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ReadMe Update
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‎README.md‎

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@@ -37,9 +37,9 @@ ___
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- Player Character and Non Player Character class examples
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- Effect samples (Damage, armor buff/debuff, fire armor/damage, bleed status ...)
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- Turn-Based GAS Example
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- RogueLite Toolbox Plugin
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___
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####Check out the**[Unreal Source Discord](https://discord.gg/unrealsource)** if you have any questions!
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Check out the**[Unreal Source Discord](https://discord.gg/unrealsource)** if you have any questions!
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---
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##Features
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###Native gameplay tags
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___
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###Turn-Based GAS Example
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This system extends the Gameplay Ability System (GAS) to support turn-based mechanics, allowing effects like damage-over-time, delayed healing, or stat buffs/debuffs that activate/expire/tick across multiple turns.
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(Developed by Steve :Mushroom: and Light)
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(Developed by Steve (optimisor) and Light (light04) from UnrealSource)
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![img.png](img.png)
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####Message from EvilHippo
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_Special thanks to Light for making the prototype for Steve, and Steve for going through it and accepting publishing his work on this project!
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Pretty sure this will come VERY handy for the various GAS users._
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Setup Steps:
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####Setup Steps:
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1. Implement the Turn System Interface
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- Add`TurnSystemInterface.h` to your`GameState` class, this is required to manage the "Turn" (see`TurnExampleGameStateBase.h` for reference).
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2. Integrate Turn-Based Components
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4. Configure Turn Logic
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- Open your Turn-Based GameplayEffect Blueprint and adjust settings under`Components -> Turn Based Support` (examples:`GE_Turn_Based_Double_Heal`,`GE_Turn_Based_Fire_DoT`,`GE_Turn_Based_Fire_Resistance_Buff`).
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Turn-Based Settings
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####Turn-Based Settings
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Under`Components -> Turn Based Support`:
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| Property| Description|
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|-----------------------------|------------------------------------------------------------------------------|
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| Inhibition Delay Turns| Turns until the effect activates (0 = instant).|
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| Duration Turns| Turns until the effect expires*after activation* (0 = expires immediately).|
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| GE To Apply On Uninhibition| Optional GE triggered when the effect activates.|
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| GE To Apply On Removal| Optional GE triggered when the effect expires.|
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| Enable Periodic GE| If enabled, applies a GE every turn*after activation*.|
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| GE To Apply Periodically| GE to trigger each turn (e.g., damage-over-time).|
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| Limit Periodic Applications| Restrict how many times the periodic GE is applied.|
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| Max Periodic Applications| Max triggers for the periodic GE.|
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Key Notes
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| Property| Description|
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|------------------------------|------------------------------------------------------------------------------|
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| Inhibition Delay Turns| Turns until the effect activates (0 = instant).|
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| Duration Turns| Turns until the effect expires*after activation* (0 = expires immediately).|
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| GE To Apply On Uninhibition| Optional GE triggered when the effect activates.|
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| GE To Apply On Removal| Optional GE triggered when the effect expires.|
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| Enable Periodic GE| If enabled, applies a GE every turn*after activation*.|
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| GE To Apply Periodically| GE to trigger each turn (e.g., damage-over-time).|
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| Limit Periodic Applications| Restrict how many times the periodic GE is applied.|
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| Max Periodic Applications| Max triggers for the periodic GE.|
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####Key Notes
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- Turn-Based GEs are**always infinite** – their lifespan is controlled by`Duration Turns`.
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-**Modifiers are optional**: Leave them empty if no buff/debuff stat change is needed.
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TLDR
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####TLDR
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1. Inherit`TurnBasedGameplayEffect` in a Blueprint.
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2. Configure`Turn Based Support` settings:
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- Set activation delay (`Inhibition Delay Turns`) and duration (`Duration Turns`).
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- Add optional GEs for activation, expiry, or periodic effects (e.g., DoT).
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3. Effects auto-manage turn tracking – just call`Increment Turn` in your game loop.
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####HUD
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![img_1.png](img_1.png)
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Adding the`Custom UI Component` will automatically show the gameplay effects on the HUD with tue Turn number on top:
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- (X): Inhibition turns
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- X: Turn remaining
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___
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##ChangeLog:
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###2025/02/15 (Steve :Mushroom:):
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###2025/02/16 (EvilHippo):
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```
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- Now can be shown as "Active effect like others"
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- Inhibited effect from the start will trigger showing the effect icon (especially for Turn based effects)
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- New Icons
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- Refactor of some methods / new delegate to listen to turn changes
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- Turn changes are now replicated to all clients.
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- Changing turn by pressing T instead of clicking a button
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```
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###2025/02/15 (Steve :Mushroom: / Light):
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```
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- Added Turn-Based functionality for GAS via C++ classes (TurnSystemInterface.h, TurnExampleGameStateBase.h, TurnBasedGameplayEffectComponent.h, TurnBasedGameplayEffect.h)
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- Added 3 Turn-Based Examples
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- Added Increment Turn button + Turn Counter to UI
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- Enabled `Show Mouse Cursor` (required to be able to click the Increment Turn button)
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```
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###2025/02/13 (EvilHippo):
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```
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First version of the new Custom RogueLite Toolbox (CRL)
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- New Map
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- New effects
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- AGR Pro integrated for Melee damage
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- Base abilities (Punch / Dash)
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- Damage handling wth Backstab
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- New Attribute set
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- New TargetFinder to streamline Sphere (or other) traces using tag requirements (and more)
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CRL fixes
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- Now GA can register modifiers (from Attacker only for now)
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- GA test Enh1 has been added: add random damage
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- Various fixes
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```
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###2025/01/20 (EvilHippo):
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```
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- Project is now available and setup for 5.5

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‎img_1.png‎

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