Absent83
Member
Hallo Justin!
I want to propose you to extend attributes and states.
1. It will be greate if attributes in attribute manager can cast different states depends on attribute value.
For excample, if health is lower than 50, attribute manager cast state "ill", and different ucc components can activate corresponding state with their own presets.
The number of states, their names and the corresponding value ranges must be customizable.
2. The next proposal is to make states not only to switch component values, but and to add or multiply.
Use not only "=" operator, but "+" and "*" operators (type operator should be customizable).
I think that feature of operator customization should be into the presets and separate for different fields, something like this:
This feater will give also more oppotunities for using abilities.
Sorry for my english.
I want to propose you to extend attributes and states.
1. It will be greate if attributes in attribute manager can cast different states depends on attribute value.
For excample, if health is lower than 50, attribute manager cast state "ill", and different ucc components can activate corresponding state with their own presets.
The number of states, their names and the corresponding value ranges must be customizable.
2. The next proposal is to make states not only to switch component values, but and to add or multiply.
Use not only "=" operator, but "+" and "*" operators (type operator should be customizable).
I think that feature of operator customization should be into the presets and separate for different fields, something like this:
This feater will give also more oppotunities for using abilities.
For excample, I have:
1 new version of attribute (see point 1 ) "health", which cast state "ill"
2 new version of attribute "stamina", which cast state "weak"
Then I create two presets for "UltimateCharacterLocomotion", which multiply "motor acceleration" on customized value.
So two states will influence on the component simultaneously.
For excample for X component = 0.18 * 0.5 (ill) * 0.6 (weak).
or X component = 0.18 - 0.06 (ill) - 0.01 (weak).
or even maybe X component = 0.18 - 0.06 (ill) * 0.07 (weak) (order of operations is set by order of states (with presets) in "UltimateCharacterLocomotion".
1 new version of attribute (see point 1 ) "health", which cast state "ill"
2 new version of attribute "stamina", which cast state "weak"
Then I create two presets for "UltimateCharacterLocomotion", which multiply "motor acceleration" on customized value.
So two states will influence on the component simultaneously.
For excample for X component = 0.18 * 0.5 (ill) * 0.6 (weak).
or X component = 0.18 - 0.06 (ill) - 0.01 (weak).
or even maybe X component = 0.18 - 0.06 (ill) * 0.07 (weak) (order of operations is set by order of states (with presets) in "UltimateCharacterLocomotion".
Sorry for my english.
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