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出品MegaStats: RPG & Roguelike Attributes / Replicated, C++のメディア1
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説明

MegaStats is a modular, data-driven Attribute, Health, and Equipment system for Unreal Engine. It manages character stats, modifiers, equipment slots, runtime item bonuses, and linked stat rules using Gameplay Tags, eliminating hardcoded variables and complex math logic.

Designed for RPGs, Action RPGs, Roguelikes, MOBAs, Hero Shooters, Survival games, and any project with dynamic stat progression.

🎯 What It Solves

Any game that needs stats to change at runtime. Whether you are building a dungeon crawler where items grant +10 Strength, a survival game where armor reduces incoming damage, or an RPG where Vitality increases Max Health, MegaStats handles all calculation, replication, and backend logic.

✨ Key Features

🌐 Server Authoritative & Network Ready
Fully replicated with server-side calculation. Clients cannot cheat or modify their own stats. Efficient Fast Array replication and replicated equipment instances keep multiplayer bandwidth low.

🧮 Advanced Modifier System
Three modifier types: Flat, PercentAdd, and PercentMult. Mix and match for passive skills, timed buffs, cursed items, or aura effects. Every modifier has a source (Temporary, Permanent, Equipment, Aura, StatLink) for clean batch removal.

📊 Configurable Percentage Math
Choose how percentage bonuses calculate their base:

  • Strict Base: Only character starting stats count.

  • Base + Permanent: Includes character growth and talents.

  • Cumulative: All flat modifiers boost percentages (classic ARPG/Diablo style).

📈 Advanced Scaling, Curves & Caps
Take absolute control over how your stats grow and are calculated:

  • Curve Scaling: Use Unreal's Curve Float assets to visually draw custom RPG progression.

  • Soft Caps: Apply graceful diminishing returns to flat stats like Walk Speed, Damage, or Carry Weight.

  • Rounding Modes: Keep your UI and logic clean by forcing stats to calculate as integers (Round, Floor, Ceil) or keep them exact (None).

🔗 Stat Links (Derived Stats)
Create powerful rules where one stat automatically drives another!

  • Example: 1 Vitality = +10 Max Health.

  • Example: 1 Intelligence = +5 Mana and +2 Magic Resistance.
    Stat Links update automatically when the source changes and are safely designed to prevent infinite loops.

⚔️ Equipment with Runtime Enchantments
Equip items into custom slots. Items automatically apply stats to the owner. Add temporary runtime enchantments to weapons (e.g., +Fire Damage for 10 seconds) with automatic stat recalculation.

🎒 Custom Inventory Support
Not forced into a specific item architecture! Easily integrate with your existing inventory system or Marketplace inventory assets. Just store an array of MegaStatInitialValue in your custom Data Assets or Data Tables and feed it directly into the Equip Item From Stats node.

Reactive Event System
Blueprint-assignable delegates fire when stats change, modifiers are added, or timed buffs expire. Perfect for building combat logs, floating text, and reactive UI.

🛠️ Blueprint-Friendly UI Helpers
Includes helper nodes to effortlessly build character panels and tooltips:

  • Get Stat Base Value

  • Get Stat Value By Source

  • Get Equipment Stat Tags By Slot

  • Get Equipment Stat Values By Slot

🛡️ Combat & Health Component
Built-in health management with shields, armor mitigation (Flat or MOBA-style Diminishing Returns), healing, overheal blocking, and resurrection support.

💾 Save & Load
Serialize the entire character state (stats, runtime modifiers, equipment) into a single struct with one Blueprint node. Fully compatible with standard UE5 SaveGame objects.

Built-in Automation Tests
Verify math integrity and system logic directly from the Unreal Session Frontend. Tests cover flat stacking, percentage scaling, equipment swapping, Stat Links, and save/load cycles.

⚙️ Technical Details
  • Clean API: Comprehensive Blueprint Library and full C++ public API.

  • Modular: Use Stats alone, add Health for combat, or add Equipment for full gear management.

  • Gameplay Tags: No magic strings. Add or remove attributes purely in data without recompiling.

  • O(1) Caching: Stat lookups are instant regardless of modifier count. Heavy calculations are practically instantaneous.

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