RPG Battle Engine - Alpha 7.5, downloads in first post

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Eiliya
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#256 Post by Eiliya »

So it's been almost a week since I posted my question, and after having looked around on the dates of other posts in this thread, I'm guessing people have left this battle engine behind or something. I'm gonna try my best to make do on my own, but I'm leaning towards hiring someone to do a full new system for me instead, since I'm way to dumb to understand how to do it on my own.

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#257 Post by xela »

It's obviously possible to have a predefined container of battlers and pick specific battlers for each setup but since you're asking this question, you also want to know how. The latter depends on how your battlers are defined, if you just store the relative data and create/level them up when the battle starts (*I do that a lot for mobs) abd etc.

The author hasn't been seen here for a while now and the code is too large to remember how to mod it properly without rereading huge bits of it. I think that's why most questions around here go unanswered.
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#258 Post by Eiliya »

'tis a bit saddening to hear that Jake seems to be missing in action.

Well, I'm still struggling with figuring out how to properly connect the various aspects of the engine. I know how the basic combat works, and am currently trying to figure out how to make the characters level up. I also want to make new stuff, like items and abilities, but I have no idea how to do that. Sure, I can replicate (and power-up) the ones that are currently there, but I can't find any info at all on how to add new stuff (like status allignments, for example, or elemental properties).

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#259 Post by curry nochi rice »

Eiliya wrote:'tis a bit saddening to hear that Jake seems to be missing in action.

Well, I'm still struggling with figuring out how to properly connect the various aspects of the engine. I know how the basic combat works, and am currently trying to figure out how to make the characters level up. I also want to make new stuff, like items and abilities, but I have no idea how to do that. Sure, I can replicate (and power-up) the ones that are currently there, but I can't find any info at all on how to add new stuff (like status allignments, for example, or elemental properties).
I think the latest release does cover attributes (earth, fire, water, whatever). I don't remember the exact .rpy file but its there. Leveling can be done outside the battle engine itself but you'll need to do your own stat system.
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#260 Post by McRad »

Code: Select all

[code]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/Sofibattle.rpy", line 3, in script
    python:
  File "game/Sofibattle.rpy", line 34, in <module>
    battle.Start()
  File "game/engine/engine.rpy", line 320, in Start
    self.RunBattle()
  File "game/engine/engine.rpy", line 638, in RunBattle
    self._battlefield.Show()
  File "game/engine/engine-battlefields.rpy", line 326, in Show
    self._disp.Show()
  File "game/engine/engine-display.rpy", line 366, in Show
    fighter.Show()
  File "game/engine/engine-fighters.rpy", line 433, in Show
    anchor = Transform(xanchor=what.Anchor[0], yanchor=what.Anchor[1])
TypeError: 'NoneType' object has no attribute '__getitem__'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/Sofibattle.rpy", line 3, in script
    python:
  File "/Users/austinmarshall/Downloads/renpy-6.99.6-sdk/renpy/ast.py", line 797, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "/Users/austinmarshall/Downloads/renpy-6.99.6-sdk/renpy/python.py", line 1448, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/Sofibattle.rpy", line 34, in <module>
    battle.Start()
  File "game/engine/engine.rpy", line 320, in Start
    self.RunBattle()
  File "game/engine/engine.rpy", line 638, in RunBattle
    self._battlefield.Show()
  File "game/engine/engine-battlefields.rpy", line 326, in Show
    self._disp.Show()
  File "game/engine/engine-display.rpy", line 366, in Show
    fighter.Show()
  File "game/engine/engine-fighters.rpy", line 433, in Show
    anchor = Transform(xanchor=what.Anchor[0], yanchor=what.Anchor[1])
TypeError: 'NoneType' object has no attribute '__getitem__'

Darwin-14.5.0-x86_64-i386-64bit
Ren'Py 6.99.6.739
Underdate 0.0
[/code]
So, I've been getting this problem and I honestly don't know what to do. I just copied Jake's code for an active battle, it's just that I don't understand what the problem could be...
My battle script...

