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  • replied
    Originally posted by OverRated_AU View Post
    For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
    f
    Everything is working pretty well, as you said I'm having that issue when I drop items. Seems like the stats arn't carrying over when dropped. I linked my 'current durability ' in item to world item as you mentioned, but still having the same issue.
    I added a variable in world actor and linked it as such as well. :

    Click image for larger version

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  • replied
    Originally posted by OverRated_AU View Post
    For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
    Thanks so much for the quick reply ! That's super helpful. I already had max durability and durability in the UMG side, but wasn't too sure where to put the rest so it would make sense. I'll give it a go !

    For the repair system, since you've already got ressources and all that, perhaps adding something in your furnace where you can drop the required ressources or tools you need for the repair in one tab and the item to repair in the other could be neat if that makes sense ?
    I'm personally a fan of simplicity so I'd probably just add a right click on the item => repair ? and show how much ressources you lose if you do accept the repairs.

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  • replied
    Originally posted by exphrasis View Post
    Crazy how fast you're tackling all this. feels like every week you've got full new awesome systems in your project
    I wanted to ask you how you tackled the durability for items ? I've been messing around with that but I'm unsure where to build that in a clean way if that makes sense.
    For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
    Last edited by OverRated_AU; 06-04-2016, 11:18 AM.

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  • replied
    Crafting

    Originally posted by OverRated_AU View Post
    [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

    This is what i have been working on using the ARPG Inventory.


    Hi Overrated,

    That is exactly what my intentions are. I couldn't figure out how to get the item icon from the inventory to display in the hud. I finally figured that out this morning. I basically copied one of the hotbar slots and figured out what will was doing. My crafting system is going to be very simple to start. I will take just two items to make a third.

    Regards,

    Arthur

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  • replied
    Originally posted by OverRated_AU View Post
    [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

    This is what i have been working on using the ARPG Inventory.

    Crazy how fast you're tackling all this. feels like every week you've got full new awesome systems in your project
    I wanted to ask you how you tackled the durability for items ? I've been messing around with that but I'm unsure where to build that in a clean way if that makes sense.

    Leave a comment:


  • replied
    Originally posted by KrunkFu View Post
    Thats pretty cool. How do you handle recipes? How does your system know what items produce what when crafting?
    The Crafting System is 100% universal in a similar way to the loots lists, you simply added a new item ID corresponding to the item in the item list to the craft list data table, and fill out its other requirements and that pretty much it i made it based on the same logic pirate used.

    Click image for larger version

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    Last edited by OverRated_AU; 06-04-2016, 05:32 AM.

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  • replied
    Thats pretty cool. How do you handle recipes? How does your system know what items produce what when crafting?
    Last edited by KrunkFu; 06-04-2016, 04:45 AM.

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  • replied
    [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

    This is what i have been working on using the ARPG Inventory.

    Leave a comment:


  • replied
    Hi can anyone help me?

    When I right click on an item to equip it, I've checked what's being equipped with a print string and It's saying the thing i'm equipping (Armour blade shoulder) is being equipped then nothing is being equipped straight after, is this actually working then changing the mesh to nothing straight after?

    Still don't fully understand the blueprints, just enough to have an idea of what's going on.

    Any help?

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  • replied
    I think that in order to increase your frame rate, you will want to take what happens in the Event Tick in the InventoryPlayerController (along with removing the delay node) and put it into a function that operates on a timer so that every X (< .05) seconds it calls the Client Get Usable Actor Focus function, and start that timer at the end of the Event Begin Play.

    This is only theoretical, as I don't know if it will actually increase your frame rate, but I always heard that putting something onto Event Tick would almost always decrease your frame rate.

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