Welcome back. Once again, everyone, I am temporarily back in my older version of this project that I created in preparation for this course. The reason I'm here is to show you exactly what we are looking to do once again, seeing is believing, right so in this video, our goal is to create the enumerators and struct assets needed for the skills our player will soon acquire. Now these assets will provide important data about each skill, such as its name, its associated image, its man, ACOs, etc, in order for us to build out our skill system, so again, laying down some more groundwork for what's to come. Now what I'm talking about here is if I jump in and play, I'm gonna interact with some of these pedestals and as I interact with this one, I'm gonna gain the electoral spark ability. Now you can see on this Sort of pop up screen that appears we collect that ability there's a man a cost associated with this skill to use it there is a text description for example I'm just gonna collect a few of these I'm not gonna I'm not gonna stop the video for each one of these.
So man Acosta scription man, Acosta scription Okay, got a few these, right? Okay, and when I bring on the screen where we can change out some of these abilities right up here in the upper left portion of our HUD is what ability we have slotted in for our white magic ability slot in our black magic abilities slot. So I can bring up this menu screen right and here it shows the name of each ability, how much each cost in terms of manna that's for our black magic, right? And also for our white magic I can bring up on that and it shows things like the name, the man ACOs and for the black magic We also have to consider like how much damage each things each thing does. So the idea in this video is we're going to build out some of the data structures for all that.
So, with that known, I'm going to jump out of this project and jump back into our current version of the project so we can get started. I'll see you over there. Alright guys, we are back in our project that we were working on previously. And if you notice I'm in my content Metroidvania blueprint neumes folder. And inside of here is where we're going to be adding our first enumeration assets now, he neumes or enumerators for long e neumes. For short, they allow you to access your own custom lists of settings or states.
So what I'm going to use these for is to create a list of display names for things like our white magic and our black magic. So in this folder, I'm going to right click. I'm going to come under a blueprints right here and right in this little flyout We've got this enumeration option. So go ahead and select that. And this first one, I'm just gonna call it E for enumeration underscore be magic that I'm going to double click on this guy to open them up. And this is where we can create our list of names.
So, right along the top here, where it says numerators way over to the right, you've got this new button. I'm going to click that five times 1234 and five. And then I'm going to list My names over here on the left hand side. First Name is going to be none. Second name, I'm going to change to be fireball. Third name will be electro Spark.
Fourth name will be blood lust. Now blood lust is not an actual skill that we're going to implement but I just wanted to fill out our screen with some our black magic selection screen with some sort of dummy skills. And then last one is going to be another dummy skill it's not actually going to be hooked up it's gonna be called arctic blast our Arctic Arctic. You know what, let me check on the spelling of that one between some videos here but I think actually I think that's supposed to be arc dick blast. arctic blast I think that looks more correct. gonna hit Save right there that's going to be our list of names for our black magic skills.
Next I'm going to come back to our content browser. I'm going to right click once again here in some empty space, we're going to come under blueprints, enumeration, and this next one, we're going to call it e underscore w magic for our white magic skills. Double click on this guy to open it up. And just like we did before, I'm going to click this new button 1234 and five times and our names here are going to be None. Next one is going to be Lens of Truth. That's going to be the ability that allows me to see hidden passages or hidden platforms.
Next one is going to be called mist where we are going to be able to transform into mist and pass through gates. Next one is going to be called shield. This is not going to be an ability that we're going to create but it's just going to be a dummy skill to help fill out or white magic selection screen and the next one is going to be called time slow that also will not be a skill that we hook up but in the interest of making a fully fleshed out white magic selection screen, that one will be there as well. Okay, I will hit Save with that. And then we can exit out of each of those created enumerations. One more enumeration that I would like to create down here, right click blueprints.
Enumeration I'm going to call this one e underscore skills. So this is going to be a list of all the different skill names that we will implement within one enumerated list. So double click on this guy gonna dock it across the top and I am going to click on the New button 123456 and seven times. First display name will be a nun. Second display name will be double jump, third display name we will change to be back BAC dash. Next display name will be changed to be fireball next one will be electro Spark.
Next one we will change to be Lens of Truth and the last display name We'll be changed to mist. Let's go ahead and save that guy. Now as a note, we will be using these lists later on to instruct our project the magic lists are going to instruct our game with magical skills the player has slotted the elements list or rather the skills list will be referenced to modify the amount of data sorry if we are not going to create an elements list, nevermind, strike that last one. Okay, so with all those finished, we're going to create a few more asset types here. So we've got three enumerations. Next, I'm going to jump on over to a nother created folder.
Now this newly created folder can be created inside of our Metroidvania Blueprints folder. So I'm just going to right click right here on our Blueprints folder. Going to create a new folder. This one is going to be called damage types. We're going to be creating a new type of blueprint here called damaged types. And this is gonna be coming into play further on down the road when we create some of our black magic skills to damage a dummy enemy, if you will.
