potions. Item SystemĪll saving, loading, and equipping are handled automatically. In retrospect, I may have stylized these a bit more than I should have, but you can change them as you wish if you feel the same. Put it inside of the ReplicatedStorage.Animations and you're all set! Control the animations that weapons and enemies use with their respective values.ĭue to the fact that the Roblox animation system and this animation system don’t work together very well, I made separate player movement animations. ![]() To add an animation, simply save an animation in the animation editor plugin and copy it from the "AnimSaves" model inside of your rig. All animations are played on the client, so any animation on an enemy will need to fire the client event for animating. It's not perfect, but it's a much better alternative. With that being said, the way that animations are played in this kit are by reading KeyframeSequences. This was made specifically for this kit due to the lack of support for animation sharing on Roblox. Control how each EnemyType follows players using the corresponding folder in ReplicatedStorage.EnemyTypes I have a few template enemies set up by default.Įverything code-related to this system is automated. I have built-in utility functions for finding players in a few ways, but you have total control over what happens when they try to attack. This is the only part of the system that requires code to make an addition. The entire AI for all enemies is controlled by the main server script, RPGSystem including follow mechanics, attack functions, and animation.Įach NEW EnemyType requires its own code in the RPGSystem under the Attack function, along with a dedicated folder with its settings. The enemy system in this kit uses an EnemyType system, which just means that there are enemy AI archetypes that can be applied to any enemy, for example: Regular, Brute, etc. ![]() ![]() Most importantly, it comes with the base systems that all RPGs must have: a save/load system, an enemy system, and a level system (although I call them ranks in the kit, not levels). THIS KIT REQUIRES THE PLACE IN USE TO BE PUBLISHED AND HAVE API ACCESS IN ORDER TO FUNCTION DUE TO THE SAVE SYSTEM BEING A REQUIREMENT TO BE COUNTED AS "LOADED IN" Fundamentals My main reasons for making this kit are: provide new developers and people who don’t code a system to work with easily, speed up the process for making RPGs, and provide my take on the way an RPG kit should be made. I’ve created an RPG kit that anyone can now use! In this post, I will be explaining what it can do and how to use it.
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