Round Based (Player And Team) Buffs And Debuffs And Event Controller

Hello and welcome to this guide on how to use Varun’s Round Based (Player And Team) Buffs And Debuffs And Event Controller Package!

What does this Package do?

This Package allows you to Change Player/Team Attributes Every Round depending on if the Player/Team Won or lost that Round! Events can be set to call functions on any Entity in the Game World based on if the Player/Team Won, lost or had a draw, or if Player Attributes are modified.


SETUP

1. Place the User Round Modifier Template on the User

2. Place the Player Round Modifier Template on the Player

3. Add a reference to your gameController on the User Round Modifier

4. Choose how and when you want the Player to be Modified on the Player Round Modifier

modifyIfWinning: The Player is Modified if they/their Team wins the Round
modifyIfLosing: The Player is Modified if they/their Team lose the Round

winMessage: The Shout Message displayed to the Player in the next Round if they won in the previous Round
loseMessage: The Shout Message displayed to the Player in the next Round if they lost in the previous Round

You can tick whichever Player Attributes you want to modify like Health, Movement and Gun Damage and set their values.

onModify: The Event that is sent whenever the Player is Modified

Extra:
graduallyModify: Set this to true if you want to gradually modify the Player based on their consecutive wins and losses. This only works if Count User WL is set to true in User Round Modifier: Extra

modifyByConstant: Set this to true if you want to modify the Player by a constant value based on their consecutive wins and losses. This only works if Count User WL is set to true in User Round Modifier: Extra. If you use this property, the properties in the Modifier: ___ categories wouldn’t matter anymore, the Player Attributes would just be modified by the modifying factor’s constant value.

This means that you can use either one of these properties make the Player/Team stronger or weaker for each consecutive Win or loss.

maxWinLoseCap: The maximum number of times the Player can be modified for winning or losing

Use this to set a limit to how strong or weak the Player/Team can become

modifyingFactor: If you’re gradually modifying, the Player attributes will be multiplied by this number based on the Player’s Win/Loss Count

For example, if the Player is on a 3 Win Streak, then their Attributes will be Modified as (currentValue * 3 * modifyingFactor) . It is recommended to keep this value fractional to avoid ridiculous values.

If you’re modifying by constant, it would be:

For example, if the Player is on a 3 Win Streak, then their Attributes will be Modified as (currentValue + (3 * modifyingFactor * currentValue) ) . It is recommended to keep this value fractional to avoid ridiculous values.

5. Set Bindings on the gameController to call the Modifier functions

Call GetTeamScores() if it’s a Team Based Game
Call GetPlayerScores() if it’s a FFA/Solo Game

That’s it! You have added Round Based (Player And Team) Buffs And Debuffs And Event Controller to your Game!


Adding Extra functionality Using Events

You may have noticed these Events on the User Round Modifier

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These Events can be used to call functions on any Entity in the Game World to make stuff happen! Think of the Enemy Team’s Base being gradually Destroyed every Round or restricted areas with Special Weapons opening only for the Winning Team! You can spice up your Game in a lot of ways using these Events!


Congratulations on finishing this guide to the Round Based (Player And Team) Buffs And Debuffs And Event Controller Package!
Go ahead and Create something amazing in Crayta!

If you have any questions or suggestions, feel free to reach out to me on Crayta’s Discord at Varun#8144 I’ll be happy to jump into your Game and help you out!

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Request Filled:

Package Request: Upgrade Player Abilities between rounds for every player on a losing team - By ChunkyLoverMark

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