Character Stats Kit - Over 40 nodes to power your Skill point, Exp, Reputation and stats!

Character Stats Kit and ActionRPG Inventory System -Merge and Upgrade !NOT DONE NEED MORE TIME!

Introduction

Note: In this merge the **StatsComponent **is connected to the Player Controller and not to the PlayerCharaceter like in the original version of the project, also I had to remove the save system since it will throw up problems when initializing.

Keep in mind that this tutorial take approximately two day if you are unexperienced.

1) What to do?

When merging two projects it is important that both systems use (kind of) the same System.
Since that isn`t the case we have to change the methods used.

**2) New Project **

At the start I created a fresh Third Person Template, were I added the Character Stats Kit.

Go to Project SettingsMaps and Modes and select the StatsGameMode as your default Game Mode, that will make that the **StatsCharacter **and the **StatsPlayerController **are being used when starting the Game.

The New Project is only there for clean up purposes.


Now you can delete the **ThirdPersonBlueprint **folder (Don’t forget to move the Maps folder to the Content folder before deleting)
Than go back to Projects SettingsMaps and Modes, and change the default map to the **ThirdPersonExampleMap **or **Overview **map because when moving maps to different folders the default map will be cleared and when restarting the editor window will be black.

3)StatsComponent

The first thing I did was renaming it to **StatsManagerComponet **and every SERVER_ to Server_ ,
But that is completely optional.

Than recreate every single function under the API Category (no joke:)) and put copy the Right code in them. Now you mite ask yourself why that is necessary, that’s because the old functions, where the Server Event are being called, have a return note that can´t be deleted and that will make problems for most parts of the code.

Right code? → search for a server event, for example the SERVER_AddBarValue, copy the code that is being called by the event and transfer it into a new function Called for example AddBarValue (delete the Old function with the same name first). Remove the code you initially copied and put the new function behinde the Server Event, that will make your Event Graph look more neat and sexy. :wink:

Here a Video: - YouTube

-While adding the new functions I categorized the them into a more ActionRPG manner.
All functions related to stats
UserInterface|Private|Stats

Here all functions related to experience
UserInterface|Private|Experiences

And here all Functions related to bars
UserInterface|Private|Bars

We will get to that later why I called it User Interface

The Names in the () are the original functions I changed them because I thought they would be more fitting.
The functions under the Category Core
GetStatIndex ,GetBarIndex, GetExperienceIndex (FindExpIndex)
I put in the category
Manager|Private|Index

ResetBuffTimer(CORE_ResetBuff), ResetNerfTimer(CORE_ResetNeffs) ,TimedRegenSpent
I put in the category
Manager|Private|Timer

InitializeStatsManager(Setup), GetRespondsInterface(GetInterface)
I put in the category
Manager|Public

The functions I didn`t named will be renamed or moved later!