This is a Blueprint Project, no C++ included

Features:

  •  Damage calculation and processing
  •  Dynamic (float) values
  •  Resource management
  •  GameplayEffects

Number of Blueprints:

  • Components: 3
  • Librarys: 2
  • DamageTypes: 1
  • Enumerations: 4
  • Structures: 2
  • GameplayEffects: 5
  • Widgets: 1
  • Example Blueprints: 36+

Input: Mouse/Keyboard

Network Replicated: Yes

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: Starter Guides + comments

Demo: Packaged Build

Questions? Contact me directly on Discord or via email contact.synn@gmail.com

这是一个蓝图项目,不包括C++

特征:

  •  损伤计算和处理
  •  动态(浮动)值
  •  资源管理
  •  游戏效果

蓝图数目:

  • 组件:3
  • 图书馆:2
  • DamageTypes:1
  • 枚举数:4
  • 结构:2
  • 游戏效果:5
  • 小部件:1
  • 蓝图示例:36+

输入:鼠标/键盘

网络复制:是

支持的开发平台:Windows

支持的目标构建平台:Windows

文件: 入门指南 +评论

示范: 打包构建

有问题吗? 直接与我联络 不和谐 或透过电邮contact.synn@gmail.com










Preview (Version 1.22.6, for a better overview (new features etc.) please use the demobuilds, these are always up to date)

Packaged Build

Independent Components

All components can be used independently.

For example you can use the resource component alone.

Damage calculation

Damage Calculation includes resistance and penetration values, crit chance and crit damage.

The Crit feature can be deactivated.

You can create mixed damage types that use different resistance values.

(for example FrostFire that will be reduced equally by Frost and Fire Resistance).

Resource management

Resource components can be used to manage mana, health, shields, rage or similar resources.

Among other things, there are options available to adjust regeneration delay / interval / value, as well as maxvalue.

Gameplay effects

Gameplay effects can be used to create buffs and debuffs or to execute damage over time effects. It´s possible to stack and / or refresh them if several are active at the same time and perform events based on the stack size.

Dynamic values

All values can be adapted dynamically, this includes float values from all possible components, such as resistance, crit chance, regeneration delay,(…).

Base Values, that can be changed for example by an inventory, serve as a basis for calculations. Modifiers like +30% can be added to the base value.

预览 (版本1.22.6,以获得更好的概述(新功能等))请使用复员,这些总是最新的)

打包构建

独立组件

所有组件均可独立使用。

例如,您可以单独使用资源组件。

损害计算

伤害计算包括抗性和穿透值,暴击几率和暴击伤害。

可以停用暴击功能。

您可以创建使用不同电阻值的混合伤害类型。

(例如霜火,将通过霜冻和耐火性同等减少)。

资源管理

资源组件可用于管理法力、生命值、护盾、愤怒或类似资源。

除此之外,还有可用于调整再生延迟/间隔/值以及maxvalue的选项。

游戏效果

游戏效果可用于创建增益效果和减益效果,或随着时间的推移执行伤害效果。 如果几个在同一时间处于活动状态并根据堆栈大小执行事件,则可以堆叠和/或刷新它们。

动态值

所有值都可以动态调整,这包括来自所有可能组件的浮点数值,如阻力,暴击机会,再生延迟,(…)。

例如,可以通过库存更改的基值作为计算的基础。 可以将+30%等修饰符添加到基础值中。

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