ItemAttribute {{ currentPage ? currentPage.title : "" }}

The attributes of an item are inherent, including fixed and variable attributes. For example, if an item has durability, it needs to add both fixed and variable attributes of durability

  • Fixed attributes (UItemAttribute_Stats): Used to store some fixed attribute data, such as maximum durability, materials required for production, mesh volume, etc

  • Variable attributes(UItemMutableAttribute):Store variable data, such as current durability, current ammunition remaining quantity, and current reinforcement information

  • Fixed attributes do not require network replication, variable attributes will participate in network replication, and serialization has been implemented

  • All attributes can be inherited and modified in the blueprint

  • Variable attributes require the implementation of a Replication function, which is used to copy attributes from an attribute (in ItemBuildInfo) to the corresponding item variable attribute. Only the variable of Other needs to be written to the corresponding variable

  • Example(C++):

  • virtual void Replication_Implementation(UItemMutableAttribute* Other) override {

UItemMutableAttribute_Durability* OtherAttribute = Cast<UItemMutableAttribute_Durability>(Other);

Durability = OtherAttribute->Durability;

bIsBreak = OtherAttribute->bIsBreak;

}

  • Variable attribute:

UItemMutableAttribute

Variable attribute

Replication

Copy function, which implements the function of copying variable attributes of the corresponding item from BuildInfo

UItemMutableAttribute_Durability

DurabilityVariable attribute

Durability

Current Durability

bIsBreak

Is Item Breaked

UItemMutableAttribute_LauncherWeapon

Launcher Variable attribute,For example, bows, guns, etc

AmmoClass

Ammunition item foundation (ammunition type)

ClipAmmo

Remaining ammunition, the remaining ammunition of this weapon (ammunition in the magazine), does not count as items in inventory

UItemMutableAttribute_Enhance

Enhance Variable attribute

StarRating

Current star rating

StatPoints

An array of enhancement points, where the enhancement bonus values are stored

ExtraStatPoints

Special enhancement point array, storing non player attribute enhancements, such as item durability enhancement

  • Fixed attribute:

UItemAttribute

Fixed attribute

AttributeType

Attribute Type,EItemAttributeType

MutableAttribute

Variable attribute create

UItemAttribute_Enhance

Enhance Fixed attribute

bManualEnhance

Allow active reinforcement, such as items that require players to use materials on the reinforcement platform for reinforcement, not the system

MaxStarRating

Maximum Enhancement, Star Rating

EnhanceTable

Strengthening platforms, such as workstations, strengthening platforms

EnhanceResource

Materials required for strengthening (basic)

EnhanceResourcePow

Reinforcement Material Usage Index

Algorithm: Resource=Default+Default * StarRating ^ EnhanceResourcePow), adjust the amount of strengthening materials based on star rating, and fill in 1. f if no material is added step by step

EnhancementSuccessProbability

Enhance the probability of success and consume materials in case of failure

EnhancementFailureBreakProbability

The probability of destruction after reinforcement failure, 0 to 1, where 0 is not destroyed

bRemoveAfterBreak

If the enhancement fails and it is destroyed, it will be directly removed. If false, the durability will return to 0, and if true, the item will disappear

bAllowAppointEnhanceStat

Allow players to specify attributes for reinforcement, for example, players only enhance the attack power of weapons, fill in true if random reinforcement is not performed, or enable this function to specify attribute ID -1 for random reinforcement

EnhanceStats

Strengthen the basic attribute array (one item at a time)

EnhanceExtraStats

Special strengthening of basic attributes, such as durability

Enhanced explanation

Randomly generate a reinforcement rate based on the maximum and minimum reinforcement rates for each item in the reinforcement attribute list and add it to the reinforcement variable attribute list

Enhanced attribute algorithm:

Original attribute value * Basic attribute multiplier * Enhancement multiplier

Balance adjustment can adjust the original attribute value and the base attribute multiplier,

