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Info

How will a Primary Stat be calculated?

Primary Stat Value = DefaultValue + (Level - 1) * AddValuePerLevel + Primary Points * AddValuePerPrimaryStatPoint + SP8_GetAdditionPrimaryStatValue (BPI)

How will a Secondary Stat be calculated?

Secondary Stat Value = DefaultValue + (Level - 1) * AddValuePerLevel + SP8_GetAdditionSecondaryStatValue (BPI) +

Add Value Per Primary Stat

Add Value Per Primary Stat = Primary Stat Value * AddValuePerPrimaryStat-Value

How does Regeneration for Custom Stats work?

Example Health:

If Health will go under the Max Health, the Regeneration is going to start.

After the Health Regeneration Duration the Health will be regenerated by <AMOUNT>.

This will continue till the Health is the same as Max Health again.

<AMOUNT> = (DefaultAmount * (HealthRegenerationStat + 100)) / 100

If Potion used: * Potion Regeneration Multiplier

SP8_StatComponent

Option

Description

Primary Stat Info

Create new Primary Stat.

Example:

Key: Gameplay Tag of the Stat

Default Value: Default Value of that Primary Stat

Add Value Per Level: How much Value will be added per Level

Max Primary Stat Points: How many Primary Stat Points can be added to the Primary Stat

Add Value Per Primary Stat Point: How much Value will be added per Primary Stat Point

Text Format: Format of the Stat at the Widgets. {VALUE} will be replaced with the current Value of the Stat

Secondary Stat Info

Create new Secondary Stat.

Example:

Key: Gameplay Tag of the Stat

Default Value: Default Value of that Secondary Stat

Add Value Per Level: How much Value will be added per Level

Add Value Per Primary Stat:

Key = Primary Stat Type

Value = How much Value will be added per Primary

Stat Value

Text Format: Format of the Stat at the Widgets. {VALUE} will be replaced with the current Value of the Stat

Add Primary Stat Points Per Level

How many Points the Player will get if he reaches a new Level.

XP Curve

Set the XP needed for the next Level.

Read more!

On Death Reduce XP

Percentage of XP needed for next Level, if XP would be 0.

Reduces on Death the XP by this Amount.

Health Stat Type

Set the Stat Type

Health Regeneration Stat Type

Set the Stat Type - Value of 10 means 10% faster Regeneration.

Health Regeneration Duration

Interval of Seconds when the Regeneration will be called.

Health Potion Regeneration Multiplier

How much faster will the Regeneration be, if the Potion is used

Health Regeneration Default Amount

Default Regeneration Amount

Custom Stat

Similiar to Health, just the Player can not die.

Example:

Key: Select StatType (for example Mana)

RegenerationStatType: StatType of the Regeneration (Leave empty if not use)

Value of 10 means 10% faster Regeneration.

PotionRegenerationMultiplier: How much faster will the Regeneration be, if the

Potion is used.

RegenerationDefaultAmount: Default Regeneration Amount.

setToMaxOnRevive: Should the Value be set to max on revive?

Custom Stat Regeneration Duration

In what Interval should the Custom Stats regenerate.

Stat Logging

Customize Logs

Example:

Key: Select LogType

Type: Can be left empty if not needed

SubType: Can be left empty if not needed (Sometimes it will be overwritten with different Values)

Message: What should be printed to the Chat Box.

OnlyOnDebug: If true, the Message will be only shown, if the “Stat Logging Debug” is set to true.

Stat Logging Debug

If set to true, every Log of the Stat Component will be shown in the Chat.

Function

Callable

Description

Default Use-Case

getStatFormat

Server & Client

Get the Format of a Stat

Call whenever the Stat will be shown to the Player

getCurrentPrimaryPoints

Server & Client

Get the available Primary Points, which can be added to Primary Stats.

To show the Player how many Points he can use

AddPointToPrimaryStat

Server & Client

Add a Point to a Primary Stat.

When the Player wants to add a Point to a Primary Stat

getStatValue

Server & Client

Get the Value of a Primary or Secondary Stat.

Showing Stats to the Player or for Damage Calculations

getCurrentPointsOnPrimaryStat

Server & Client

Get the current Points of a Primary Stat.

To show the Player how many Points are on the Primary Stat

StatsChanged

Server

Will recalculate all Primary and Secondary Stats.

Example:

If you have a Pet with Stats and those are changing you can call it

Revive

Server

Set the Health to max (Mana, Stamina depends on Options).

To revive the Player (Only changing the Custom Stats and not anything to the Movement Component)

getCurrentCustomStat

Server & Client

Get the current Value of a Custom Stat.