So we're going to build that out now just so it's all in place. And to do this inside of this folder, we're going to right click, going to choose a new blueprint class, and it's not one of these common classes, you got to search for it in the search bar down here. So if you do a search for damage type, there is the guide that you are looking for select that and then select this green button. This first one I am going to call b, p underscore damage underscore fire. And then with that selected, I'm just gonna do Ctrl plus W to duplicate it. And I'm gonna call this next one BP damage.
Lightning. I'm gonna have one fireball style attack. So that's going to be the fire one obviously and then we're going to we're going to have Another black magic skill called electro Spark, and that's going to be lightning. Now, I'm not going to be doing anything within these for the time being. So I'm just gonna save these. Again, this is laying some groundwork for what is to come with that out of the way, we can move on over to our structs folder.
And inside of our blueprints structs folder, we're going to be creating something known as a structure asset. Now, a struct or structure or rather, it's known as a struct for short is a collection of different types of data that are related and held together for easy access. You can think of a struct as I heard it referred to as a bucket that holds other variables inside of it. So think of it like that a a bucket that holds a collection of variables. Alright, so we're going to create a struct variable to hold all the attributes related to our magic skills. So inside of here, we're going to run Click, come under blueprints.
And in this little flyout menu, we've got a structure that we can create. And I'm going to name this first one str underscore, skill, data. And then I'm going to double click on this guy to open them up. And if you remember when I was in my older course in preparation for this one where I was interacting with those different skill altars that we could obtain those skills from. As soon as I obtained one of those skills, there was a Widget Blueprint that appeared on the screen that gave some information about the scale that we obtained, like double jump, and then it gave a text description, all this kind of stuff. Well, we need to pull that data from somewhere, we're going to be pulling it from this struct.
So what we got here is some structs that we can name and then assign a variable type to them. So this first one I'm going to call title, ti t l, e, and I'm going to change the variable type, just Lie this on over to be a text variable right there. I'm going to pull this down a little bit because I'm going to be adding a few more variables here, click this new variable button. This next one will be called the scription. This will also be a text variable, another new variable, this one will be called input button. And this is going to be a slight brush, variable type.
So if you just do search for slate, it'll whittle it down and that's the one you're looking for right there a slate brush. Let's do another new variable this one will be called skill icon. That will also be a slight brush. Another new variable this one will be called skill image which is going to be a little bit different from the icon. That will also be a slight brush. Let's do another new variable.
This one will be skill border color. This will be a slate brush as well. Then we're going to do another new variable. This one is going to be skill font color. gonna change this one to be a slate color. So I'm gonna select here and we're gonna change this to be slate color right there.
All right, and actually skill border color. Um, do you know what I'm gonna leave that as slate brush for now I can't remember if we need that to be a brush or a color I want to say it was color but my notes are saying brush right now so I'm just gonna leave it be for the time being. And then we're going to add one more new variable here. This one is going to To be magic skill. And I'm going to put a question mark at the end of this because this is going to be a boolean variable with all of our skill types. Most of them will be magic skills, we're going to have a skill called Miss where we can transform into mist, and another one called Lens of Truth, those are going to be white magic skills.
We're going to have our fireball and our electro spark offensive, black magic skills, those are going to be considered magic skills. However, our back dash and our double jump skills are not going to be considered magic skills. And depending on if it is a magic skill or not on it may cost manna which magic skills will whereas non magic skills like double jump and our back dash will not. Okay, that is going to be enough for that struct. So I'm just gonna save this one, and we can exit on out of here. Then I'm going to create a New struct in the same folder, get a right click here.
Come under blueprints flyout menu, select that structure. This one is going to be called str short for structure, magic attributes. So this structure is going to contain all of the data, the attributes for our various magic skills. So I'm going to double click on this guy. And this first one we are going to call name. This will be a text variable.
Next one new variable. I am going to call icon slate. This will be a slate brush. Another new variable this one we will call manna costs cost. And I'm gonna make this a float variable And I'm gonna peel this down because there's two more I'm going to create here, another new variable, this one is going to be for damage. And I am going to leave that as a float variable type as well.
Then we're going to do one more new variable here and this one is going to be called damage type. And this is going to be set to a damage type. When you whittle it down to damage type, and you select over damage, it is going to give you a little flyout menu here you want to choose the object reference. So choose object reference for now, and we're gonna hit save, and we can exit out of here. So we're soon going to create some variables of this variable type right here in our BP player in order to determine attributes about our specific magic skills that is to come, but we have some of that groundwork in place. For what is to come So guys, that will do it all for this video.
We will see you in the next one