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RPG - Rules / Combat mechanics blueprinting...

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    RPG - Rules / Combat mechanics blueprinting...

    Hi, I weren't sure where to post?

    I am using blueprints for everything, but I'm not experiencing any issues or so...
    I would like to find out some information on where to put or do certain things in certain blueprints. Esp in a Multiplayer sense.

    I am busy with a RPG type game so I have a few stats and formulas and such things. Where is the best place to keep things regarding the combat formulas. Should I handle things like that in the gamemode blueprint or in the gamestate?

    I figured having all the things player related inside the playerstate blueprint?

    If someone would be kind enough to just explain some of those things in the RPG setting.
    Thanks
    MJ

    #2
    Data tables are a good spot to store stats etc but these are read only so you would it for exp requirements, formulas etc. Combat is harder to define since im not sure what you are building with it.

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      #3
      Originally posted by ZoltanJr View Post
      Data tables are a good spot to store stats etc but these are read only so you would it for exp requirements, formulas etc. Combat is harder to define since im not sure what you are building with it.
      Hi ZoltanJr, thank you so much for replying...

      Okay I think I read something about Data tables somewhere, and using it for the base of exp requirements and stats sounds good. Do i have the correct idea when i say that you can make use of it in a scenario when you have say 3 classes... a warrior, rogue and mage. each with base stats define those in the datatables.
      warr str=5, int=1, agl=2
      rogue str=2, int=2, agl=5
      mage str=1, int=5, agl=1
      These always stay the same but with each level up you pre-define them....

      and exp for each level change... and so on? anycase the main thing i wane know is the following:

      For the formula section I wanted to know where to handle the "SUM" of the combat/weapon outcome.

      (This is just an example)
      Like, have a weapon and its got 4 attachments on it. each attachment has different stats for instance.
      attachment0 = HP + 10
      attachment1 = Run Speed + 2
      attachment2 = Damage + 5
      attachment3 = Range + 20

      Some of those change stats on the player, and some on the weapon. also sometimes you get some attachments that add defense that needs to be considered in the whole sum. though those will be stored at some place props the player state? The thing is just I want to know where to handle the combat stuff. Atm im doing some of it in the weapon blueprint and some in the playercontroller.

      I hope I explained it good enough.
      Thanks

      Comment


        #4
        You would have different blueprints for each of the weapons and the attachments. I would make a parents blueprint that defines them all and then set the stats in each of the child 1s. Then you just use casts to send those values over to the player they are attached to and the player they are damaging.

        The data tables could be used for those stats on the classes. Just create a struct for "class leveling" and then create 3 different data tables, 1 for each class and set all those values.

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          #5
          Okay thanks, I'll set it up that way then.

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