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Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
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Authors (2):
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Alan R. Stagner Alan R. Stagner
Author Profile Icon Alan R. Stagner
Alan R. Stagner
Steve Santello Steve Santello
Author Profile Icon Steve Santello
Steve Santello
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

Correcting the character stats when equipping


The last thing that we need to do is adding some logic to make sure that the base stats do not continue to climb if the equipment is chosen more than once from the equipment screen. To do this, we need to create two variables in the FieldPlayer Blueprint. One variable will be a Boolean that keeps track of whether the soldier has a weapon equipped. The other will be an integer to keep track of the soldier's base attack stat. These elements together will allow us to create the logic in our weapon button that prevents the attack stat from climbing every time we click on a weapon.

So, first navigate to the FieldPlayer Blueprint and create a Boolean called soldierWeaponEquipped. Then, create an integer called soldierbaseAtk:

We specify these stats to be of a specific character and weapon equipment because if your game has more characters in your party, along with both weapons and armor for each character, you will need to differentiate between all the...

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