An early version of this project was already posted during the last summer contest.
Time has passed and I made a big progress with YRPG Toolkit.

Some Random Screens
Click to reveal..





All Management Tools are working and right now I am creating a small game in order to kill all bugs.

Because this forum just shows some pictures, I decided to post links instead of pictures. Just click on the Link with STRG and a new window will appear.

I will shortly explain every Management Tool.


Hero Management /Enemy Management
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Status
Create objects of the type 'Hero' and 'Enemy'. On the screen you can see typically RPG status attributes -> Level, HP, MaxHP etc.
The created hero/enemy will get this initial values after the game starts.

Attributes
Strength, Defense, Mind and Itelligence are Attributes, which will be calculated with
attributes of the opponents during the battle.
For example: 'Strength', 'Physical' and 'Defense' are Attributes of Heroes/Enemies and are one part of a calculation for the battle System.

Elemental Attributes
Elemental Attributes are important for skills which can affect heroes and enemies.
For example: To set Fire on 100% means no harm for the hero or enemy from a fire attack.

Attack Type
Attack Type means the elemental type of a normal attack, which every hero and enemy can use.

Skilllist
Here you can put all initial skills. Maybe I will create something like a class manager in order to teach heroes new skills, if they gain a level. For now you have to use the event manager to teach heroes new skills.

Hero Model
Every hero and enemy object must be a specific MDL Model for the battle event.
Model Scale means the size in dependence on the X,Y,Z vectors.
You can also test the scale factor ingame with a click on the button 'Test Scale'.
Why did I import this feature?
If developers buy models those models will never be on the same scale factor.
It's really time consuming to set up models to fit with the whole game. So YRPG Toolkit will do this with some trys and some clicks.
Another reason could be that developers would like to have many types of the same enemy or hero which are just distinguish by size. Maybe a monster of the same race, just bigger or smaller?



Item Management
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Every Item object can get attributes which cause HPs or MPs of heroes.
You can also write an information, which will appear inside the menu and set a price for every item, if you want to create a shop dealer, who will sell this item.

An Item can cure negative status effects - Poison, Sleep, Silence, Weak and Blind.

Party item means, the effect of the item affects all Party Members.



Skill Management
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A very complex tool. Every Skill gets a name and an information.

MP Consume - how many MP will the execution of this skill cost?
Party Cast - the effect of the skill affects all party members/enemies.

The HP effect is connected with Black Magic and White Magic.
If a Skill is Black Magic, the HP Effect will be a standard damage, which will always affect the opponent. If a Skill is White Magic, the HP Effect will be a heal effect for a comrade.

Elemental Damage
Using attributes without checking one of the elemental checkboxes, in connection with Black Magic, will mean the skill causes elemental damage.

The additional option is the choose of an elemental checkbox. In dependence on the type of the Skill (Black or White Magic), the skill will cause a positve effect on party members or negative effects on enemies.
To regulate the intensity of an skill which is using a elemental checkbox, you can use the Elemental Damage Attributes.
For Example.
Check 'White Magic', 'EARTH' and set the Elemental Damage of 'Earth' on 5. As resualt the skill will add 5 defense points to one ally.
All Particle Effects in YRPG Toolkit are saved with numbers. The Particle Management Tool isn't implemented yet.



Equipment
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Create an Equipment object for heroes.
An Equipment must get a name and information (same thing like skills and items).
HP_Boost and MP_Boost means additional HP or MP for the hero who has equiped the Equipment.

Elemental Power/Ability Power
An additional boost for the named attributes of a hero which is wearing the equipment.

Equipment Type
Equipment is just the super type. For every equipment the developer needs to set up a child type. For example: Check 'One Hand' and 'Weapon'.



Bool Management
Developers are able to create two different kinds of variables.
One of them is named Bool. A bool can get two different states - TRUE and FALSE.