Works with Health as well.

For displaying the Stamina to the Player

getCurrentCustomStatWithPotion

Server & Client

Get the current Value of a Custom Stat with Potion.

Works with Health as well.

For displaying the Stamina to the Player

reduceCustomStat

Server

Reduce the current Value of a Custom Stat.

Works with Health as well.

On Damage, if a Magic was used or by running.

usePotion

Server

Regenerate Custom Stat Value faster.

Works with Health as well.

If a Consumable Potion was used and removed.

canUsePotion

Server & Client

Check if a Potion can be used.

Before removing the Item, to check if it’s going to work.

getMaxXP

Server & Client

Get the XP needed for the next Level, if the XP would be 0.

For displaying to the Player

addXP

Server

Add XP to the Player.

After killing a Monster

getXP

Server & Client

Get the current XP.

For displaying to the Player

getLevel

Server & Client

Get the current Level.

For displaying to the Player and maybe Damage calculations

getMaxLevel

Server & Client

Get the highest Level a Player can achieve.

reduceXP

Server

Reduce XP of the Player.

setLevel

Server

Set the Level of the Player.

For Admins

ChangeSecondaryStat

Server

Change the Value of a secondary Stat.

This Function is made, for changing the Stat for a limited time.

For example the Stat Change Area.

Undo_ChangeSecondaryStat

Server

Undo the change of the secondary Stat.

For example the Stat Change Area.

Initialize

Server

If you are using your own Save System, you can use this Function to set the Informations, which this Component needs.

Only if you do not call Load!

Load

Server

Load all variables

Should be called on start.

Save

Server

Save all variables

Dispatcher

Called

Description

Default Use-Case

currentXP_Changed

Server & Client

Called if XP changed

Change the XP on a Widget and for example making an Effect

currentLevelChanged

Server & Client

Called if Level changed

Change the Level on a Widget and for example making an Effect

PrimaryStatChanged

Server & Client

Called if Primary Stat Value changed

Change the Stat Value on a Widget

SecondaryStatChanged

Server & Client

Called if Secondary Stat Value changed

Change the Stat Value on a Widget

currentPrimaryPointsChanged

Server & Client

Called if Primary Points changed

Change the Amount on a Widget

onDeathStatChange

Server & Client

Called if Death State changed

Change the Player State

currentCustomStatChanged

Server & Client

Called if a Custom Stat changed

Change the Health, Mana, Stamina on a Widget and show some effect

currentCustomStatWithPotionChanged

Server & Client

Called if a Custom Stat with Potion changed

Change the Health, Mana, Stamina on a Widget

PotionUsed

Server & Client

Called if Potion was used

Show some effect

Initialized

Client

Called if all Variables are set and the Component can be used

Initialize all Widgets and stop loading Screen if all Components are initialized.

SP8_BPI_Stats (Only if you are not using SP8_PlayerTemplate)

Function

Called

Description

When is it called?

SP8_getAdditionalPrimaryStatValue

Server

Get Additional Primary Stat Value

For Example:

If you have a Pet with Stats you can add the Value to the return Node.

on Stats Changed

SP8_getAdditionalSecondaryStatValue

Server

Get Additional Secondary Stat Value

For Example:

If you have a Pet with Stats you can add the Value to the return Node.

on Stats Changed

Stat LogTypes

LogType

Description

Info_Initialized

Called on Initialized.

Error_StatFormatNotSet

Stat could not be found inside Primary or Secondary Stat Info.

Error_AddPointToPrimaryStat_AmountToHigh

Called, if the Amount which the Player tries to Add is higher then Amount he currently has.

Error_PrimaryStatNotFound

Primary Stat could not be found.

Info_MaxPrimaryPointsExceeded

Called, if the Amount which the Player tries to Add plus the current Amount on the Primary Stat is higher then the Max Primary Stat Points Variable inside the Primary Stat Info.

Error_CustomStatTypeNotValid

Called if the Stat Type on CanUsePotion could not be found.

Info_AddXPFailedBecauseMaxLevelReached

Called if addXP failed, because the Max Level was reached.

Info_XPAdded

Called if XP was added.

Overwrite SubType with Adding XP.

Info_LevelChanged

Called if Level changed.

Overwrite SubType with new Level.

Error_NotEnoughXP

Called if Player has not enough XP to reduce it.

Error_NotCallableOnClient

Called Function can be only called on Server.

Info_XPReduced

Called if XP was reduced.

Overwrite SubType with Reducing XP.

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