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Gameplay Attributes

The Combat Framework includes its own Attribute Set, containing multiple relevant categories such as Vitals, Damage and Defense.

The Attribute Set is represented by the NinjaCombatAttributeSet class, make sure to add it to the Ability System Component assigned to your Character or Player State.

Available Attributes

The following table contains all attributes available in the Combat System's Attribute Set.

Attribute

Description

Category

PendingDamage

Damage that must be applied to the owner.

Meta Attributes

PendingMitigationCost

Mitigation cost that must be subtracted from the owner.

Meta Attributes

MaxHealthTotal

Total health available, including base/add/percent.

Meta Attributes

MaxStaminaTotal

Total stamina available, including base/add/percent.

Meta Attributes

MaxMagicTotal

Total magic available, including base/add/percent.

Meta Attributes

Health

Current amount of health available.

Health

MaxHealth

Base maximum health available.

Health

MaxHealthAdd

Health added to the maximum.

Health

MaxHealthPercent

Percent multiplier to health in {0, 1} range.

Health

HealthRegenRate

Health regeneration rate.

Health

Stamina

Current amount of stamina available.

Stamina

MaxStamina

Base maximum amount of stamina available.

Stamina

MaxStaminaAdd

Stamina added to the maximum.

Stamina

MaxStaminaPercent

Percent multiplier to stamina in {0, 1} range.

Stamina

StaminaRegenRate

Stamina regeneration rate.

Stamina

Magic

Current amount of magic available.

Magic

MaxMagic

Base maximum amount of magic available.

Magic

MaxMagicAdd

Magic added to the maximum.

Magic

MaxMagicPercent

Percent multiplier to magic in {0, 1} range.

Magic

MagicRegenRate

Magic regeneration rate.

Magic

BaseDamage

Base damage applied by the character.

Damage

CriticalHitChance

Critical Hit Chance for applied damage.

Damage

CriticalHitMultiplier

Critical Hit Multiplier for applied damage.

Damage

BlockChance

Chance to block an incoming attack in {0, 1} range.

Block

BlockMitigation

Amount of damage mitigated by blocking, in {0, 1} range.

Block

BlockAngle

Maximum angle where block is effective.

Block

BlockLimit

Flat limit of damage that can be mitigated.

Block

BlockStaminaCostRate

The cost in stamina, to block each point of damage.

Block

BlockCooldown

Block cooldown, usually as penalty from a breaker hit.

Block

EvadeStaminaCost

Stamina cost to perform an evade.

Evade

EvadeCooldown

Cooldown applied before a new evade can be performed.

Evade

DefenseChance

Chance to defend an incoming attack in {0, 1} range.

Defense

DefenseMitigation

Amount of damage passively mitigated, in {0, 1} range.

Defense

DefenseStaminaCostRate

The cost in stamina, to defend each point of damage.

Defense

ArmorReduction

Flat damage reduction for incoming damage.

Armor

LastStandCount

Chances for the character to revert fatal damage.

Last Stand

LastStandHealthPercent

Amount health granted when fatal damage is reverted.

Last Stand

Poise

Current poise. At zero, triggers a stagger.

Poise and Stagger

MaxPoise

Maximum poise for a character.

Poise and Stagger

StaggerDuration

Duration of the Stagger effect.

Poise and Stagger

Initialization Data

You can use this Json to facilitate the creation the Data Table used to initialize the Combat Attributes.

The Data Table Row type used to create the Attribute Set Data for initialization, AttributeMetaData, is provided by the Gameplay Ability System. Once your Data Table is created, you can import the following Json to have an initial, complete, set of attribute values.

[ { "Name": "NinjaCombatAttributeSet.Health", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxHealth", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxHealthAdd", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxHealthPercent", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.HealthRegenRate", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.Stamina", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxStamina", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxStaminaAdd", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxStaminaPercent", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.StaminaRegenRate", "BaseValue": 10, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.StaminaRegenDelay", "BaseValue": 5, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.Magic", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxMagic", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxMagicAdd", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MaxMagicPercent", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MagicRegenRate", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.MagicRegenDelay", "BaseValue": 5, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BaseDamage", "BaseValue": 10, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.CriticalHitChance", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.CriticalHitMultiplier", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockChance", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockMitigation", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockAngle", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockLimit", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockStaminaCostRate", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.BlockCooldown", "BaseValue": 3, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.EvadeStaminaCost", "BaseValue": 20, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.EvadeCooldown", "BaseValue": 0.2, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.DefenseChance", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.DefenseMitigation", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.DefenseStaminaCostRate", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.ArmorReduction", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.LastStandCount", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.LastStandHealthPercent", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.Poise", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.PoiseDamage", "BaseValue": 0, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.PoiseRecovery", "BaseValue": 100, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.PoiseRecoveryInterval", "BaseValue": 10, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false }, { "Name": "NinjaCombatAttributeSet.StaggerDuration", "BaseValue": 5, "MinValue": 0, "MaxValue": 0, "DerivedAttributeInfo": "", "bCanStack": false } ]
Last modified: 09 October 2024