YVar Management
Extended file type of the standard var. What's the difference inside Lite-C? It's a extensible struct which two members - var value and STRING* name. Maybe there will be other members if needed.
http://imageshack.com/a/img836/4463/6twh.jpg



Event Editor
Create function/events without the knowledge of programming. If Clauses, Do While, Management of variables, Management of ingame effects. Using of predefined features like the battle system or the dialog system.
Right now the event editor includes 46 Commands, which can be used to create events.

Some Commands:

Camera Management
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Another Part of 3D Development is the keyword 'Camera'.
Cameras are a fundamental part of every 3D Game. Camera Management allows to create Camera Views very quickly. After that they will be saved into the project and can be used for sequences and battles.


Show Text
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The developer can create Textelements, which can appear on the screen. YRPG Toolkit will use all fonts of the Project Directory. Size the text, change its color.
To set coordinates for the text and finding the right position on screen, can be very time consuming. The 'Text on Screen' feature allows the developer to move the Text over the screen and save the coordinates immediately.


Fog
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Foggy atmosphere in different colors. This feature also includes an ingame editor, to test the look of the fog on a specific map.


Call Event
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With this feature, the developer can call an event inside another event. For Example: Put a battle event inside another event to keep overview about all commands.


Ignore Code
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With this feature the choosen code will be skipped.
This debugging feature allows to hide to code from the compiler. For Example: Skip a dialog which takes a lot of time an jump into the last few lines of the event to save time.


Lite-C Code
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Some developers want to create own functions. With the 'Lite-C Code' feature the developer will be able to execute Lite-C commands inside the Yume RPG Toolkit.


Initialize Battle
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Works now with prepared Cameras and Scale of the 3D Models. The Developer can create a specific camera for every enemy. There is also a possibility to set three environment cameras, which change randomly during the battle.

http://imageshack.com/a/img842/9949/ljno.jpg
This is the new look of the 'Event Editor'. Each command is highlighted with a different color.
As result the developer don't have to waste time in searching commands.



NPCs:
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Create NPCs/Entities which are a visible or invisible part of the game.
Developers are able to create static npcs which will never disappear.
But in dependence on the variables, the developer can also create if conditions which activate or deactivate a NPC. By fulfilling the conditions, the NPC will appear or disappear.
For example:
Check 'Appear', choose the bool 'FirstSequence' and the check the expected value on 'True'.
This NPC is invisible and appears after the FirstSequence bool changed its state to True.
If the developer want to remove the NPC again, this will be done inside the event editor.

Every NPCs can be bound with an event, which means - by interacting with a NPC the bounded event will start.

There is also a possibility to create invisible Touch Events. The player must go through an invisible event to start it.

Shops
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A simple to use feature, which allows to create Shop Entities. Every Shop Entity has its own List with Items.

Cameras
Developers are able to create cameras very easily. The camera feature allows you to create Cameras during a flythrough. It is also possible to use these cameras for the battle system or cutscenes.
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But there are a lot of other features.
In Project Settings the developer can choose an animation for every action of every hero. Change of Title, Game Over, Battle music.

Customizing of the Title Screen is much easier now too.
The Project Property Menu allows to choose and size the font of the title.
It's the developers choice, if there should be a 3D or 2D background.
For the 3D Background is a 'Change Fog' Feature, which allows to set a foggy environment on the title screen.
There is also a opportunity to start the game in Fullscreen now.
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Model Viewer
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A simple Model Viewer to check available models inside your project directory. With this feature the developer don't have to open every model with the editor.

The map editor is ready to use with all functionality. But it is no longer a part of the official Toolkit, because I don't own the Pro Edition of 3D GS.
That's the reason because I don't use the C# wrapper anymore.
YRPG Toolkit is not really the same like a wrapper but kinda something.
After every save YRPG Toolkit will add, change and delete parts of the Lite-C Script.


Create your own JRPG and join our community: https://www.yrpgtoolkit.com