๐ŸŽฏ Conditions

Short Description

Conditions are the logical components that Choosers evaluate to determine which Object Variable to return.

Long Description

Conditions are the "brains" behind the Chooser's decision-making process. They can be as simple as a boolean check or as complex as a multi-faceted evaluation that considers various gameplay states, player attributes, or external factors. The flexibility of the Condition system allows developers to create intricate selection logic that can adapt to a wide range of scenarios.

๐Ÿš€ Features

CheckCondition

Blueprint Native Event that evaluates the condition and returns a uint8 representing the index to select.

Type Description
uint8 The result of the condition check, used as an index for the Chooser.

Override the Check Condition event in your subclass to return a custom index based on local gameplay state.

uint8 MyConditionResult = MyCondition->CheckCondition();

๐Ÿ“š Properties

Mode

The Mode variable is used to define the evaluation strategy for algebraic conditions. For gameplay tag conditions, the mode is determined by the fight mode, allowing for dynamic adjustments based on the current gameplay context.

The mode of the condition, which can influence how the condition is evaluated. This is particularly relevant for algebraic conditions where different modes may represent different mathematical operations or logical checks.

Type Description
AND All conditions must be true for the result to be true.
OR At least one condition must be true for the result to be true
XOR Exactly one condition must be true for the result to be true.
NAND All conditions must be false for the result to be true.
NOR At least one condition must be false for the result to be true.
A_ONLY Only the first condition is evaluated.
B_ONLY Only the second condition is evaluated.
N_A_ONLY Only the first condition is evaluated, and the result is inverted.
N_B_ONLY Only the second condition is evaluated, and the result is inverted.

๐Ÿ“‚ Sub-Documents