I created a set of scripts that turn games created with GameGuru into Action RPG. Parts of the script are published in the Asset Store and the rest I'll post to this thread. Video about my scripts so far:
Note for all the users of RPG or Survival Module:
Parts of RPG Module, Quest system and Survival module are not fully compatible with the official Save Game and Load Game function of GameGuru out-of-box. In order to make the scripts work properly, please use the modified gamedata.lua provided in the bottom of this post. With that, all of my sripts in the Store should work properly. If not, please PM me with a bug report.
If you are having problems, first make sure you are using the latest versions of the scripts (you can check the file edit dates of the newest updates of the Store scripts in this thread). If (for some reason) you want to use the older version of the script set, you can use the alternative Save Game / Load Game system provided in the script "RPG Menu with Save Game / Load Game".
Status 24.10.2016. All the scripts in The Game Creators Asset Store have been updated. The free scripts in this thread (except modified gamedata.lua) are not yet compatible with the official Save Game / Load Game system. I'm currently updating them, but testing the updated versions takes time, so please be patient! I'll update all of them at the same time when the whole work is finished. If the publishing of your game is dependent on the functionality of my free script, please PM me, so I'll send you the newest version of the individual script you need. Otherwise please wait for the updates in this post.
moshroom_rpg_ai_fantasycharacter.lua (version 1.4.1, 10.10.2016)
The Action RPG Battle Mechanics script or "RPG AI" replaces the default damage control of GameGuru by one that is based on RPG statistics. Player will have four basic statistics: Power (SpellPower), Vitality, Agility and Sight. Power determines how many points of damage player's attack will cause to an enemy in addition to the damage caused by equipped weapon. For 3rd person wizard character, Power determines the size of the fireball. Vitality determines (inversely) how many points of damage enemy's attack will cause to player. Agility determines how often player can infilct damage to an entity and Sight how far away. If player tries to hit too often, enemy will evade and if too far away, the hit will miss. Every kill will grant player EXP, which will result in Level up in time to time. In each level up, one of the basic statistics will be upgraded. Player will also be granted gold. The "RPG AI" is published in the Asset Store:
moshroom_rpg_menu.lua (version 1.4.1, 10.10.2016)
This script creates RPG Menu where player can access Inventory, Equipment and Status screens. The options screen give player a possibility to change font size, cursor behaviour, set the info text of RPG Menu and Shop Menu on/off and change the style of dialogue in the game. The behaviour of the menu depends on the other RPG scripts on the map.
The RPG Menu is published in the Asset Store:
moshroom_rpg_shop.lua (version 1.4.1, 10.10.2016)
This script creates Shop Menu where player can buy items, weapons, armor and accessory, depending on other scripts used in the game.
If this is used alone without my other RPG Scripts, player starts with 10000 Gold. Items player buys will be used right away. In 1st person mode there are 4 items: Healing Potion, High Potion and Elixir that fill players health up to MAXHP and Boost Potion that can add health over MAXHP. In 3rd person mode there is an additional item Power Source that raises SpellPower of wizard character. (NOTE: This overrides the default Power stat with g_RPG_SpellPower which mean that it nullifies the collected Magic items.)
If there is an entity with moshroom_rpg_ai_fantasycharacter.lua on the map, player starts with 0 Gold. In addition to 4 healing item available in the shop, there are 4 RPG items, Power Source, Vitality Source, Agility Source and Sight Source that raise corresponding RPG statistics. If there is an entity with moshroom_rpg_menu.lua or moshroom_rpg_menu_savepoint.lua in the map, the items bought from the shop are not used right away, but stored into the Inventory for later use. If moshroom_rpg_ai_fantasycharacter.lua as well as the moshroom_rpg_menu.lua are placed on the map and third person mode is active, player can also buy equipment.
The RPG Shop is published in the Asset Store:
moshroom_rpg_npc_talking.lua (version 1.4.1, 10.10.2016)
This script creates and NPC who talks. Depending on the settings, the NPC will talk either custom lines determined by user or random generic lines. The Talking NPC is published in the Asset Store:
moshroom_quest_*.lua (version 1.131, 10.10.2016)
For my Quest script, please visit this thread in the Store forum:
moshroom_map_*.lua (version 2.1, 18.10.2016)
This is an enhanced version of my winzone/returnzone scripts. It stores player data between maps and enables returning to the last checkpoint of previous map. It's a bit tricky to use so read the instructions carefully. The script is published in the Asset Store:
moshroom_time_*.lua (version 1.131, 13.10.2016)
This script creates a set of doors that are operated by time. The script is published in the Asset Store:
If there is no RPG Menu, this can be used to check the status. Creates an NPC who tells player his/her RPG statistics.
If there is no RPG Menu script active on the map, this works just as regular collectable (health.lua). If there is RPG Menu, an item will be added to the inventory. The item can be chosen by assigning a number between 1-14 as the entity name (1 = Healing Potion, 2 = High Potion, 3 = Boost Potion, 4 = Elixir, 5 = Antidote, 6 = Stimulant, 7 = Tonic, 8 = Hourglass, 9 = Eye Drops, 10 = Panacea, 11 = Power Source, 12 = Vitality Source, 13 = Agility Source, 14 = Sight Source).
This script creates a door that can be opened when player has enough EXP. Set the EXP limit by changing the 'Strenght' value of the door entity.
This script creates a 1st person weapon that can be collected when player has enough EXP. Set the EXP limit by changing the 'Strenght' value of the weapon entity.
This script changes battlemessage from prompt to windowed. This feature can be turned on/off from the upcoming updated version of the RPG Menu which I try to publish next week (whenever the Quest system is ready).
This script saves the RPG data to a temporary file in the end of a map so it can be reloaded in the next map. Note: 1st person weapons and entity damage counters are not saved.
This script loads the RPG data from a temporary file.
This version of the gamedata.lua file saves/load all the tables of RPG Module and my Quest script to/from an additional save file, which creates a compatibility to the official Save/Load system. To use it, replace the gamedata.lua file in your titlesbank folder. It is recommended to backup the original file before doing so. Also make sure that you have the latest versions of the RPG and Quest scripts. Following scripts are currently up to date: All of the store scripts.
Use this version if you use my RPG scripts AND my Quest scripts in your game.
If you don't have the Quest scripts, uncomment lines 20-31 from this file.
The reason for this is that the quest_begin script constantly calculates targets for quantitative quests (e.g. kill, collect, destroy) in the background and will return error if the Save Game function redefines the tables between initiating and saving. If you don't have Quest scripts active, the Save Game returns error because the tables aren't defined at all.
I'm aware that this fix has too many steps (1. Read the script 2. Paste it into a LUA file 3. Save it into a right folder 4. If you don't use Quests, edit the file manually) to be regarded easy-to-use. Fear not. I'm going to create a more sophisticated version of the gamedata script as soon as I've finished with the grand update of all the other RPG scripts.
Alternative solution for users without Quest script (and no willingness to edit the script manually). Use the gamedata.lua version provided in this thread: https://forum.game-guru.com/thread/214754