I wonder if we can extend the game stats. ie, Easily add amount of money, mana, slaughtered enemies, hours played, discovered areas, certain items collected, trophies, in short, anything that might count as stats and can be used to player leveling up.
I do not know if youâve seen an item on the market that serves as character evolution system with XP, HP, Mana, free points, stats points, level up, anything able to leveling up the character.
I wonder if by purchasing the Sample RPG Game, I will be able to implement something like âcharacter systemâ using your programming directives, or is possible include this other system. As I am an Artist, my programming skills are limited, so I wonder if I will get something similar to that I have implemented using character system in my game, in which the character evolves as a whole including stamina level and sprint speed every level-up.
And one more thing: where is the SkillTree? Percs, more percs⌠to exchange for more skill evolution or new skills every level-up!:rolleyes:
just a suggestion.
You could to implement this item (skilltree), perhaps, as another marketplace item compatible with Sample RPG Game, as a compatible module.
Great asset just hope there would be some type of tutorial it soon. I wonder if the lv up system in this package is compatible with the spell casting system in the marketplace
i dont specially need the assets⌠:c i just need those fancy blueprints running on an ultra simple template level. But those meshes, wich maybe 2/10 people really need are worth more of the half price⌠good that there are alternativesâŚ
How to deplete mana while being attacked while blocking?
I just bought the rpg toolkit and Iâm trying to change some stuff. I need the mana to reduced while Iâm being attacked while blocking and not able to block without mana. Does anyone know how? Help would be highly appriciated.
Do you plan on making a âlightâ version with only the system and couple of animations remaining, around 20-30 $ ? I really want to get it but 124 $ is a bit out of my league you see.
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How to deplete mana while being attacked while blocking?
I just bought the rpg toolkit and Iâm trying to change some stuff. I need the mana to reduced while Iâm being attacked while blocking and not able to block without mana. Does anyone know how? Help would be highly appriciated.
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To drain mana while blocking just locate the TakeDamage function in the RPGCharacter blueprint and add this:
That way, 10 mana is always reduced when blocking while taking damage. For not being able to block without mana you could go for a few different approaches. E.g. you could prevent the player from blocking at all (have a look at the âInputAction SecondaryAttackâ in the âEventGraph_Combatâ) or you can let the player do the block animation but reduce the health even when blocking (you need to change the first branch node in the âTakeDamageâ function).
Not at my computer, but I would think use a branch node to determine whether to block or not, and then connect âget manaâ and âfloat is less than or equal to floatâ and set the other number as 0. Then connect that into the branch condition. Still pretty new at it myself, so that may not work perfectly. You should do the 3rd person blueprint tutorial if you havenât. It helps you understand enough to start figuring stuff out on your own.
[=;293111]
How do you get the AI to turn around when you are behind it?
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At the moment the AI can only see what is in front of, so you can sneak up to the enemy. However, if you wanna change that open the EnemyControlle, locate the PawnSensing component in the viewport and set the âPeripheral Vision Angleâ to 360 degrees.
I mean when you are attacking the the range enemy the fireball gets cast and collides with its mesh, and doesnât turn around to face the character and attack
are there more updates coming if yes can you add patrol speed in enemy behavior so the enemy speed is for chasing, and the ability for pause at every waypoint that you fill in the seconds to wait can you add that in enemy behavior.