Changes for page Looting System
Last modified by Alexandros Mloukie on 2026/01/26 19:12
From version 16.1
edited by Alexandros Mloukie
on 2026/01/26 19:12
on 2026/01/26 19:12
Change comment:
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To version 12.2
edited by Alexandros Mloukie
on 2026/01/21 17:40
on 2026/01/21 17:40
Change comment:
There is no comment for this version
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Page properties (1 modified, 0 added, 0 removed)
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... ... @@ -11,14 +11,13 @@ 11 11 12 12 Every enemy in the game needs to have access to their very own inventory. This can probably use the {{info}}MAWInventoryComponent{{/info}} already used for the player, though there are gonna be some extra things to it so a new component might be needed. The inventory will be populated with items on __enemy spawn__ instead of on-death. The items that will occupy the inventory will be defined through a {{success}}Data Table{{/success}}, so designers can easily tweak values later on. 13 13 14 -== 1.1 - Enemy Loot Data Table {{idname="lootingStruct"/}}==14 +== 1.1 - Enemy Loot Data Table == 15 15 16 16 The loot entries struct that will fill the {{success}}Loot Data Table{{/success}} will be in the following form: 17 17 18 18 (% class="table-bordered" %) 19 19 (% class="active" %)|=(% style="width: 140px;" %)Variable|=(% style="width: 170px;" %)Type|=(% style="width: 852px;" %)Description 20 -|(% style="width:140px" %)Item|(% style="width:170px" %){{info}}UMAWCollectibleItemData{{/info}}|(% style="width:852px" %)The item and that will be added to the enemy inventory. 21 -|(% style="width:140px" %)Amount|(% style="width:170px" %){{success}}integer{{/success}}|(% style="width:852px" %)The amount of the item that will be added. 20 +|(% style="width:140px" %)Item|(% style="width:170px" %){{info}}FMAWItemStack{{/info}}|(% style="width:852px" %)The item and amount that will be added to the enemy inventory. 22 22 |(% style="width:140px" %)DropWeight|(% style="width:170px" %){{success}}float{{/success}}|(% style="width:852px" %)The chance that this item will be added to the enemy inventory. The value must be between 0 and 1 (mapped to 0% - 100%) 23 23 24 24 The enemy uses a {{info}}[[Data Table Row Handle>>https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/FDataTableRowHandle]]{{/info}} to define which entry in the Data Table they will be using to populate their inventory. ... ... @@ -42,13 +42,7 @@ 42 42 43 43 Attempting to move an item from one inventory to another, is successful only if that item has enough space in the area of the inventory it has been dropped off. 44 44 45 -== 2.3 - Interaction Cancellation == 46 - 47 -The looting interaction can be cancelled due to a variety of circumstances: 48 - 49 -* Player death while interacting 50 -* The corpse or player moving out of interaction range 51 -* Pressing the button to end the interaction while an item is being dragged by the mouse but not yet dropped somewhere 52 -* and other such edge cases. 53 - 54 -Should the looting get cancelled for **any** reason, then __any item(s) currently being held by the mouse are automatically moved back to their previous positions__. In essence, an item is moved from one inventory to another **only** when the drag & drop process has been successfully completed. 44 +(% class="box warningmessage" %) 45 +((( 46 +Should the looting get cancelled for **any** reason, then any items currently being held by the mouse are automatically moved back to their previous positions. In essence, an item is moved **only** when the drag & drop process has been successfully completed. 47 +)))