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Ok I've finally made the stat screen for my Undertale game ! (Moving back to the Undertale stream, I hope the mods don't mind)

Ok I've finally made the stat screen for my Undertale game ! (Moving back to the Undertale stream, I hope the mods don't mind) | RATE MY STAT GUI | image tagged in undertale,roblox,roblox studio,project,gaming,coding | made w/ Imgflip meme maker
567 views 7 upvotes Made by EdEnStonne 11 months ago in Undertale
36 Comments
1 up, 11mo,
1 reply
Update 4 of my Undertale game on Roblox !

Update 3 : imgflip.com/i/7qir6f
Update 2 : imgflip.com/i/7p2cus
Update 1 : imgflip.com/i/77mwcd

(If you see this, know that I'm open for all questions about this project !)
1 up, 10mo
I've finished the Fighting GUI.
Come 'n take a look !
imgflip.com/i/7rv979
1 up, 9mo,
1 reply
AINT NO WAY YOU MADE THAT SHIT
0 ups, 9mo,
1 reply
I made that shit
0 ups, 9mo,
1 reply
Saul Goodman | image tagged in saul goodman | made w/ Imgflip meme maker
no shit
0 ups, 9mo,
1 reply
Yes shit
1 up, 9mo
groo ?? | *gamer toilet rage* | image tagged in groo | made w/ Imgflip meme maker
ok
1 up, 11mo
Looks amazing
1 up, 11mo,
1 reply
That shit lookin GOOD
0 ups, 10mo
Got another GUI done : imgflip.com/i/7rv979
1 up, 10mo,
2 replies
I like that you replaced the stats with different words, makes it feel a little less generic.
1 up, 10mo,
1 reply
Thanks !
It was also for the purpose that the player doesn't mistake for example his defence (which is for the damage calculation) with his Sturdy stat (which boost the defence and the HP).

All the stats boost 2 things among the attack, defence, HP, Speed and Stamina. So if I put "defence" and "Defence"... well it's gonna be complicated.
0 ups, 10mo,
1 reply
Ohhh, that's pretty clever actually. And gonna be hard to code XD
I actually came back to roblox recently and started working on an rpg game of my own.
It's more of a hosted thing though with the battle "Interface" being physical elements in game.
If u wanna hear more about it, I don't wanna bore you though.
1 up, 10mo,
1 reply
No, please do ! I'd love to hear about it.
0 ups, 10mo,
1 reply
Oh okay, sure. Basically it's has inspiration from undertale / deltarune / pokemon.

You get an [ATTACK] option and a [SPECIAL] option. Both of them are kind the same.
The difference is that your attack options are determined by what weapon you have equipped and Special are abilities you have learned. Each weapon can have up to 4 moves associated with it that you can choose when using Attack, and you can learn up to 4 Special moves, so it's like pokemon but you get 8 moves in total, 4 for your basic attack and another 4 for the specials.

(There is more if u want)
1 up, 10mo,
1 reply
That looks really cool ngl !
But how do you learn special move tho ? By leveling up ?
1 up, 10mo,
1 reply
You would learn special moves on your own by leveling up.
The moves you get would depend on what specialties you chose, specialty is basically a typing system, eg: Burning, Freezing, Nature, Electric, Vibration, Pure, Shadow, as a few examples.
You can choose 2 specialties when you start.
But the main way you get special moves other than leveling up is by visiting an Ability Trainer.
Ability Trainers are basically shops that let you unlock new Special moves and change your moveset (No permanently forgetting a move like in pokemon either since the moves you unlocked will always be available.)
1 up, 10mo,
1 reply
ooooh nice ! (Abosolutly won't choose Electic and Vibration for no reason at all)

So is it turn by turn or real time battle ? And how do you get the weapon ?

(aslo btw I got a code to store a stat table into the Datastore and modify it in game server sided (up to 4 layer of "table in table"), if you want it I'll be happy to share !)
0 ups, 10mo,
2 replies
(Nice job bro! Sure u can share it. Also fyi vibration is more like flying type, if u wanted steel type it's called Mech in this one.)

