Chrythm's RPG Kit (Free)

looks awesome! thank you very much for your contribution!

Thanks alot, I got it working now

So I’ve run into a problem: (Just an FYI, I’m not using the latest version of the RPG Kit [although I am using Chrythm’s RPG Kit 2], If I remember right I’m using the first release of the 2nd Kit.)

Every time a player dies/resets all the tools animations stop working. I’m not a very good scripter, so I’m at a loss of what to do. Any way to fix this?

I can only suggest where to start:

  1. While playing the game in studio. Select your character and look for Humanoid and Animator. This is your control.

  1. Die, and do it again. If the animator is missing, it’s something wrong with this script:
    image
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Thanks for the tip!

I’ve tried this a few times in studio and the animator is still there.

Oh wait, you triggered an ancient memory! Check this post out, and see if switching from ObjectValues to StringValues fixes it. For some reason, ObjectValues linked to animation IDs would not clone for me.

My knowledge of coding is much different than back then. I might be able to reason through this now! But try it out, see if this works for you.

I thought I switched these to use stringvalues in my recent updates?

He’s using an old version, which might need an old solution.

Thanks for the help! It’s fixed now, although the ‘super attack’ seems to have broken. I’ll look into it and see if I can fix it.

MenuControl line 7 Infinite yield possible on ‘Players.Bitterman1021:WaitForChild(“IsLoaded”)’

Got this warning when joining the game… :thinking:

My guess is that the code that makes the “IsLoaded” Model didn’t make the model for some reason.

The “IsLoaded” thing is a tag that the kit creates when the server finishes loading your data. If you are seeing infinite yield messages, that means your data isn’t loaded. Make sure the game is published to Roblox and studio api access is enabled in the game settings.

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2 years later, well, almost 3, i’m here to give an update.

I’ve learned a bit more about LUAU and decided to challenge myself once again with this kit.

So far I’ve been able to fix the issues I was facing back then (not that I’m going for a Path of Exile UI style)
I’ve added a nice slashinf effect dependant on an incremental combo value.
Some VFX here & there…

Planning to add some kind of skills, uncertain as to how I would do that as I’ve never done it.
But yep, made my first flash step ability and I love it too much to not add it inside this.

Thanks again Chrythm for the support with your Kit and additional help you have given to the users on this thread.
Once I’m done messing around with this kit, I will give out a fully documented edited version if that can help anyone else “expanding” this kit.

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Can you make it so you can swing multiple animation combos

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It’s definetly do-able by using an incremental combo counter when swinging the sword and using specific animations based on the combo meter.

I’m prob necroposting at this point but this kit is actually very good & easy to modify & expand on.
It’s also a very good method to learn by expanding on it.

Here’s something I couldn’t do before with my limited knowledges :stuck_out_tongue:


(ignore the equip/delete button position, I’m gonna have a slider there with the selected item’s stats and attach said button into the slider)

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Could you by any change help me with crafting system, mining system, and a multiple hit system, sorry if this is too much to ask. Im not a very good scripter and ive been struggling doing these.

The game already has a multi hit feature, unless if that’s something I added in my version…
Pretty sure it does by default tho

Mining system if you have limited scripting knowledge, you could just do it like that other RPG kit
Basically making a “mob” disguised as an ore and make weapons (tools) that would specifically damage that entity. (you’d have to make a new EnemyType that would basically just sit and do nothing)

For crafting, simply check the player’s save file, see how many of this or that he has, if he does, then remove the items from the save & starterpack/backpack & add the item into their file+starter pack/backpack

Again, if you have very limited scripting knowledge, a more simple way (and inefficient in my opinion) would just be to check the player’s backpack on the server, if he has both resources required for such an operation, remove then give the newly crafted item.

That’s pretty much how I’d do the crafting system

What I mean by a multi hit feature is like a combo animation
first click = first animation
second click = second animation
etc…

The kit already has that and its Left and Right click but I think its pretty tedious. Ive tried trying to add a combo system but it just doesnt work as I wanted it to be.

