Changes for page Looting System
Last modified by Alexandros Mloukie on 2026/01/26 19:12
From version 7.3
edited by Alexandros Mloukie
on 2026/01/20 16:37
on 2026/01/20 16:37
Change comment:
There is no comment for this version
To version 9.1
edited by Alexandros Mloukie
on 2026/01/21 04:33
on 2026/01/21 04:33
Change comment:
There is no comment for this version
Summary
-
Page properties (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -9,7 +9,7 @@ 9 9 10 10 = 1 - Enemy Inventory = 11 11 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. 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. 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 14 == 1.1 - Enemy Loot Data Table == 15 15 ... ... @@ -17,9 +17,26 @@ 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}}FItemStack{{/info}}|(% style="width:852px" %)The item that will be added to the enemy inventory. 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. 21 21 |(% 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%) 22 22 23 23 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. 24 24 25 -= 2 - = 25 +---- 26 + 27 += 2 - Looting Interaction = 28 + 29 +== 2.1 - Staring the Interaction == 30 + 31 +To start looting a target, the player must be within __interaction range__// //of the enemy's corpse, and press the interaction button while looking at said corpse. Once these actions have been completed, the player is presented with the {{warning}}Looting UI{{/warning}} which displays both the player's and the enemy's inventories side by side. 32 + 33 +== 2.2 - Moving Items == 34 + 35 +The player can move items from one inventory to another by __Dragging & Dropping__ the desired item. The looting interaction has 2 types based on the container being looted: 36 + 37 +(% class="table-bordered" %) 38 +(% class="active" %)|=Container Type|=Interaction Style 39 +|One-Way (e.g. Enemy Corpse)|The player can only move items from the enemy's inventory to their own and **not** the other way around. 40 +|Two-Way (e.g. Chest)|The player can move items between **both** inventories, allowing them to off-load items if they wish to in this container. 41 + 42 +