Code: Select all

label softibattle:
    play music "softitheme.mp3"
    python:
        
        battle = Battle(ActiveSchema())

        fieldSprite = BattlefieldSprite('Snowdin')
        battlefield = SimpleBattlefield(fieldSprite)
        battle.SetBattlefield(battlefield)
        
        battle.AddFaction("Player", playerFaction=True)
        
        playerSprite = BattleSprite('ph', anchor=(0.5, 0.75))
        player = PlayerFighter("[name]", Speed=11, Attack=20, Defence=20, ) 
        player.RegisterSkill(Library.Skills.PunchAttack)
        player.RegisterSkill(Library.Skills.Skip)
        battle.AddFighter(player)
        
        battle.AddFaction('Enemies', playerFaction=False)
        
        banditSprite = BattleSprite('ph', anchor=(0.5, 0.75), placeMark=(0,-75))
        
        bandit1 = SimpleAIFighter("Bandit 1", Speed=10, Attack=15, Defence=8,)
        bandit1.RegisterSkill(Library.Skills.KnifeAttack, 1)
        battle.AddFighter(bandit1)

        
        battle.AddExtra(RPGDamage(offset=(0, -75)))
        battle.AddExtra(RPGDeath())
        battle.AddExtra(ActiveDisplay("Player", {"HP": "Health", "Move": "Move", "MP":"MP"}))
        battle.AddExtra(RPGActionBob())
        battle.AddExtra(SimpleWinCondition())
        
        battle.Start()
        
        winner = battle.Won
    
    if (winner == 'Player'):
            jump softifate
    else:
        jump softigameover
jump start 

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#261 Post by MaAlGon3 »

Hello, I'm making a game with commercial purposes in mind and would like to talk to you about using your engine. The link you provided doesn't work so please reply at your earliest convenience. Thank you for your time.

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#262 Post by Ryue »

MaAlGon3 wrote:Hello, I'm making a game with commercial purposes in mind and would like to talk to you about using your engine. The link you provided doesn't work so please reply at your earliest convenience. Thank you for your time.
not jake but what does not work about the download link?

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#263 Post by darkfanimewatcher »

Wolf wrote:
MaAlGon3 wrote:Hello, I'm making a game with commercial purposes in mind and would like to talk to you about using your engine. The link you provided doesn't work so please reply at your earliest convenience. Thank you for your time.
not jake but what does not work about the download link?
The download links are all fine, but Jake's website http://www.eviscerate.net is down, so nobody can get in contact with him or can license the engine for commercial purposes from him.

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#264 Post by Ryue »

Ah that he meant

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#265 Post by firecat »

darkfanimewatcher wrote:
Wolf wrote:
MaAlGon3 wrote:Hello, I'm making a game with commercial purposes in mind and would like to talk to you about using your engine. The link you provided doesn't work so please reply at your earliest convenience. Thank you for your time.
not jake but what does not work about the download link?
The download links are all fine, but Jake's website http://www.eviscerate.net is down, so nobody can get in contact with him or can license the engine for commercial purposes from him.
there might even be a slight problem if the site ever takes down the links to the code. every link is connected to:

http://files.eviscerate.net/games/video ... e-a7.5.zip
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#266 Post by Ryue »

firecat wrote:
there might even be a slight problem if the site ever takes down the links to the code. every link is connected to:

http://files.eviscerate.net/games/video ... e-a7.5.zip
cant you repost it into this forums though? With reference that it is a "security copy" it should be fine shouldnt it?

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#267 Post by firecat »

Wolf wrote:
firecat wrote:
there might even be a slight problem if the site ever takes down the links to the code. every link is connected to:

http://files.eviscerate.net/games/video ... e-a7.5.zip
cant you repost it into this forums though? With reference that it is a "security copy" it should be fine shouldnt it?
i do not know what a "security copy" is (nothing from google), but as everyone knows, nothing stays forever.
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#268 Post by Ryue »

security copy I mean upload the version into this thread ;)

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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#269 Post by asatiir »

I tried opening up battle engine on the current version of ren'py (6.99.11.1749), seems like battle engine is glitching out on it. Anyone facing a similar issue?
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Re: RPG Battle Engine - Alpha 7.5, downloads in first post

#270 Post by firecat »

asatiir wrote:I tried opening up battle engine on the current version of ren'py (6.99.11.1749), seems like battle engine is glitching out on it. Anyone facing a similar issue?
I knew this was going to happen, the old renpy gui is unable to get the correct hotspots. I think many of the rpg or cookbook codes won't work well with the new gui.
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