RPG Sample Game

thanks a lot.

Stunning art/work.:wink:

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 you’ve 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 “character system” 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.:wink:

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 alternatives…

Impressive so far. I did not see some very important things though-

  1. Action/Hot bar, for skill/item/ability use.

  2. mini-map.

  3. Quest log.

  4. Can the skills be altered/added to and adjusted as well as experience and leveling?

I may have simply missed these in previous posts. Ty.

That is a steep price for those items if they are missing.

How to deplete mana while being attacked while blocking?
I just bought the rpg toolkit and I’m trying to change some stuff. I need the mana to reduced while I’m being attacked while blocking and not able to block without mana. Does anyone know how? Help would be highly appriciated.

Thanks a lot mate. Great work.

Can I ask somethig ?

Do you plan on making a “light” 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.

Thanks.

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How to deplete mana while being attacked while blocking?
I just bought the rpg toolkit and I’m trying to change some stuff. I need the mana to reduced while I’m being attacked while blocking and not able to block without mana. Does anyone know how? Help would be highly appriciated.
[/]

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 “InputAction SecondaryAttack” in the “EventGraph_Combat”) 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 “TakeDamage” function).

Hope this helps!

It is very helpful thank you. How do I disable the blocking animation from happening when mana is below 10?

Mana doesn’t regen when it hits zero T_T

someone please reply T_T

Not at my computer, but I would think use a branch node to determine whether to block or not, and then connect “get mana” and “float is less than or equal to float” 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 haven’t. It helps you understand enough to start figuring stuff out on your own.

[=;289398]
It is very helpful thank you. How do I disable the blocking animation from happening when mana is below 10?
[/]

You can simply add a branch node to check for the current mana, like this (add the stuff in red):

It does check the current mana and only allows the player to block when mana is more than 10. Exactly how mcgillchris explained it!

Hope this helps.

Thank you guys for all the help :slight_smile:

How do you get the AI to turn around when you are behind it?

[=;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 “Peripheral Vision Angle” to 360 degrees.

I mean when you are attacking the the range enemy the fireball gets cast and collides with its mesh, and doesn’t turn around to face the character and attack

Could you just make peripheral vision angle a variable and update it to 360 when health drops below 100?

I changed it to 360 and now they won’t attack.

How do I get the lock on system working?

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.