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Purpose: The attribute system is used to add variable attributes, fixed attributes, and bonus attributes to characters

  • Attributes are divided into variable attributes (health, endurance, and other values that can be increased or decreased), fixed attributes (attributes with only one value such as attack power and armor), and bonus attributes (attributes of equipment or BUFF)

  • Individual attributes can be set for automatic recovery

Variable Name

Explain

DefaultStatsTable(Setting)->DefaultStats

The default properties of the character can be set using the DefaultStatsTable

The structure is FTableStatusSetting

BasicStats

Variable and fixed attributes

AddationStats

Bonus attribute

RegenTimerSecond(Setting)

The recovery interval does not represent the amount of recovery, but rather how often the recovery is triggered

RegenerateLimits(NotPublic)

Current interrupt regeneration list

Function

Explain

GetStat/GetMaxStat(EAbilityStatType StatType)

Obtain the current/maximum value, if it is a fixed attribute, it will be obtained from MaxValue

This function is only for basic attributes and does not include additive attributes

GetRegenStat(EAbilityStatType StatType)

Obtain recovery speed

GetAddationStat(EAbilityStatType StatType)

Obtain bonus attribute values

GetTotalStat/GetMaxTotalStat(EAbilityStatType StatType)

Obtain the total attribute value, including bonus attributes

ModifyValue(EAbilityStatType StatType,float Value,bool bInterruptRegeneration,bool bWithoutClamp)

Modify the value, deduct health, and restore health using this function

bInterruptRegeneration Whether to interrupt regeneration (how many seconds will it resume after deducting the value)

bWithoutClamp Is the range limited? If not, it will exceed the maximum value

Server or host only

ModifyAddation(EAbilityStatType StatType, float Value)

Modify bonuses, wear or remove equipment, enable/remove BUFF, use this function to increase or decrease bonus attributes

Server or host only

Override Function/Event Delegation

Explain

OnStatValueChange

Modify attributes and call this delegate when modifying values. Please determine if the health level is below 0 before triggering death, etc

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