How to create Combat System similar to Absolver?

I also currently don’t know any fancy ways on how to do achieve this, so there might be more efficient ways, but let me tell you the most simple apprach that comes to my mind:

You can connect all these animations with each other both ways, and bind the transition conditions between them to a bool type variable. Again, even after this point this approach can be branched down to various ways, but here’s an example on how to make this work:

Create an array in which each index represents a combat animation. The transition conditions will be binded to an algorithm which checks if the click count matches with the respective animation’s index. While the player rearranges them, the array will be adjusted to it by adding or removing elements. This can actually happen in the animation blueprint’s event graph but any blueprint you wish also does the job, you can cast the result into the anim blueprint’s event graph after all. And plug that into the bool type variable that’s set as the transition conditions between them.

Does that make sense?

(Wanned to clarify something, the animation index isn’t the same with the click count. I meant to say assign the specific click count to that combat style’s index in the array as the player adjusts it. Hmm, when you think about it, it can as well be an enum!)

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