【Magical Girl Proto】v2023.02.28
ฝัง
- เผยแพร่เมื่อ 7 ก.ย. 2024
- - Entities that are Essential and take damage will clamp to 1 Health minimum
- Combat_Off
- Given X distance (10m) with no Entities of other teams, CurrentStats are modified
- If player: No change to Health/Shield, Mana is 0
- If not player: Health/Shield/Mana reset
- Shake Camera and Shake Gamepad on targets in AN_Deal_Damage
- Disregards whether or not the target successfully blocked; it will shake anyways
- Complete project double check and clean up
- Removed unused files from old project
- Migrated latest UE 5.1.1 LevelPrototyping and StarterContent over
- Updated/cleaned map with LevelPrototyping and in general
- Update UI
- Fixed bug regarding `Invulnerable`
- Two ways of getting Invulnerability:
- 1. StatusCondition that modifies Entity_Status.Invulnerable
- 2. AnimNotify from AN_Invulnerable, given an undetermined amount of duration
- Removed BPC_Combat functions from BPI_Entity:
- Receive_Damage
- *et_CurrentStats
- *et_StatusConditions
- Entities implementing BPI_Entity should have BPC_Combat
- Standardize one way of dealing damage; should be called from Server
- BPC_Combat.Server_Receive_Damage
- BPC_Combat.Server_Receive_Damage_Direct_*
- Add `SkipNumerical` to BPC_Combat.Server_Receive_Damage
- Used for non-numerical only: StatusConditions, Knock
- Note: There is no distinction between positive or negative StatusConditions; both are dodgeable/blockable
- Fixed text in Block_Outcome
- In seconds, not milliseconds
- Updated BPC_EffectZone
- Added duration, will automatically Destroy self after X seconds
- System_EffectZone_Attack is moved to unused
- Removed BP_Entity_Summoner
- Unneeded; can just drag Entities onto map
- AN_Spawn_Actor
- Spawn Actor(s) in three ways in an AnimNotify, around Owner:
1. An array of Polar Coordinates
- Example: Boss summoning minions around him
- Example: Boss summoning poison zones around him
2. An array of Actors within a range, where if found will spawn an Actor at that location
- Example: Boss summoning electricity fields (BP containing BPC_EffectZone) at each lightning conductor nearby
3. An array of radiuses, each will spawn an Actor if found (and if matching optional Team conditions with requires it to be an Entity)
- Example: NPC spawns healing field at the nearest ally
- Example: NPC spawns torch at the nearest checkpoint
- No need for Particles, SoundEffects, or Delay. The Animation will handle it with other ANs
- Icons
- Updated icon images from game-icons
- System_RichStyling
- Clean up, split generic RichText stuff out of FloatingCombatText to RichStyling
- FloatingCombatText Style
- Note: "Player" refers to Locally Controlled AND Player Controlled
- Note: "NPC" refers to NPCs but also other Players
```
// X attacks Y
Enemy - Player = White
Enemy - Enemy = Grey
Enemy - NPC = Grey
Player - Player = White
Player - Enemy = Orange
Player - NPC = Orange
NPC - Player = White
NPC - Enemy = Grey
NPC - NPC = Grey
```
1. If Defender is Local Player = White
2. Else If Attacker is Local Player = Orange
3. Otherwise = Grey
- BP_Manager_Generic
- Removed BPC_GenericEventsFunctionality, moved to BP_Manager_Generic
- Generic helper event/RPCs accessible through GameInstance