I am currently developing a game that involves a multitude of weapons, armors, etc. I am using UE4 currently as an engine because I found that easy to use. Currently in development I have found myself unable to figure out how to make it so my character has the ability to equip different items. Does anyone know of any way that I can get this to work?
12965
I'm want to create avatar animations (sprites) for a browser-based MMORPG. The player is able to customize the character, and the content changes often (new weapons, armors, and so on). How can I structurally manage the creation and updating of all the sprite sheets?  The amount of different combinations are big enough that simply generating all permutations won't work.  This can be server- or client-based, but if it works entirely on the client, please keep it to just HTML5/CSS/Canvas/WebGL.
62305
Now that I'm level 2 I need to know how to auto equip mods till I figure out how they work. (Xbox1) or even equip mods in the first place.
10509
Guys i am in a big problem and don't know how to do that.i want to attach rigged skirt/cloth with my rigged character i don't wan't to lost cloth bones.
93298
This is a bit of an equipment logistics question so might not be all that interesting to everyone but... Reading the 5e PHB, the backpack weight listing says:      Backpack: 1 cubic foot/30 pounds of gear   (You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.)   Putting together a basic character, using class and background equipment, has given me about 108lbs of gear; including weapons, rations, rope and the like... So where does it all go?   Are weapons assumed to have scabbards/sheaths/belt loops and don't need to be in a backpack? Similarly, does ammunition automatically get a (weightless) quiver/case/pouch? Do you wear clothes under your armour? How much can you strap to the outside of a backpack?   Assuming some of these and generously hanging things on the outside of a backpack, my basic character is still carrying around 65lbs of equipment (though admittedly this does include a frankly ludicrous 25lb hunting trap!)  And this doesn't even take into account anything interesting/useful (magical or otherwise) he might find lying around. A week's rations alone weigh 14lbs - almost half of a backpack's capacity!  While I enjoy imagining my character rolling through a dungeon with 3 heavy-duty backpacks, a flaming torch or five down his pants, daggers strapped to every available limb and extra arrows tucked behind his ears - it doesn't quite have that level of realism I'm looking for.  My question then, is:  Where should all this stuff go?  Ideally, answers shouldn't be along the lines of "Ask your DM" or "Just ignore logistics - it's boring - assume it all fits in the bag". I know this kind of stuff isn't the bread and butter of a good DnD session but it just doesn't seem to make sense. Am I missing something here?  Just to clarify, this isn't a question about how much my character can carry - even at Strength 10, 108lbs of gear is manageable since it's below the 150lb carry limit (ignoring the encumbrance variant rules). This question is about where the equipment goes.  Yes, I can use a vehicle or a mount to carry my mountains of rations to the next dungeon but realistically where would a rogue or a cleric (for example) keep their equipment when they are in said dungeon? Presumably they're going to need that 11-foot pole or bag of ball-bearings at some stage and wouldn't leave it outside with the mules and wagons?
66520
I am on a multiplayer Minecraft realm in 1.16 and I was wondering if there was any way to set a chest's Items to a player's entire Inventory including the offhand and armor slots. Using data modify &lt;chest coordinates&gt; Items set from entity &lt;player&gt; Inventory, I was only able to copy over the hotbar and the top two rows of a player's inventory. I honestly don't care if it takes 50 command blocks, any response is gladly appreciated.
83155
Could someone describe to me a method for changing a corporeal creature with Supernatural and Extraordinary racial abilities into a set of armor that would grant those same racial abilities to the wearer?  Neither the setting, nor the magic, nor crafting matter so long as it is not built from an inherited template, as I am trying to achieve something unique to happen in game.  I am imagining that it would work similarly to Fusion Spell for Psionics.  I am the DM for one scenario and would be a player for another.    DM PoV  I need to create a villain whose in game &amp; story abilities can be defeated by destroying different sections of the armor, which can cost any amount but not be made of a material that is so unbreakable that it could not be destroyed. The details would be tailored to whatever they are wearing.  I'm designing an NPCs as if he were originally a Player Character. In terms of Su &amp; Ex abilities, armor that grants the wearer Mountain Walk or Awesome Beauty, or something more random is what my concept needs.  This isn't about focusing on the numbers or what the story would look like, I don't have strong preferences: it is about having fun.  In creating the NPC, I hope to be able to create multiple other NPCs that use different methods as part of a group the party must face.  Examples:   The villain sends some would-be adventurer to gather his materials for him or A hero decides to join forces with a dying whachamacallit.   Notes:   Rough Cost Estimate: equivalent to the party's current collective fortune of 900,000 gp. Armor quality would be masterwork. The current party is equivalent to a level 20 party.   Player Character POV  Meanwhile from a player character's PoV, this character benefits others by creating that  sort of armor during the main campaign.
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When creating a variant human you get an extra skill to be proficient in. Does that skill have to be from your class skill list, or can it be any skill available to any class? For instance, if I'm playing a variant human barbarian, can I take acrobatics as my extra skill?
122803
I notice that most weapons other than the original weapons have a level above 1.  Can this number be different from player to player (or even item to item in the backpack of one player) for the same item?  If so, does it have any effect in game?
