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Tutorial: Playable Characters
What is an RPG without a character to control?
Probably either a very terrible or a very innovative game. Or both. But we digress.
Playable characters are handled differently from NPCs, and have different, more fleshed-out
properties assigned to them. Customizing them can produce highly interesting results. However, like
NPCs, their sprite groups are located in SpriteGroups
.
List of files used:
dont_care_names.yml
exp_table.yml
initial_stats.yml
naming_skip.yml
playable_char_gfx_table.yml
stats_growth_vars.yml
This is a minor feature, but it might interest you if you are doing a complete overhaul of EarthBound. You can change the default names proposed to you (by the "Don't Care" option) in the dont_care_names.yml
file, where 0
is Ness, 1
is Paula, 2
is Jeff, and so on. A total of seven suggested names can be specified in total.
You can enforce names upon the user, if you so choose, through the use of the naming_skip.yml
file. Setting Enable Skip
to true
skips the naming sequence once a new game is started, using the names specified in that file instead. Optionally, you can set Enable Summary
to true if you want to show the player the names that are going to be set (if the user clicks "Nope" on the summary screen, he'll just be taken back to the summary screen once more).
There are four distinct files which control the way characters level up.
exp_table.yml
sets the required amounts of experience required for each character to attain new levels – setting them all to 1, 2, 3, etc., for example, will make your characters level up quite quickly!
stats_growth_vars.yml
sets the growth rates for each character when a new level is gained. These are used by the engine's mathematical equations to compute the gains in each stat at the time of level up, as outlined in this guide.
initial_stats.yml
specifies the initial state each character is in when they first join the party. Each label is clearly-named (Experience Points
, Items Possessed
, Level
, Money
), with a fifth
property of unknown purpose (appropriately enough, labeled Unknown
). The numbers specified in Items Posessed
are defined in item_configuration_table.yml
.
Finally, playable_char_gfx_table.yml
is in various ways analogous in purpose to npc_config_table.yml
in that it ties the characters with their sprite groups. Dead Sprite Group
specifies the sprite group to use when one of the characters dies, and so on with all the other properties (once again, there is an Unknown
property).
- Overworld Sprites
- Battle Backgrounds
- Battle Sprites
- Title Screen
- Window Graphics
- Logos
- Fonts
- Animations
- Swirls
- EB Project Editor
- Tile Data
- Tile Editor
- Collision Data
- Adding Map Palettes
- Map Editor
- Doors
- Warp Styles
- Enemy Placement
- Hotspots