I need some help in understanding the Graph usage for UI elements
I want to implement something like the EXP bar in the Stats menu. It uses 2 Stats:
XP next level progress and
XP next level delta
and then there is the graph
ExperienceGate
What I cant see is the connection between these. How does it work?
I guess the "next level progress" and ".. delta" is hardcoded and cant be expanded to other stats..
Still questioning if it might be possible to work around.
I have a stat that is applied through the game - for better understanding I'll use the "CHARACTER STEPS TAKEN" from the journey menu.
After reaching "Value A" a StatOperator can add another Stat - "dy_steps_progress"
This one I want to use in a passive skill to apply a bonus to the player - in this case a permanent speed buff
Now I assume I can use a graphoverride the skills affix to apply decreasing values like the dodge_chance increment through flat statpoint spending.
Can you think of a way I can flip this around using a curved graph to increase the delta between "value A" and "value B" and so on to keep a flat bonus increment?
Actually I'm thinking of adding a statRequirement to each affix in the passive skill will work. I'd still prefer a graph and stats to determine the delta for my UI experiments...
First of all, it's really GREAT to see you back around here
@lolesch !
I wish i knew more about graphs and stats so i can help u right away, but im weak in this area

Maybe
@gytfunke might visit and give some tips! Or
@doudley (you and doudley are my UI idols!)
@Phanjam: Sorry to say, I'm no good either
@lolesch and
@Phanjam:
But if I have to guess...
I think I will use "<STRING>STATMODIFYNAME"
instead of a graph
because graph needs the player's skill to rank up for it to increase/decrease the Effect (I think)