103282
Suppose that in the course of an adventure, you come across some magic or otherwise special item (magic, or has special properties, or both); for instance, you find a necklace of resistance, or an animal with a hide that's immune to slash/pierce, or something of that nature.  Is it generally possible, either within the system itself or commonly in house rules, to allow characters to try to "repurpose" these items to craft weapons, armor or items that have special properties? Some mechanic that reduces the crafting cost, obviates the requirement to know a spell or have a feat, or makes it possible to create something not otherwise available. For instance, maybe you kill a medusa and tie its head on a stick... Or something.  I am very new to tabletop role playing, so forgive me if this is a silly question. I'm just thinking that, in "real" life, it seems like it could be possible to do this kind of thing, except, of course, no magic and not many special physical properties...
28734
I've seen this question asked about 4e, and I think I've found the passage in the 5e PHB that answers the question, but I'd like to make sure I understand this correctly before I impose it on my game.  The question is can sheathing one weapon and drawing another be part of the same "free action", or does this take a full action?  The PHB (page 190)     You can also interact with one object or feature of the environment for free, during either your move or your action. For example [...] you could draw your weapon as part of the same action you use to attack.   If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated   in their descriptions.   As a bonus question, what do you think about a Rogue using their "use object" bonus action to draw a weapon after using their free action to sheath one, leaving a standard action and movement action left to be used.
53670
A new recipe to the cube was added with the 2.4 update, which is augmenting ancient items.    The recipe is pretty clear, but I saw people ruining their items by adding wrong stats (intelligence on demon hunter etc.). Is it related to the gems' types?   For example, if I used Royal Emeralds, would I get dexterity (considering it is an armor piece)?
482
If I wanted my party's spellcaster to enhance/enchant a weapon or piece of armor, is there a limit to the number enhancements it can have on it? I haven't read anywhere that there is a limit, but putting an unlimited number on them seems OP. I also remember the game Neverwinter Nights 2 limited you to 4, but it didn't follow the rules 100%.
66303
I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.  Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have mapping > coordinate set to UV and Mapping > Map set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.
83916
I'm building a mod for Terraria that will add classes and their corresponding abilities to the game. You're a warrior? Push your ability key and you'll use your berserk ability.   I'm trying to make my player code as simple as possible. I'd like to set the player's in-game "class" by doing something like this at the top of the player class so the rest of the methods in it can access it later:  //Set class WarriorClass playerClass == new WarriorClass(playerReference, level)   Herein lies the first issue. I get an error at playerReference that says:  Error   CS0236  A field initializer cannot reference the non-static field, method, or property 'ModPlayer.playerReference'  MyMod   Ok, so I looked that up and set the initialization in the WarriorClass instead:  public Player playerReference = new Player();   And I have this now in my player code:  //Set class      WarriorClass playerClass = new WarriorClass(level);   Here's the beauty of it. In the gamepad input method within my player code all I ever have to do is:      //On key presses     public override void ProcessTriggers(TriggersSet triggersSet)     {         if (MyMod.ability1Key.JustPressed)         {              playerClass.UseAbility(MyMod.ability1Key);         }   Now that the ability1 key was pressed, let the WarriorClass handle what to do:      public void UseAbility(ModHotKey key)     {             //Ability 1             if (key.JustPressed == MyMod.ability1Key)             {                 //Start berserking                 if (player.HasBuff(ModContent.BuffType&lt;BerserkBuff&gt;()) == false )                 {                     //Lose 10% of your life                     lifeLost = player.statLifeMax2 / 10;                     player.statLife = player.statLife - (int)lifeLost;                      //Berserk and add damage over in the Buff code                     player.AddBuff(ModContent.BuffType&lt;BerserkBuff&gt;(), 600, false);                 }   This is all great!!! I can add any amount of classes I want and this player code never changes. Except If I want to add if/then logic to select a class in say, Update() then it breaks the following reference in my gamepad input code:  playerClass.UseAbility(MyMod.ability1Key);   Of course it won't have a reference unless I hard code it at the top of the player file, but I don't know what class a player will be until they pick one.  Am I doing this fundamentally in a bad way or am I missing something else in terms of OO programming? I don't want to have to initialize every class for the character at the top of the file like this:  WarriorClass warriorClass = new WarriorClass(level); ArcherClass archerClass = new ArcherClass(level); ...   ... just to do this in the gamepad input method:  if (classChoice == "Warrior") {      warriorClass.UseAbility(MyMod.ability1Key); } else if (classChoice == "Archer") {      archerClass.UseAbility(MyMod.ability1Key); }
17455
When one uses the Extra Attack class feature, must it be done with only one weapon?  If I had, for example, one throwing axe and sword, couldn't I throw the axe and attack with the sword as part of the same "extra attack action"?
83446
In my Junk inventory I can see the components that make up an item. For example, an Adjustable Wrench yields Steel and a Gear. There are also weapons and armor I don't need, as well as debris lying around my settlement in the form of cars, tires, trees, etc.  How can I turn these things into their component parts for crafting?
13820
There seems to be 3 general categories of gear in Skyrim: Heavy Armor, Light Armor, and Clothing. These seem to (roughly) correspond with the three class archetypes of warrior, thief, and mage.  In Elder Scrolls games, finishing quests to get rare artifacts is generally a good way to get uber-powerful equipment. Another very effective way is to enchant armor and weapons yourself, and as a bonus you generally don't need to leave town for more than a few materials. In Skyrim, crafting your own now seems to be a very viable option.  What is the most powerful (by AR or damage) user-crafted gear, and how would one obtain it? I assume crafting skill bonuses would be required for smithing and enchanting; how would you attain these bonuses?