Skill Acquire - Skill Attributes #2

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Transcript

Welcome back everyone in this video, we are going to continue populating our BP player with some more variables that are going to be needed for our skill acquisition blueprints that we're going to be creating. This one is going to be focused on our black magic skills. So we're going to create some Boolean variables to tell our player whether or not they have certain black magic skills. And then also some variables containing some data about those black magic skills. Now I've got two versions of the Unreal Engine open at the moment. Currently, I have our current project, which is listed right up here, our Metroidvania skills project.

And I'm just going to minimize this one for the time being because I also have another version of this project open that I've created in preparation for this course. Now, eventually upcoming, we're going to be creating a black magic menu where a player gets to choose which Black Magic skill they want to have slotted in their head up here that they can use with their right trigger button. Now, this menu screen right here is just basically filled with a bunch of dummy data. I've got some magic meant for the title of that magical skill and numerical value here to represent how much mana that's going to cost etc. Now, in order to actually make this screen come to life, we have to bind this text right here, this number right here to some variables to dictate how much banner this particular magic skill is going to cost and what is the name of that magic skill?

And what's the icon associated with that magic skill. So the variables that we create in our BP player in this video are meant to lay the groundwork to help us out with screens like this. So with that all specified and understood. I'm going to close out of this project to ensure that my my frame rate here while I'm recording stays pretty high We are going to work in our BP player. So make sure you jump into this asset here is the pathway to find it and open it up. I want to take care of the fireball variables that are going to be needed.

So let's cheat a little bit and do kind of like we did in the previous video and select one of these existing Boolean variables doesn't matter which one you select, and I'm going to hit Ctrl W to duplicate it. And I'm going to rename this one B has be magic, that's black magic, fireball, question mark. And with that variable selected, I am going to give this a new category. So let's overwrite this category right here to be magic black dash, fireball and I should probably change the tooltip here. Let's see it says sets True when interacting with appropriate VP, you know, we'll leave that that's fine. And if we compile this, you can see it's now in its own magic black fireball category.

And I do want this to be false by default. Next one I'm going to create I will also duplicate an existing variable here, I've got my back dash data, it is a the str skill data variable type, I'm going to hit control plus W to duplicate this and I'm going to call this fireball data. And I can actually drag and drop this and move this down into my magic black categories. So if I drag and drop it right down over this be magic has fireball, you can see it moves it down here, and it actually gives it that category straightaway up here in the Details panel. Now I do want to keep my Boolean on top so I'm just gonna reorder by dragging and dropping it on top of it just to kind of keep it nice and neat and organized. But that's a that's a handy little trick.

So let's select our fire All data and we need to compile this because there are some things that we need to change about this because it's currently got all of our data from our copied over back dash data. So let's expand out all these triangles right away so we can start to edit them appropriately. The title here is not going to be learned baghdad's but rather learned Actually, let's just call this let's do learn fireball learn fireball let me just double check my notes. I will do learn fireball learned fire ball exclamation point the text description I will change to be cast out a arranged fireball period. That's gonna be good there. The input button instead of the Y button I'm going to swap this out for it is t underscore Our trigger that one right there t underscore r trigger underscore o one image size is 1024 by 1024 the skill icon I'm going to change that out to be the T icon fireball should look like that.

I am going to change the image size for that icon to be 200 by 200 hopefully I will not forget to change that for all every one of these but when we go and test these later on that will reveal itself if I have forgotten to make that change on any of them. The skill image down here I don't want that to be backed up yet. I'm gonna change that to be our fireball image. So t image fireball the image size here i have i've got a 64 by 60 For which seems really small By the way, but that's what I have my notes. So that's what I'm going to leave it for now, we will see if we need to change that out later. The skill border color I did save out a color earlier on that I liked.

So under the skill border color tint, I'm going to select this little color bar. And you remember this little kind of maroonish purple color up there. That's the one I want to set. And if you're wondering what those RGB values are, there they are right there. The are the G the B. So that's my skill, border color, and my skill font color, I'm going to set that to be the same.

Again here too, you can see those are g b colors. And this is going to be a magic skill. So I am going to check this box right down here. Okay, so that's gonna do it for our firewall data. The next variable I want to create is going to be a brand new one here, so I'm going to Click under variables plus variable. And this one is going to be called fireball attributes, attributes like this.

