Simple RPG Battle Framework A.K.A Sheepstorm

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curry nochi rice
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Simple RPG Battle Framework A.K.A Sheepstorm

#1 Post by curry nochi rice » Sat Mar 19, 2016 3:53 pm

Image
Sheepstorm is a simple battle framework centered around Ren'Py's screen language (and equivalent statements). Currently, it is limited to Final Fantasy-style "active" battles. Sheepstorm has the following features:
  • Fighter Class in which where you all declare RPG stats like HP, MP... and sprites.
  • Skill Class, with false AOE.
  • Animation and SFX. Just declare them when you make a new skill.
  • Quick UI styling, courtesy of our generic use of styles.
SCREENSHOTS
Image
Sheeps go on fire.

Image
We have a bear.
UPCOMING FEATURES
  • Battle Class to take care of battle types, and auto-positioning of fighter sprites.
  • More victory conditions.
  • I don't know anymore.
  • Granblue Fantasy-esque gameplay for 2.0 UPDATE 06.07.18
RELEASES
Sheepstorm "BAAAtlePy"

LICENSE
Creative Commons Attribution-NonCommercial.
Last edited by curry nochi rice on Wed Jun 06, 2018 12:05 pm, edited 2 times in total.
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#2 Post by Bryy » Wed May 04, 2016 11:52 pm

Will download and try out. No commercial license?

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#3 Post by curry nochi rice » Thu May 05, 2016 6:21 am

Bryy wrote:Will download and try out. No commercial license?
Maybe on newer versions. I plan on changing the license though, that's for sure. I'm just keeping it NC because it's not mature yet.
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#4 Post by Human Bolt Diary » Thu May 05, 2016 10:32 am

Advice: Follow the PEP8 guidelines for your python code. This will make things easier to read, more maintainable, and easier for other people to work on. Generally, try to be more consistent with your style, even if you deviate from PEP8.

eg: Your fighter class

Code: Select all

init python:
    class fighter:
        def __init__(self, FTR = "", ALIVE=True, ATK=0, DEF=0, SPD=0, MG=0, HP=0, MP=0, ELEM="", skill_set=[], pic_card="", pic_sprite="", sprite_pos=[]) :
            
            self.FTR = FTR
            self.ALIVE = ALIVE # true or false 
            self.ATK = ATK
            self.DEF = DEF
            self.SPD = SPD
            self.MG = MG
            self.HP = HP
            self.MP = MP
            self.ELEM = ELEM
            self.skill_set = skill_set
            self.pic_card = pic_card
            self.pic_sprite  = pic_sprite 
            self.sprite_pos =  sprite_pos
        
        def registerSkill(self, skill_name):
            self.skill_set.append(skill_name)
        def  normalizeStats(self):
            print "Normalizing stats."
            stat_list  = [self.ATK, self.DEF, self.SPD, self.MG, self.HP, self.MP]
            for i in stat_list:
                if i <= 0:
                    i = 0
Would look better as:

Code: Select all

init python:
    class Fighter(object):
    """ Short description of the Fighter class.
    
    Args:
        FTR (str): Short description here.
        ALIVE (bool):
        ATK (int):
        # etc, etc
    """    
    def __init__(self, FTR="", is_alive=True, ATK=0, DEF=0, SPD=0, MG=0, HP=0, MP=0, elem="", skill_set=[], pic_card="", pic_sprite="", sprite_pos=[]):
            self.FTR = FTR
            self.is_alive = is_alive 
            self.ATK = ATK
            self.DEF = DEF
            self.SPD = SPD
            self.MG = MG
            self.HP = HP
            self.MP = MP
            self.elem = elem
            self.skill_set = skill_set
            self.pic_card = pic_card
            self.pic_sprite  = pic_sprite 
            self.sprite_pos =  sprite_pos
            self.stat_list  = [self.ATK, self.DEF, self.SPD, self.MG, self.HP, self.MP]

        def register_skill(self, skill_name):
            self.skill_set.append(skill_name)
        
        def normalize_stats(self):
            print "Normalizing stats."
            for index, value in enumerate(self.stat_list):
                if value <= 0:
                    self.stat_list[index] = 0
            return self.stat_list
You could also probably refactor that stat_list into something cleaner, unless you absolutely need 2 ways to access it. I'll leave that to you.
Of course, whatever docstring style you choose, if any, is up to you. I just used google's style here because I like it.

