Skill Acquire - Skill Attributes #1

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Transcript

All right, welcome back everyone in this video, our goal is to create some skill related variables inside of our BP player, so that our player character knows what skills they have and whether or not they're allowed to perform a certain move yet or not. So we just did a lot of prep work creating a few structures, some enumerators, etc. Now it's time to put some of that stuff to work. And I'm going to start off in our blueprints, characters, our BP player asset, that's the guy you're looking for, or the girl I should say you're looking for right there. Double click on your BP player to open her up. A lot of variables we're going to be creating in this one and we will be setting some of these variables to contain some data that is going to be important to us down the road.

We're going to create four very Right away. Um, so most of our work in this section, or this video rather is going to be taking place in this variables section down here. So I'm just going to pull this up a little bit to give ourselves a little bit more room. And right away, I'm going to create a brand new variable. Right here, click that plus variable button. And I'm going to call this first one be magic, slotted, like so.

And over in the Details panel, I'm going to set our variable type here to be, let's do a search for that enumerator we just created. It's going to be called Eve, underscore be magic right there the E be magic. Okay, the category that I want this to live in, I'm going to be categorizing a lot of our variables here for easier organizational purposes. I'm going to select honor category and then drag and I'm going to type in a category known as Player info Okay, it says given a default value by please compiling the blueprint, if I compile this, you can see I could click this little drop down menu and now I can pick from those different values that I put in our enumerated list here I put in the labels of fireball, electro spark bloodlust and arctic blast. I'm going to leave this as none for now because later on in the course is where we are actually going to set this variable I am fine with this being none for now.

Okay, with this variable created, I'm just going to select it. Make sure it's like yellow, you know, highlighted like that. Then I'm going to then I'm going to do Ctrl W to duplicate it. But this variable I'm going to call w magic slotted that's white magic slotted and the only thing I need to change about this one is the variable type is not going to be e a b magic. It is going to be E dough. You magic, the white magic.

So now if I was to compile this, you can see here in the little drop down list, I can choose from the different labels that I put in my IE white magic enumerator. Okay? I'm fine with that set to none for the time being. Okay, next variable i will be creating by clicking on this plus variable button over here. I'm going to call this one skill acquired. And with that selected over in the Details panel, I'm going to change the variable type here to be another enumerator.

It is our E skills enumerator. Okay, I'm going to put this in our category of player info as well. And you can see that it is categorizing them all into this player info category. And here too, if I was to compile in the default value I could see all of my different skills that I could assign here. I am fine with this being known for the time being as well. Okay, gonna add another variable, click on this plus variable button.

This one is going to be called a, b, w magic. Ready? Question mark. And you can tell by that question mark I'm going to change this variable type to be a boolean variable type. And I'm going to actually leave a tool tip for ourselves here tooltip I'm gonna leave for this one is going to be messages are white magic menu to indicate if white magic is ready to be cast. So our white magic is going to have I'll say cast or not, our white magic is going to have a cooldown timer associated with it once it's activated.

So this Boolean is going to be turned true or false based On that kind of thing. Okay, so I'm going to also put this in the category of player info. And I'm going to compile here and by default, I am going to say yes, the white magic is ready. So make sure you check that guy as well. Okay, now I want to create some more variables here quite a few more to create, in fact, going to come under my variables plus variable button. This one is going to be called be has double jump.

Question mark. This is going to be a boolean variable. However, I am going to put this into its own category. So come under category, let's overwrite this default text to be skill. Dash, double jump, like so. I will actually leave a tool tip for this as well and I'll have this say sets True when interacting with appropriate BGP, so when we interact with the, the pedestal the altar, if you will, that grants the double jump ability, this is going to be set to true.

So if I compile this again, I want this default value to be false. Okay, and you can see we've got a new skill category right down here for double jump. Okay, um, next one I would like to add is do let's see, oh yes, this is gonna be a big one new variable. Let's click this plus variable button. This one is going to be called double jump, data. Hit enter on this guy.

And if we come over to the Details panel, this variable type is Going to be that struct variable that we created earlier on. So if I just do a search for its str, underscore, or just struct, let's come under do what did we call that struct? There it is. str skill data. That's the one we're looking for. So it's under structure, str skill data.

So if we set that, and we compile this blueprint, and we expand out this triangle right here, we can see we can input all this data for our double jump things such as the skill icon, input button, etc. In fact, we are going to populate this with some default values right now. So the title of this and again, this is all going to be data that shows up when we first acquire the skill, that little pop up screen that you saw that said like learn double jump, and then it gave a description as to what it does and what button you need to push to actually use the scale that kind of thing. So I'm going to input the title here as learned. Double Jump. And maybe after this video jump back into the old project just so you can see all this text coming to the screen.

