Character Stats in Unity #3 - Final Adjustments & Asset Store Announcement

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In this video we finish our stat system by making it more extendable and making stats show in the Unity inspector.

But that version was slightly simpler, I hope this one goes a few steps further :)

Stats like Strength, Intelligence and Dexterity, have become staples in many games. And when we're getting +5 Strength from an item, -10% from a debuff and +15% from a talent, it's nice to have a system that keeps track of all those modifiers in an organized fashion.

Music by TeknoAXE:
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This is a really good and solid starter for character stats, and the best one I have seen so far! Thank you for producing such useful tutorials!

Aproppo
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I am making my own d&d character sheet tracker so this is going to help me a lot, great content and quality, keep up the good work!

superniqui
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Keep on going the good work !
I really like how you video are short but giving all the information needed without so much talkabout nothing
Straight to the point !

JauneDesrosiers
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This tutorial series is so damn good - and I appreciate the casual overview w/ the namespace stuff.

michaelanderson
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Suscribed and sharing this channel to my friends who are learning how to do "rpg games" and other stuff. Great work!

Restiur
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Hi Kryz. Great idea to keep a record of the source with each modifier. Really handy! In your demonstration though the strength stat only shows the base value in the inspector. In order to expose the modifiers list you can also add [Serializable] to the top of the StatModifier class. This will expose the modifiers list but only the float values. Is there any way of being able to see what the source object is?

morgan
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Would love that video on tips of how to use it.

Really appreciate you making this asset.

monkeyking
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Nice system (and videos). I would like to add a min/max value for the final stat value (for example I have a MaxHp stat and it should never be lower than 1 after adding all mods). Im not sure about the design, would you add these checks to the stat system itself and clamp the "final stat value" or to the classes which use the system for example my combat class which updates the current health based on the max health and clamp it there?

rpfake
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I came across this series and it was exactly the sort of thing I was looking for. I am just having an issue with using it to make a character creation menu when a player would select his/her name, race, and class and that would get updated on the player object with the character script with predefined stats for those selections I.E. when selecting Elf, Agility might get set to the initial value of 16, Stamina to 8 and so on. Any help would be appreciated, Thanks.

chaplainrune
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How would you handle creating "derived" stats, e.g. how in many Shin Megami Tensei games, your HP is a function of your level and your Vit stat (save for 4, which doesn't have a Vit stat or equivalent)

carbunky
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Thanks you, super tutorial and system <3

Crocsx
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@Kryzarel,

As others have said - really great job - learnt a lot re c# coding too.

I think it would be good if you could also/see access the calculated Value as well as the base value - so taking the example of Strength above it might show 11 (22) (22 being the value after StatModifiers applied)?

williamedwards
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Now what do we do? We have a stat system that doesn't do anything. It adds a Strength stat, but doesn't apply that to the character to make him stronger.

SolarSoftMedia
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How do I get my ui text to display this vvalue

abcdefghjijklfgu
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Love this tutorial, I think it's along the lines of what I needed for weapon modifications, I was having a lot of trouble creating/finding a way to add modifiers to base stats like damage, range, recoil... but this is it I think, thanks alot for this short series.


One question and appologies if it's stupid, How to the stat show as slider in the UI?

speedrob
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Please make a video regarding random loot system Sir

henrysonlibang
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Your series is very helpful! Are you planning on making a video about stats scale (ex: strength up => damage up) anytime soon? If not, please tell me some keywords so I can google it.

lugiavn
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It wont work for me =( I dont understand where gones the calculation after that place
public virtual void AddModifier(StatModifier mod)
{
isDirty = true;
statModifiers.Add(mod);

}

ninbousnin
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Shift + Alt + ; -- latest update VS2018 and VS2019 to multiple select same word.

KingRecycle
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If I wanted my character to level up and I press a button to spend 1 skill point on strength to increase its base value what would the script be? ( basically I just need to know how to increase the base values of a stat using this script, I’m sure it’s very obvious but I’ve tried a few things and I can’t get it to work)

konyxkr