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#5 Post by curry nochi rice » Thu May 05, 2016 11:18 am

I never really bothered with coding styles. Welp. I'll try to make a rework if I have the time. Thanks.
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#6 Post by curry nochi rice » Sat Jun 11, 2016 9:29 am

Going into PEP8 actually requires a lot of practice lol. It feels kinda odd to keep looking at the specs while coding fresh script. Version 1 is coming up late lol. Gonna split the auto-position a.k.a KanColle style positioning into a plug-in or separate altogether.

Image

I think I should prepare a small demo game too. :cry:
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#7 Post by curry nochi rice » Mon Oct 10, 2016 10:35 am

Version 0.8 "PEPped for 8" is out. Get it here. I really need to re-engineer this one.

I don't know how faithful I was to implementing PEP8 here but it should be more readable than the last versions.
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#8 Post by enrohk » Tue Jun 19, 2018 6:38 pm

Eyh thanks for this framework and sorry for necromancy.

You still working on this ? I'm using on a fun project and it works perfectly with lastest versions of ren'py :D

But i have some questions or features I want to implement myself and maybe we can work together ;)
Do I live in a friendly or a hostile universe? Which is it? Is it a universe that is filled with hostility and anger and people wanting to hate each other and people wanting to kill each other, is that what you see?Because when you see the world that way that’s exactly what you will create for yourself in your life.

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#9 Post by curry nochi rice » Sat Sep 22, 2018 3:14 pm

enrohk wrote:
Tue Jun 19, 2018 6:38 pm
Eyh thanks for this framework and sorry for necromancy.

You still working on this ? I'm using on a fun project and it works perfectly with lastest versions of ren'py :D

But i have some questions or features I want to implement myself and maybe we can work together ;)
Hey, what questions do you have for me? I don't even know if you're still using this framework. I honestly didn't check on this thread for a long time. I thought replies to threads would trigger a notif but apparently now. :oops:
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#10 Post by Dark Soujiro » Sun Oct 21, 2018 6:20 am

When a "healer" class? :(

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#11 Post by curry nochi rice » Wed Oct 24, 2018 10:22 am

Hi, a healer character or a heal skill? The "fighter" class is a just a generic for a player-controllable character, not the actual character class (eg support, tank, etc...)
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#12 Post by Dark Soujiro » Thu Oct 25, 2018 2:27 pm

curry nochi rice wrote:
Wed Oct 24, 2018 10:22 am
Hi, a healer character or a heal skill? The "fighter" class is a just a generic for a player-controllable character, not the actual character class (eg support, tank, etc...)
Hello, thanks for answering! I really like your Sheepstorm, I spent a whole day trying to understand how it works and now I can understand. I'm very grateful, I learned a lot.

For now I want to know how I can have a "healing ability" for example that "cream sheep 1" can cure the sheep "cream sheep 2" and the bear. Also, I want to know how I can make the "user" choose the allied sheep, for example if I have 5 allied sheep and I want the sheep number 3 and sheep number 5 fight with the bear versus the black sheeps.

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#13 Post by curry nochi rice » Sun Oct 28, 2018 9:34 am

Oh boy choosing allied sheep then have them target something is gonna change everything. sheep turns are decided by SPD on a for loop after all.
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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#14 Post by Dark Soujiro » Mon Oct 29, 2018 5:10 pm

curry nochi rice wrote:
Sun Oct 28, 2018 9:34 am
Oh boy choosing allied sheep then have them target something is gonna change everything. sheep turns are decided by SPD on a for loop after all.
But it's a good idea, I really like final fantasy and I think it's great to have that option. The ability to cure allies would be possible?

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Re: Simple RPG Battle Framework A.K.A Sheepstorm

#15 Post by curry nochi rice » Wed Oct 31, 2018 9:42 am

Curing allies is in the works~
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