The original attribute value affects the attributes of unreinforced and reinforced items

The basic attribute multiplier only affects the strengthened item attributes

FItemEnhance/FItemExtraEnhance(Struct)

StatType

Attribute Type

BaseMultiply

Basic attribute multiplier

ProbabilityWeight

Probability weight, used for random reinforcement

MinEnhanceMultiply

Minimum reinforcement rate

MaxEnhanceMultiply

Maximum reinforcement rate

UItemAttribute_Equip

Fixed attributes of equipment, including equipment bar and shortcut bar

EquipSlotType

Equipment slot type

ItemActorClass

Item sub entity type, used to generate weapons and other entities, clothing and other appearances are not set here

UItemAttribute_RequiredLimit

Restricting fixed attributes, used to restrict players from wearing level equipment, etc

MinLevel

Minimum level

UItemAttribute_Stats

Fixed equipment value attribute

Stats

Attribute array

bApplyStatsWhenEquip

Apply it to the status component when equipping, for example, adding attributes when equipping clothes to the equipment bar, removing and subtracting attributes, and doing nothing on the shortcut bar

UItemAttribute_Durablity

Durable fixed attribute

MaxDurability

Maximum durability

bCanDecay

Can it decay? After a certain period of time, the item will decay and cannot be used or removed

DecaySecond

Decay time, in seconds, will only spoil one item at a time. The durability of the remaining items after decay will be reset

DecayGiveItem

Give items after decay, such as giving players rotten meat items after meat decay

bDisableRemoveAfterDecay

Whether to remove items after decay, such as weapons with decay time, which can be repaired after decay, but using this function will not be able to provide them during decay DecayGiveItem

UItemAttribute_StaticMesh

Static mesh fixed attribute

StaticMeshs

Static mesh array, used to add static meshs to items, such as weapons

UItemAttribute_SkeletalMesh

Bone Mesh Fixed Attributes

SkeletalMeshs

Bone mesh, used to add bone mesh to items, such as armor

UItemAttribute_Use

Use fixed attributes, such as meat being edible

UseType

Usage type

Self implementation in Delegate delegation

GiveBuff

ModifyStatus increases attribute values, such as restoring health after using a blood bottle or increasing hunger through food. This mode is for fast recovery and requires an increase in the use of CDs. If slow recovery is required, please use GiveBuff mode

UseColdDown

Use cooling time

ColdDownGroup

Cooling grouping, such as using the same cooling CD for large and small blood bottles, setting this item to the same name is sufficient

ModifyStats

Add a list of attribute values for use in ModifyStatus mode

GiveBuff

Add BUFF and use it in GiveBuff mode

UseMode

Usage mode for playing sound effects and animations,

Need to delegate inventory component ->OnItemUseNotify

UItemAttribute_Craft

Craft fixed attribute

Resource

Materials required for production once

GiveQuantity

How many items to give at once

ExtraItem

Craft one and give extra items

CraftTable

Craft platform, such as workbench, machine tool

CraftTime

Time required for Craft

CraftGroup

Craft groups for UI grouping

bCanRepair

Can it be repaired? The materials used for repair will vary based on the current durability, and the minimum cost for one repair is 1 material per sample

RepairConsumptionPercentage

The material multiplier required for repair, default to 0.5, only half of the material needed to repair a damaged item at once

bUseCustomRepairResource

Use custom materials to repair items. If you use this option, the RepairConsumptionPercentage will not be used, and the current durability will not be calculated. For example, one sharpening stone will be consumed each time you repair a weapon

CustomRepairResource

Custom repair materials

UItemAttribute_Weapon

Weapon Fixed Attribute

bUseAmmunition

Equipped with a magazine that can store bullets

AvailableAmmunition

Permissible types of weapons and ammunition

UItemAttribute_Projectile

Fixed attributes of missiles, such as arrow items

ProjectileClass

Type of missile,APrimalProjectile

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