Reserved for updates
6/27/2016 - 1:39 AM
Added Keyboard Support.
Known issues - When triggering the matinee in the starting house the second matinee fails to activate.
Will update soon.
6/27/2016 - 8:27 PM
Fixed issue where the second matinee fails to find the scene actor and gets stuck.
Fixed issue where the event trigger restarted the even flow once complete.
Fixed placement of after even location waypoint that caused party members to be spawned in odd places.
7/5/2016 - 12:08 AM
Added
Battle Menu Example: F - keyboard - X - on 360 controller
Item usage in battle
Spell cast example
Added skill usage for party members
Added Mid combo finisher: Charge the third hit in the combo past a level 1 charge to uses Ground Wave higher charge for more damage. Skill can miss.
Changed landscape materials and load
Added exp scaling to compensate for a monsters level difference and the exp awarded, used when forcing higher than normal level monsters: IE Fire sprite is level 1 in the database but she is forced to me lvl 1-5 in the demo and such her exp scales to her level.
Added Fiery Vengeance Boss, boss has treaked skills based on the fire sprite moves, she will also cast a version oh Hellfire @50% life. Hell Kiss aoe cone range is 180 degrees for punishment.
Removed flame kiss from a level 1 move to a level 2 move. This makes dealing with level 1 fire sprite groups easier.
Fire sprites now drop lvl 3 gear as a rare drop @20% drop rate. They also drop training sprays as a normal drop rate of 80%
Added Dammage color for Physical / Phy Crit/ Magic / Mag Crit
Added party onscreen dammage display.
7/19/2016
Added Documentation.
Added tutorial usage of the system.
Updated the demo overview.
1/19/2017
Updated the main playlist to add the FAQ videos at the front as well as added early development videos that goes over repetitive explanation of a few blueprints as well as the database manager.
https://www.youtube.com/playlist?lis…RlL3MU6zVV2s57
7/22/2018
Toolkit Progress: So I just made one of the biggest change to the toolkit/database. Before items, weapons and armor stacked on the instance. This has not changed to support a stack-able limit for inventory and all unique inventory slots for weapons and armor which goes along with the ability to have special singleton stats like materia slots, diablo-ish gem-ing or just boosted stats that the end user can assign to weapons. Still a bit left to implement in it but this should enable some cool front end usages. As far as done changes, the I’ve remember several redundant call backs. I have separate AI for field Operation and battle as well as added the ability to switch behavior charts on the fly. The interfaces have all been redone and cleaned up for modular design. I’ve made a few smart widgets like a list box for interface buttons with bind able click callbacks. I’ve added a inventory query list that can be controlled with simple functions to move the selection down a list of items with wrap around logic there in as well as the ability for it to display items/weapons/armor/resources via setup function. As for the turn based system this is almost complete as I need to add some features to be able to test out using abilities and to finally be able to set AI priorities and set AI assist targets for your party members AI. Last thing I redid was the way animation BPs are handled. Most of the movement calculations have been moved to c++ and supports MOB/NPC/PC movement calculations. The animation-BP loads all animations dynamically from the players Class Data object. This allows you to make child anim-BPs of the master animation BP to only worry about coding movement state-machines once with no re-linking issues. As for the master AnimBPs it now supports moving states to keep the transition logic for states cleaner. Move-mode are Normal / Sneaking / Prone / swimming / riding. This can be expanded via Enums. I’ve also tried to clean up how animation notifies are setup. The notify logic is now in a separate BP and can be modified easily. — Remaining items on my list consist of re-coding stores and inn’s, verifying that you can have forward progression in event creation with out having to start a new game to add events to the list to give you a forward progression of development. Adding in full support for weapon/armor stat mods as mentioned above. Looking into the AI crowd spawner and monster AI to make sure there are no issues there in. As well as find a better and more efficient way to display all the systems features in a cleaner and prettier presentation.
I’ll have video once I have gotten all features and changes finalized and I have tested in the creation for my game’s prologue / tech demo. This should solidify my ideas for better usage going forward.
ALSO PLEASE NOTE:
I updated the page description to make sure that people using my toolkit are indeed coping the toolkit locally when making changes. As future updaes can reset your personal changes. Especially when 4.0 is released.