Combat Attribute Set
The Combat Plugin provides a base Attribute Set, UNinjaCombatAttributeSet
, that must be added in (or extended by) your project.
It contains the following attributes:
Attribute | Category | Description |
---|---|---|
PendingDamage |
Meta Attributes | Damage that must be applied to the owner. |
PendingMitigationCost |
Meta Attributes | Mitigation cost that must be subtracted from the owner. |
MaxHealthTotal |
Meta Attributes | Total health available, including base/add/percent. |
MaxStaminaTotal |
Meta Attributes | Total stamina available, including base/add/percent. |
MaxMagicTotal |
Meta Attributes | Total magic available, including base/add/percent. |
Health |
Health | Current amount of health available to the character. |
MaxHealth |
Health | Base maximum amount of health available to the character. |
MaxHealthAdd |
Health | Health added to the maximum. |
MaxHealthPercent |
Health | Percent multiplier to health in {0, 1} range. |
HealthRegenRate |
Health | Health regeneration rate. |
Stamina |
Stamina | Current amount of stamina available to the character. |
MaxStamina |
Stamina | Base maximum amount of stamina available to the character. |
MaxStaminaAdd |
Stamina | Stamina added to the maximum. |
MaxStaminaPercent |
Stamina | Percent multiplier to stamina in {0, 1} range. |
StaminaRegenRate |
Stamina | Stamina regeneration rate. |
Magic |
Magic | Current amount of stamina available to the character. |
MaxMagic |
Magic | Base maximum amount of magic available to the character. |
MaxMagicAdd |
Magic | Magic added to the maximum. |
MaxMagicPercent |
Magic | Percent multiplier to magic in {0, 1} range. |
MagicRegenRate |
Magic | Magic regeneration rate. |
BaseDamage |
Damage | Base damage applied by the character. May be fully overriden. |
CriticalHitChance |
Damage | Critical Hit Chance for applied damage. May be fully overriden. |
CriticalHitMultiplier |
Damage | Critical Hit Multiplier for applied damage. May be fully overriden. |
BlockChance |
Block | Chance to block an incoming attack in {0, 1} range. |
BlockMitigation |
Block | Amount of damage mitigated by blocking, in {0, 1} range. |
BlockAngle |
Block | Maximum angle where block is effective. |
BlockLimit |
Block | Flat limit of damage that can be mitigated. |
BlockStaminaCostRate |
Block | The cost in stamina, to block each point of damage. |
EvadeStaminaCost |
Evade | Stamina cost to perform an evade. |
EvadeCooldown |
Evade | Cooldown applied before a new evade can be performed. |
DefenseChance |
Defense | Chance to defend an incoming attack in {0, 1} range. |
DefenseMitigation |
Defense | Amount of damage mitigated by defending, in {0, 1} range. |
DefenseStaminaCostRate |
Defense | The cost in stamina, to defend each point of damage. |
ArmorReduction |
Armor | Flat damage reduction for incoming damage. |
LastStandCount |
Last Stand | Chances for the character to revert fatal damage. |
LastStandHealthPercent |
Last Stand | Amount of the total max health granted when max damage is reverted. |
Poise |
Poise and Stagger | Current amount of poise. If it reaches zero, the character is staggered. |
MaxPoise |
Poise and Stagger | Maximum amount of poise for a character. |
Stamina Cost Rate
The Stamina Cost Rate attributes can be exemplified as such: At a cost of 2 points, a total of 200 points of stamina would be required to mitigate 100 points of damage.
Initializing via Data Table
Alternativelly, you can use the AttributeMetaData
Struct, provided by the Gameplay Ability System to
initialize your attributes. Each row must be named using the fully-qualified name of the attribute, for
example: MaxHealth
becomes NinjaCombatAttributeSet.MaxHealth
.
Extending the Attribute Set
Even if you extend the Attribute Set in your project, the fully-qualified name remains the same
as above, using the original NinjaCombatAttributeSet
prefix!