-Simple component to be added to any pawn

-2 Macro functions to help you get started within minutes

-Create your own spells/abilities.

-Select and cast abilities/spells.

-Spell book for each pawn.

-Cooldown system.

-Effects system (spells/abilities can apply “effects” such as damage over time in form of a burn, or a heal over time etc.)

-Specify your own animations per spell and which mesh to animate.

-Basic Targeting (target actor can be specified).

-Each spell/ability can have its own unique logic/behavior.

-HUD showing Current Spell, action bar with 10 slots, cast progress bar as well as a spellbook showing spell information and letting you drag spells onto the action bar.

-System is multiplayer ready out of box, core functions are forced to execute on server and replicate results to the client.

-Comes with a demo

Intended Platform:

Tested on Windows platform, but it should work on other platforms too.

-要添加到任何pawn的简单组件

-2宏功能,帮助您在几分钟内开始

-创建自己的法术/能力。

-选择和施放能力/法术。

-每个棋子的法术书。

-冷却系统。

-效果系统(法术/能力可以应用”效果”,例如随着时间的推移以烧伤的形式受到伤害,或者随着时间的推移治疗等。)

-指定您自己的动画每个法术和哪个网格动画。

-基本定位(可以指定目标actor)。

-每个法术/能力都可以有自己独特的逻辑/行为。

-HUD显示当前的法术,10个插槽的动作栏,施放进度栏以及显示法术信息的施法簿,并让您将法术拖动到动作栏上。

-系统已准备就绪,核心功能被迫在服务器上执行,并将结果复制到客户端。

-附带演示

预期平台:

在Windows平台上测试过,但它也应该在其他平台上工作。






Video: Link (Tutorial for older version)

A stand alone system that can be added to any character, allows creation of basic spells/abilities,

adding these spells/abilities to the character’s spell book, allowing them to select active spell/ability and to conjure/activate it. each character spawns its own instance of the system so that

each can have its own “spellbook”. Spells/Abilities are divided into a blueprint and

data component where the blueprint component represents the look and the logical behaviour and the data component holds the name, description, cast time,

power, type, school etc. there is a datatable that holds the data of all spells/abilities.

Spells/Abilities are added from the database to the pawns spellbook using a simple function.

A target actor can be speficied when casting, if target isn’t

specified the spell/ability travels from the Caster actor (or how ever programmed), The system has been tested with the Top Down, FIrst and Third Person templates.

Because each spell/ability is a separate blueprint, you could program its logic to do anything you may need

The asset packs comes with 2 sample spells/ability (fireball),(HealingBall) you need to provide your own particle systems/meshes/animations/sounds for your spells.

There is an optional UI that can be disabled.

This UI contains: currently selected spells/abilities, action bar that can be key-bound with a single function, spell cast progress bar. and a spellbook.

Any questions, problems, or bug reports, contact me on:

Discord: https://discord.gg/2krDbGhVRa

or email: adam-wolf@hotmail.co.uk

短片: 链接(旧版本教程)

一个独立的系统,可以添加到任何角色,允许创建基本的法术/能力,

将这些法术/能力添加到角色的法术书中,允许他们选择活动法术/能力并召唤/激活它。 每个角色都会生成自己的系统实例,以便

每个人都可以有自己的”施法书”。 法术/能力分为一个蓝图和

数据组件,其中蓝图组件表示外观和逻辑行为,数据组件保存名称、描述和转换时间,

功率,类型,学校等。 有一个datatable保存所有法术/能力的数据。

使用一个简单的函数将法术/能力从数据库添加到pawns spellbook中。

如果目标不是,则可以在铸造时对目标actor进行speficied

指定法术/能力从施法者actor传播(或如何编程),系统已经过自上而下,第一人称和第三人称模板的测试。

因为每个法术/技能都是一个单独的蓝图,你可以编程它的逻辑来做任何你可能需要的事情

资产包带有2个示例法术/技能(火球),(治疗球)你需要为你的法术提供自己的粒子系统/网格/动画/声音。

有一个可选的UI可以禁用。

此UI包含:当前选择的法术/能力,可以用单个功能键绑定的动作栏,法术施放进度栏。 还有一本施法书。

任何问题,问题或错误报告,请与我联系:

不和谐: https://discord.gg/2krDbGhVRa

或电邮: adam-wolf@hotmail.co.uk

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