It's turn by turn, ofc I'm gonna make it a turn based rpg. Although I'm planning to have every move have it's own attack pattern where the player has to dodge like an undertale style bullet-hell. So far I dunno how to script that so all attacks are unavoidable for now.
You just buy weapons from shops, or sometimes you'll get them as rewards from bossfights.

Funny thing about the weapons, Weapons also have 3 types, slashing, piercing, and blunt.
Slashing weapons like swords, axes or scythes will give the enemy a bleeding status effect which makes them take a bit of damage every turn and lowers their defence.

Piercing weapons like knives, tridents and guns will ignore defense.

And Blunt weapons have a chance to Daze the target and stun them for 1 turn.
1 up, 10mo,
1 reply
The weapon types remembers me of Monster Huter story 2, even if they didn't (directly) get some cool effect :(

Anyway, I recheck my code and realized I could optimise it pretty easily. so forget about the "table in table" limit now !
https://pastebin.com/6PjGpY5L
1 up, 10mo
I don't really know about Monster Hunter, so the reference there is coincidental, but also, weapons can have Specialty types, and Special Abilities can also have weapon types.

I'm not good at reading roblox code since to be honest, I can't script, I just steal scripts from free models and edit what I can occasionally binging youtube tutorials and pray I find what I'm looking for :p

So your script lets you have unlimited tables for what?
0 ups, 10mo
Examples of blunt like: Gloves, Bats, and Whips
1 up, 10mo,
2 replies
It's unlimited tables for the player stats ! Well, you have no necessity to put tables in tables, but it's great if you need to.

The datastore (which keeps the data from players even when they're logged off) can only store int (numbers), string (text) or table (list of things, like ints, strings or... tables).
So I've made something that convert your data into some instances, which are material and not only stuck in one script. If you paste my script into a server script (make sure to activate the datastore in the option, I think it's in the security tab) and play your game, you should see in the server side (the blue pc icon in the upper bar) a folder appears.

This folder is your stats ! You can do whatever you want with that (server side only tho).

If you want to add a stat check the instructions line 77.

You can manually modify your stats when you are playing and go on the server side (don't worry, it only works in roblox studio)

Also if you want to remove the folder on leaving, add a playerFolder:Destroy() between the line 112 and 113
1 up, 10mo
(I've put alot of comments to help the reading, check the gray writing if you'rein dark mode or the green one if you're in light mode)
0 ups, 10mo,
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Oh cool, that's actually pretty helpful. I actually didn't know there was a limited amount of stats for players. but I do have a script that saves player's stats when they leave.
1 up, 10mo,
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Yeah you can't put things like Color3 or Vector3 yo store (and that sucks). But else the limit was more about my script which wasn't recursive. So if I made the table in a table, it wouldn't understand it.

But now I've fixed it you can put as much layers of table as you want (my record is 5 for the custom abilities of the player. If you want I'll show you the absolute mayhem it became lol)
0 ups, 10mo,
4 replies
Sure, you can just take a screenshot of it.
1 up, 10mo
The default stat
1 up, 10mo
custom abilities goes brrrrr
1 up, 10mo
Yes it was a nightmare to make
1 up, 10mo,
1 reply
ah also the braclets at the line 54 are extra, you should remove it
1 up, 10mo,
1 reply
Daaang bro. All that for a single ability?

The way I do it I just have a button that teleports you to a room, with 4 other buttons that each teleport you back to the battle and activate a damage part with sound and particle effects where the enemy is lol
1 up, 10mo,
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A H. (Damn that look way simpler TwT)

Me I have a whole code to interpret the data. And since I want to let the player make his own customized attack, I can't just put the name of the attack in the table...

So, for every attack, the computer check the attack info, check his type, check if the player can use it and launch it according to what the player put in the settings of that attack (to sum the process)
1 up, 10mo,
1 reply
That would be cool to let players make their own attacks.
1 up, 10mo,
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Hehehe...
That's the whole point of my game.

Tired to see so many custom undertale boss fight ? Well BECOME the boss fight ! (With cool effects and second phase and all)
1 up, 10mo
Nice concept, I thought of a concept similar to that one time, but never tried it out.
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