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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
Languages
Tools
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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

Applying the correct damage in combat


In battle, you will notice that the enemy and the player both do 10 points of damage no matter what. The current attack power and defense do not seem to be calculated. This is because, in Chapter 3, Exploration and Combat, when we created the combat actions, we hardcoded the damage to be target->HP -= 10, which means that no matter who is attacking, they will deal 10 points of damage to the player. We can easily fix this to use the actual stats of enemies and players by navigating to Source | RPG | Combat | Actions and opening TestCombatAction.cpp. Find target->HP -= 10; and replace it with target->HP -= (character->ATK - target->DEF) >= 0 ? (character->ATK - target->DEF):0;.

This is a ternary operator. When a target is attacked, whether it is a party member or an enemy, the target's HP will go down by the attacker's attack power minus the target's defense power only if this result ends up being the same or greater than 0. If the...

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