And the data type or the rather the the variable type that I want to change this to if I come back over into my main editor and I come under blueprints, he neumes we got even I'm not neumes structs rather, is our str magic attributes. So if I double click on this, this is a variable type that I want to change it to str magic attributes because I want to get at these variables. So jumping back to our BP player, with our fireball attributes variable selected, I'm going to change that variable type to be I'll just do a search for Magic attributes and there is str magic attributes. And I do want to compile this so I can can set in some values here the name is going to be fireball the icon slate I'm going to expand out this triangle, put an image here and the image I want to put in is t underscore fireball that guy right there let's see the man Acosta, we can fiddle with these values later on, I'm just gonna leave it as a small value of five, the damage that this is gonna do, I'm gonna put 250 in the damage type I'm going to change to be you know what, I think I got our damage type wrong here back in this the struct variables let me go back into my struct magic attributes.

And I had this as a damage type. I'm going to change I'm going to do a search for damage type. And in here I'm going to choose classroom Friends I had object reference, we're going to go class reference. Then I'm going to save this. And now if I jump back to my BP player and I compile once again, you know my come under damage type here, I can now go like this. And I can choose my BP damage fire.

So the mistake that I made from earlier on just cleaning that up, here we are in our str magic attributes My bad. We want to change our damage type in the car magic attributes to be damage type. But it should be the class reference, not the object reference my bad on that one. So make sure you'd save that. Okay, now you can see that this is not in the right category. So I'm just going to drag and drop this above my fireball data to make sure that it's in my magic black fireball category, as you can see right here and I actually want my data deliv right above it just because I'm add like that.

So now that looks all nice and organized. So there are our fireball attributes that we want to live on our b p player. Now we need to create all these same variables for our electro spark black magic that we're going to be able to cast out. So we're going to take a little bit of a shortcut here I'm going to actually duplicate all these three variables right here, put them in their own categories and just swap out some of the information that is contained within them. So I'll select B has B magic fireball I'm going to hit Ctrl w on that and change this to be has be magic electro spark question mark and I'm just going to put this in a category of magic black, the electro spark like so. Okay, so with that done gonna take my fireball data here select that going to Ctrl W to duplicate that and this is simply going to be renamed electro spark data like so.

I'm going to move that down into here as well so it's in my black magic electro spark category. I will compile here because I'm going to change out the data associated with this some of this we can leave the same but some of it I do need to change so first thing we need to change is the text is going to be learned electro spark exclamation point okay and let's see what else we got going here. Let's uh, we got title description is obviously not going to be cast out of range firewall we will send set this up to be sends out an arc of electricity and all directions and arc of electricity in all directions. I'm not really sure that makes sense but we'll go with that. The input button is going to remain the same the skill icon however is going to be changed to T icon electro spark skill image is not going to remain the fireball is going to be t image electro Spark, I should go back to the skill icon I don't want it to be 512 by 512.

So make sure you change that to 202 hundred again, that's for the skill icon here, the skill image let's see I've got this set to be you know what I'm not so sure about these skill image sizes. So I might change those later on. In fact, I'm pretty sure I need to change those out. But we'll deal with that. When when we see those live in game. Otherwise for the 10th the skill border color tint and the skill font color tint we can Leave those be as they were before magic skill that is can also remain being checked.

Okay, I'm just gonna move this up into actually I'm gonna move this down rather into my list I'm gonna take my be has be magic electro Spark, move it above it just to have it nice and neatly organized. Okay, well more to do here. I'm going to select my fireball attributes and I'm going to duplicate this one by hitting Ctrl plus W and I'm going to be calling this electro spark attributes going to move this down into position like so. And with my electro sparks attributes, a variable selected I'm going to compile that so I can change out some of these obviously the name of this is not going to be fireball I'm gonna change that to be electrical Spark, the icon I'm gonna click this little Drop down that is not going to be t underscore fireball it is going to be well let's search for electro spark and it's going to be t underscore electro Spark, like so.

And for the manic cost, let's see what do we want to do for this one, I have it set to be 25. A little bit more than our fireball and the damage I'm going to set it to be 100 and the damage type is going to be B underscore damage lightning like so. I believe that's all we want to do for the time being let's Compile and Save and call this video wrap. We do have some more attributes I want to add for some black magic abilities that we're not actually going to hook up in full but to round out our menu screen we're going to want to add them but guys that will do it all for this video. We will see you in the next one.

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