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Super RPG Framework

(Unreal Engine 4)

Super RPG Framework is an organized and affordable project template that provides you the the basics you need in order to start developing an RPG. With color-coded folders all neatly categorized, it is designed for easy modification, implementation, and creation of additional assets.

Tutorial #1 - Overview, Database, and Game data

Documentation

RPG_DataBase

  • RPG Database is an Editor Widget you can use to quickly access, add, remove, and modify various bits of data for your RPG. To open the RPG DataBase :

      • go to /SuperRPGFramework/Engine/UI.

      • Right click on ‘bp_RPG_DataBase’ and click the ‘Run Editor Utility Widget’

      • Select a Category and it will display all items in that category currently.

      • Click on an item to open and modify it.

      • + will duplicate the item so you can rename it.

      • X Will delete the item (you cannot delete when only 1 item of the category is in the database.)

 

Party

  • Members

    • Party members are an essential part of the Super RPG Framework.

    • Party Member (bp_pm_BASE) Variables

      • Name: the name of the character that will appear in Game/Menus.

      • Bio: A biography you can use for further description

      • Portraits (Big/Small): Fullbody and close-up portraits of the character.

      • Actor (Field): the pc_default actor that will spawn for this party member in the world for you to control.

      • Actor (Combat): the cmbt_party_default actor that will appear in battles for this party member.

      • Starting Stats: The stats that this character will have when first added to the Party at level 1.

      • Skills: Abilities this character will unlock when they reach a given level.

      • Element Affinities: Special resistances/weakness to the RPG elements. 

      • Stat Progression: The Rank rate at which the character’s stats increase upon Level Up.

  • Abilities (bp_ab_BASE)

    • General

      • Name:

      • Description

      • Type

      • Icon:

      • Element:

      • Battle Only?: Can this ability only be used in battle?

      • MP Cost:

      • TP Cost:

      • Targets:

      • Effects:

      • Calculator Type: The method by which damage is calculated

        • Multiplier: The instigator's stat (P. ATk or M. Atk) is multiplied by  "Power (Instigator)". "Power (Target)" is then subtracted from that to get the final damage output.

        • Absolute: "Power (Instigator)" minus "Power (Target)" will result in the final amount of damage output. Neither of their stats will be factored in.

      • Power (Instigator):

      • Power (Target)

      • Ignore Target Power?:

      • Unique Effects:

        • Customizable effects that will fire when the target is hit. (bp_ue_BASE)

      • Status Effects:

        • Status effects applied when the target is hit. (bp_se_BASE)

    • Tech

      • Animation: The Animation that the instigator will play when using this skill.

      • Impact VFX

    • Magic

      • VFX

      • Use Niagara?: Use Niagara particle instead of Cascade?

      • Impact After (Sec): How long after cast begins does target take damage?

 

Items/Equipment

  • General:

    • Name

    • Description

    • Icon

    • Type

    • Price

    • Consumable?

    • Battle Only?:

  • Equipment: 

    • Armor Type:

    • Stats:

  • Consumables: 

    • HP/MP/TP Heal (Int):

    • HP/MP Heal (%):

    • Item Effect

    • Targets

  • Key Items: 

Battle

  • Enemies/Foe: 

    • Name: 

    • Description:

    • Actor:

    • Stats: 

    • XP Gained: 

    • Money Gained: 

  • Encounters: 

    • Enemies: 

    • Override BGM:

    • Continue On Defeat?

    • Can Escape?

  • Status Effects: 

    • Name:

    • Icon:

    • Turns (Start): How many turns the effect will last when first applied.

    • Turns (Max): The maximum amount of turns the effect can have remaining.

    • Stack Turns?: When applied to a target that already has this effect applied, do the turns remaining stack or reset?

  • Unique Effects: 

    • Target: The combatant hit by this effect.

    • Instigator: The combatant that fired this effect.

 

Quest

  • Quests

    • Name: 

    • Category: 

    • Level: 

    • Client: 

    • States: 

      •  

  • Speakers: Referenced in dialogue for name and portrait data.

    • Name:

    • Portraits: 

  • Global States: A global condition stored in a saved game. Can be set to several different states.

  • Global Switches: A global condition stored in a saved game. Simply a true(on)/false(off) condition.

  • Gabs

    • Title:

    • Gab Sequence:

      • Portrait: 

      • Name: 

      • Line: 

      • Voice Line: 

    • Play Gab Once Ever?: If this gab has ever been played before on this save file, it can never be played again on that same play hrough.

Misc

  • GameData

Universal Game Mode

  • This is the master Game Mode. to ensure full functionality, all additional game modes MUST derive from this one.

 

RPG Game Mode

  • Overview
    Dialogue System

    • Tutorial coming soon!

  • Shop System

    • Tutorial coming soon!

  • Battle System

    • Tutorial coming soon!

  • Gab System

    • Tutorial coming soon!

 

Function Libraries

  • Global

    • Get Universal Game Mode: The primary game mode that will always be getable. 

      • NOTE: All your custom game modes MUST derive from this in order to function properly with the RPG Framework.

    • Get SRPG Game Mode: Gets the default Game Mode for the Super RPG Framework.

    • Get Global Game Instance: Gets the Game instance that all current data is being saved to.

    • Set Global Switch

    • Get Global Switch

    • Add Notification: Adds a custom notification to the Main HUD.

 

  • Party Members

    • Add Party Member

    • Remove Party Member

    • Hide Party Member: Hides member from active party list.

    • Use Skill (Not Combat): This will trigger a party member skill on a target outside of combat.

    • Combine All Stats: Combines All of the party members stats together.

    • Combine Equipment Stats: Combines together only the member’s equipment stats.

    • Get Party Member (Index): Gets the party member based on their index in the PartyMember array under /Engine/GI_Global

    • Get Party Member (Class): Gets the party member based on their PartyMember Class.

  • Quest

    • Add Quest: 

    • Update Quest State: 

    • Set Quest Status: 

    • Find Quest Index: 

    • Get Quest (by Index): 

    • Get Quest (by Class): 

    • Check Quest State:

    • Get Quest Status:

    • Is Quest Active?: 

  • Items

    • Give Item (Inventory)

    • Remove Item (Inventory)

    • Give Money

    • Remove Money

  • Save/Load

    • Save Game (Slot)

    • Load Game (Slot)

    • NOTE: Save Data to Slot/Load Data from Slot are NOT RECOMMENDED to be used outside of these to functions.

  • Audio

    • Play SFX

    • Play SFX at Location

    • Play BGM:

    • Stop BGM:

    • Play Voice Clip