I want to use killables for an rpg and i need to be able to modify attack damage based on skills and items. So for example a character takes 20% less damage than the enemies attack points suggest with current skills / armor. Damage types (slash, pierce, blunt) would also be great. Is there any easy way to realize that?
I couldnt find anything in the manual and i realize core gamekit wasn't made with rpgs in mind, but more action oriented games also often employ similiar systems like for example a stone, paper, scissors model with certain weapons being good vs shield, armor and hull respectively. So if there is anything in core gamekit to support these kind of damage calculations or any thread/tutorial i overlooked dealing with this topic please let me know, thank you.
Every single integer and float field in Core GameKit Inspectors has a mode to use World Variables instead of fixed values. So you'll want to use a World Variable such as "PlayerAttackPower" that you create for that. There's a blue dropdown at the right where you select "Variable" instead of "Self" to do this.
As far as taking damage not equal to attack power of whatever hits you, you would need to subclass Killable so you can override the appropriate method such as TakeDamage and put your own logic in it.