(sorry if my explanation is bad english isnt my first language and this is my first time chatting on dev forums)

I had something like that before when I wanted some cool slashing VFX effects that I later on remove because it was kinda silly and unnecessary.

Here’s my previous code which might be inefficient but could be good to learn off it I guess or give you an idea.


local function createSlashingFX(parent, hrp, combo)
	local slashingFX = ReplicatedStorage.Fx.SwordFX.Slashing:Clone()
	slashingFX.Parent = parent
	slashingFX.CFrame = hrp.CFrame * combo[2]
	TweenService:Create(slashingFX, TweenInfo.new(0.5), {CFrame = slashingFX.CFrame * CFrame.Angles(0, math.rad(-100), 0), Transparency = 1}):Play()
	Debris:AddItem(slashingFX, 1)
end

local function playComboAnimation(combo)
	require(animationSystem).PlayAnimation(combo[1])
end

local comboCounter = 0
function module.Sword(tool)
	local hrp = Players.LocalPlayer.Character.HumanoidRootPart

	workspace.Remotes.UseItem:FireServer()
	wait(tool.Cooldown.Value)

	-- Combo-specific data for the slashing effect
	local comboData = {
		{tool.One.Value, CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(-30), math.rad(-240))},
		{tool.Two.Value, CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(30), math.rad(0))},
		{tool.Three.Value, CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(30), math.rad(-15))},
		{tool.Four.Value, CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(30), math.rad(235))},
		{tool.Five.Value, CFrame.new(0, 0, -6) * CFrame.Angles(0, math.rad(30), math.rad(0))}
	}

	-- Play animation based on comboCounter
	local combo = comboData[comboCounter + 1]
	if combo then
		playComboAnimation(combo)
		createSlashingFX(workspace, hrp, combo)
	else
		warn("Invalid combo:", comboCounter)
	end
	comboCounter = (comboCounter + 1) % 5 -- Reset to 0 after 5 combos
end

@Evercyan I’m thankful for this whole kit and I’ve had my fair share of fun over my period of development expanding your kit and I think I’m finally getting somewhere I can see it being a thing I can show.
I don’t really know if it’s good, optimized, efficient or whatnot but I’d like to get your feedback on what I done with your kit.

(1) Aurora | In Dev | RPG - Roblox

Ignore how quests have been totally ignored (and goblin zone / cave kinda half done, been busy mostly refracting how the inventory works, how stats are stored and whatnot)

I used to simply hide the toolbar at first and display the tools in the inventory but later on decided to properly make it a real thing, which I must say took me quite a while to figure out - and modify everything else accordingly (I’ll forever remember my 6 attempts at making the pawn shop display the player’s armors, weapons, accessories, consumable but I’ll just make it something more specific - one for weapons, one for armors, one for buying/selling consumables & junk loot that i’ll be adding soon)

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Hey its been a while since I last responded but I managed to actually found a way to do the combo animation using values and just ifs and thens. It was actually pretty simple I dont know why I was stressing over it. But it honestly just mainly used values I do have a couple of questions though. Im using the arrow stat as an example.

How do i force/manual save?
And give myself an item in game (not inside roblox studio, though I could probably just use an admin script and replace the give parts)
And see the leaderboard with other peoples stats (the pressing tabs one)
how does the defense even work I cant even find the script for it

I will still try to work on the crafting part, but instead of items I think im gonna use stats…?

Sorry this is all so messy :C

You can make your own chat cmd that would trigger the save function, I guess.
Other than that, there’s a 60s timer for saving (I think it’s 60s?) and when you leave it save.

For giving yourself items, the default Chrythm’s RPG kit save the tools that you have server-side, so using an admin script is the go-to solution, I guess.

For defense, just use the “find all replace all” feature of Studio and look up “Defense” tho i’m fairly sure it’s in the player funcs.

For crafting using stats, you can definetly increase the player’s “X” item quantity and then decrease that quantity by X quantity and give the item to the player.

(You can use one shop template for crafting, I guess ? Fairly sure you can modify what it takes and what it uses)