RPG-System: All-In-One | Documentation
  • Welcome
  • Discord
  • Implementation
    • Migrating
    • Implementing
      • Network UniqueID
    • Tips
      • Optional Config settings
  • Good to know
    • Global Settings
    • Get RPG Reference of a Player
    • Experience Penalty on Death
    • Copy Player Info | Make Clones
  • Leveling System
    • Overview
    • Spendable Stat Points
  • Class System
    • Overview
    • Adding a new Class
    • Add a Skill Tree to a Class
  • Status Attributes
    • Stats
      • Stat Bonus
      • Add a new Status Attributes (Stat Bonus)
    • Elements
      • Element Bonus
      • Add a new Element
    • Attack Bonus
  • Item/Equipment System
    • Item Datatable
      • Base Item Stat Bonus (ATK, DEF)
      • Item Grade/Rarity Scaling
    • Stat Bonuses
    • Socket/Gem Slots
    • Adding a new Item
    • Add a new ItemType
    • Item Tips & Tricks
      • Prevent Items from being Lootable Until Conditions Met
  • Inventory System
    • Overview
    • Socket/Gem Slot
    • Currency
      • Add a New Currency
    • Refinement System
    • Personal Storage System
    • Auto Loot
      • Quick-Loot/Take All Items
    • Functions
      • EquipItem
      • UnequipItem
      • DropItem
        • SplitDrop
      • UseConsumableItem
        • ItemCallEvent
      • GetItemCooldown
      • SetInventorySlot
      • GetInventorySlot
      • SetEquipmentSlot
      • GetEquipmentSlot
      • InventorySwapItem
      • InventoryAddItem
      • InventoryRemoveItem
      • GetFreeInventorySlot
      • InventoryHasItem
      • InventoryGetItemAmount
      • InventoryTryStack
      • AddCurrency
      • GetCurrency
      • SetRefineLevel
  • Status Effects System
    • Overview
    • Add a new Status Effect
    • Functions
      • Add Status Effect
      • Remove Status Effect
      • Has Status Effect
  • Crowd Control System
    • Overview
    • Add a new Crowd Control
    • Functions
      • AddCrowdControl
      • RemoveCrowdControl
      • HasCrowdControl
      • OnCrowdControl
  • Skill System
    • Skills
      • Add a new Skill
      • Creating a Ranged Projectile
      • Modifying Skill Upgrades
      • Skill Database Parameters
      • Custom Skill Logic
    • Skill Trees
      • Add a new Skill Tree
      • Add Skills to an Skill Tree
      • Add a Skill Tree to a Class
    • Skill Functions
      • SetBasicAttackInfo
      • SetCurrentSkill
      • UseSkill
      • ExecuteSkill
      • GetSkillATK
      • SetSkillUpgrades
      • SetSkillIndicatorLocation
        • First/Third-Person
        • Top-Down
      • SelectTarget
        • First/Third-Person
        • Top-Down
      • ⚔️BasicAttack
    • Skill Module
      • Event Skill Initialized
      • Event Skill Start
      • Event Skill End
      • Multi-Hit Parameters
    • Tips & Tricks
      • Spawn Module on Socket Location
  • Hotbar
    • Hotbar
  • Crafting System
    • Overview
    • Creating a new Item
  • Shop System
    • Overview
  • A.I Systems
    • Enemies
      • Creating a new Enemy
      • A.I Spawner Sample
    • Companions
      • Add new Companion
    • Minions
    • Pets
      • Add new Pet
      • Add new Pet Cube
    • Tips & Tricks
      • Force Companion to Attack
  • Quest System
    • Overview
    • Pre-made Task Types
    • Objectives
  • Party & Chat System
    • Parties
    • Chat
  • Other Subsystems
    • Interact System
      • Create a Interactable Object
    • Drop System
    • Save System
    • Custom Variable System
      • AddCustomVariable
        • Interact Example
    • Custom Dispatcher System
      • Example from the Demo
Powered by GitBook
On this page
  1. A.I Systems

Enemies

PreviousOverviewNextCreating a new Enemy

Last updated 2 years ago

  • Aggro – Defines if the Monster should attack you on sight (SightRadius) or only if you attack it first.

  • SightRadius – Radius of the pawn sense component (works only if Aggro is true).

  • Min/MaxLevelDifference – Minimum and maximum level difference (to the players Baselevel) which this AI can spawn.

  • XP – Amount of experience the player would gain if the Monster was level 1. XPMax – Amount of experience the player would gain if the Monster was MaxLevel.

  • XPCurve – It is a floatCurve that adjusts the XP scaling from level 1 to MaxLevel. Skills – List of all available skills which the AI can use.

  • Condition – Defines when the Skill can be used. For example, HpMinRate means that the AI will use this skill only if the HP% is below the ConditionValue.

  • ConditionCrowdControl – Secondary condition which defines that this skill will be only used if the right Crowd Control is active.

  • ConditionStatusEffect – Works exactly like ConditionCrowdControl, but with Status Effects.

  • Slaves – Here you can setup slaves for the monster that gets spawned on BeginPlay. - ID = Monster ID - Amount = Minimum Amount - AmountMax = Maximum Amount of spawned Slaves - Chance = % chance that this slave will get spawn.

  • AI State - Change the behavior of the AI (Must be set in the Implemented BPC_RPGSystem component inside the Enemy Blueprint) Friendly to Enemy - Default behavior, attacks players and ignores AI Friendly to Player - Only attacks AI (Behavior of and ) Psycho - Attacks everything, AI and Player Friendly Psycho - Attacks every AI except the Player and followers

DT_Monster

Base info

Equipment

Enemies can wear Items like a Player

Stat and Element Bonus

Drop List

Skills

Minions

Companions
Minions
Page cover image