Chrythm's RPG Kit (Free)

If the body parts in the HumanoidDescription are set to zero, then the body parts will revert to blocky parts.

so should i avoid setting it to 0?

Either choose a body type or take the body parts from the player’s HumanoidDescription using game.Players:GetHumanoidDescriptionFromUserId(userid goes here)

Hi Chrythm! I have a few questions for you,

  1. I have managed to transfer Stat and Armor saving from your datastore to Datastore2. But I cannot manage to do it with the player items and quests, since they are not determined off a value and is mostly dependant on what the player chooses or obtains. How can I go ahead and save these?

  2. Where is the code for all the tweening of the GUIs? or are they just in the local script under the GUI

Hello. I like how you release a whole RPG kit for the players.

You will now give them a chance to learn from your own source, and that’s really nice of you.

It’s well made and you really used time on it.

Thank you for the awesome work you contribute for people.

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Hello,
First of all, I’m thankful for this kit as I’ve never had the energy nor motivation nor knowledge to make a full RPG system myself.

Secondly, I’m having a blast modifying it and making new content with this system.

Sadly, I have one issue - or - rather two.
First being adding an inventory, but for that I got a friend working on it so no problem for me.
Second issue is the UI, I’ve made an UI (rather simplistic) like Path Of Exile’s, players can hold only 3 items in there + all menu icons up to there, it’s fine, but for Health and Mana…

Health is properly working, or at least, as it should be with your default UI health, mine doesn’t go down but rather go to the left overtime as the player takes damage, still haven’t figured out how I could fix this.

Mana… well, I don’t really know how to make use of your system which count only mana in numbers to transfer it into a mana pool slowly going down as they deplete it… might copy the health system and modify it for mana tho

Some help or pointers on getting the health to go down rather than moving to the left would be much appreciated as even while trying to look for it thro the ‘Find result’ feature in studio, I can’t find anything 'bout it


I got the place from the YouTube video. I inserted all the animations. I enabled API access and all of that. I published the game as well. There is an error I tired looking for a way to fix it up it does not work. How can one fix this?

Line 36, the line you are having a problem with, is just an ‘end’ statement on my side. My best guess would have to be the line that says:

require(newAnimationSystem).PlayAnimation(enemy.Stats.IdleAnimation.Value.Name)

If this is the problem, then make sure that the IdleAnimation value is set on the enemy. I’m not sure how this could become nil if you just installed the kit though.

Modifying the kit isn’t something I can really help you with, but good luck on your additions. I wouldn’t add a custom inventory system myself due to the fact that it doesn’t really add anything new that the default backpack doesn’t have.

Thanks for releasing this kit, it came highly recommended. Like others, I had trouble getting this kit to function properly, but for me it boiled down to saving the uncopylocked game, saving animations, turning on API services. Only then, I ran into an issue that others reported.:

Problem: The player weapons would not animate, but the same animation worked for an R15 enemy. It turns out, that at launch of the game, the animation references in the Items’ “UseAnimation” ObjectValues are disappearing (before cloning). The cloned weapon therefor has no animation.

Solution:
Since I knew the animations worked, I just changed the variable type.

  1. I changed every Items’ “UseAnimation” ObjectValue linked to an animation to a StringValue with the Animation’s name.
  2. In “ItemFunctions” changed the usage of UseAnimation slightly:

require(animationSystem).PlayAnimation(tool.UseAnimation.Value)

  1. This may have led to a few errors that needed to be fixed in the code. If so, it was pretty straightforward how to repair.

And with that, the kit seems to be fully operational.

This is apparently a very obscure problem. I was only able to find mention of it here, dating back to 2015. Please refer to the following thread:
ObjectValue’s reference to an AnimationTrack magically disappears? - Bug Reports / Engine Bugs - DevForum | Roblox

I hope this helps others get the kit up and running. Its quite good!

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So there is one problem, when I set up with the kit it gave me so sword. Help?

The sword is handed out to new players. Once you have it, it saves with your character.

I would start by making sure the API services are turned on, and that you are playing on a published game. (save games enabled)

This is awesome! I’ll be sure to use this when I need it!

I’m having an issue with the kit if anyone could help me out. Players do not all spawn in the default spawn location that is set. Sometimes they will randomly spawn in different areas, how do I fix this?

Could you help me out? When I use the ROBLOX Terrain Tools, it breaks the animations and the NPCs. How can I stop this from happening?

Try closing down the editor before running the game. The animation editor does the same thing right now, keeps players from jumping…

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I’m planning on doing a fix update for the kit soon, everyone post bugs with it if you have any.

A workaround is to try to set the spawnlocation again from the settings folder.

Update: I have done a bugfix to the kit, let me know if any problems occur :slight_smile:
Make sure the game is R15 for animations to work btw.

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I don’t know if anyone else is having this issue but when I press “Begin” on the installer, it comes up with this and doesn’t actually install the RPG. I have uninstalled it and reinstalled it and still did the same thing.

InstallerError