The description here, I'm going to say, allows a second jump. I'll not capitalize, jump jump, while character is airborne. I'm not sure if airborne is one or two words, but we'll say it's one word here, our input buttons so we've got some more triangles here to expand out our input button the image for this I am going to select route, release my click and I'm going to do a search for t underscore button a. So I'm going to slot that in right there. All right in his dough tile, the skill icon that I want to slot in for If I select hold down my left click and release. Here, I'm going to be looking for icon underscore double jump.

So you can see all these assets that we imported earlier, they're coming into play now. So there's our skill icon. That's the icon that's actually going to appear on the pedestals well, but we will also see it in that little pop up image, letting us know about the skill that we've acquired our skill image coming down here, I'm going to change our skill image. This is kind of going to be the preview image as to what this skill does. I'm gonna left click hold left click release. Here's why I'm going to be slotting in our image underscore double jump.

Right there, you can kind of see a little thumbnail image as to what that image is gonna look like. Then, um, I am you know, I may I may change up our image size here a little bit as well. I believe I had some specific settings for this. But if this is not looking quite right, this image size that's here by default, we may go back and change this later on. Okay, so for our skill border color, I'm going to select this, I'm going to open up this little drop down triangle. I have some tense settings in mind here.

So we're going to come under skill border color intent. And I'm going to change the value here to be point one five, the G value to be point one five in the B value to be zero. So we're going to have some elements in that little pop up that appears telling us about our skill. And it's going to have sort of this yellowish, goldish border color on some of the elements that appear on the screen. The value we can leave here as one and then the skill font color, I'm going to want to be similar. So what I'm going to do here is I'm going to select this skill border color tint.

I'm going to Select this little color bar right here. And I'm going to save this to our color picker up here. So our skill font color, gonna expand that out, select this color bar right here, and there is my save color. So I can just slot that in there right away. So this is not going to be a magic seal. So I'm gonna leave that unchecked.

And with that, let me just double check over everything in this particular variable here to make sure we are happy with everything. For starters, I should put this in the same category that I just created for our skill double job. So I'm going to come under category and go skill double jump, so that's going to be contained in that category. And then let me just re expand out all these triangles. You know what our skill icon image size here that is going to be pretty large. If I do recall, I did set these image sizes appropriately for the screen.

So I'm going to set my x value here under the T icon double jump image size for x 201. Why 200 we may go back and alter that, but I think that that is going to be what we desire there. And then our skill image here, I am going to set our x to be a value of 516. And our y is going to be 363. Gonna shape it up, you can sort of see how it shaped it up just a tiny bit there in this smaller preview window, so go with that for the time being if we need to make some adjustments to that later on, that is going to be fine. So that's going to do it all for those double jump variables a couple more to create before we wrap this one up.

Gonna come under the variable plus variable button. And actually instead of instead of clicking on these and creating these from scratch, let's do this. Let's duplicate some of these ones that we have already created. We're going to create a couple of variables for our back data. So I'm going to select our B has double jump variable, select it right there. I'm going to do Ctrl plus W to duplicate it.

And this one I'm going to be calling B has back dash, like so. And I'm going to want to change its category. So not skilled double jump, I'm going to create a new category called skill. Back, dash. Okay, that's pretty good. And then let's select our double jump data variable, make sure it's yellow like that, then do Ctrl plus W to duplicate that, and we will call this back dash data.

The only other thing I want to do here is change out the category. I can select this drop down now to be skilled back dash. And I'm going to want to compile this because I'm going to want to change out our default values here. They copied over the double jump value. So let's change that. Those out right away and then call this video arap.

So what do I want to set onto this one? Well, let's see. I'm going to change this to learn. Back, back, dash. Let's make that learn back dash with an exclamation point, shall we? Because that's gonna make it a little bit more exciting right and for the description, we will say, character, rapid back dashes away from danger.

A nice ability also taken from Castlevania Symphony of the Night. gonna change the input button here, not from the A button. We're going to do this with the T button. Why? That's the image that we're going to associate with it anyways, the skill icon, we don't want the double jump icon, I'm going to select here, hold down my selection and I want the T icon back dash. For the image size for this, I'm going to change the skill icon once again to be let's go 200 by 200 200.

By 200. Skill image, we obviously do not want the double jump here, we want the T image back dash. And the x value I have is 531, the y value at 350. We'll leave it at that the skill border color and the skill font color that can remain the same as well because these are going to be considered movement skills. And this is just kind of the color that I'm associating with the movement skills. So with that pending no Eric that we made in setting these up.

Let me see I got a little exclamation point there. Let me see our double jump. We did do the exclamation point I learned double jump how consistent of me. Alright, with that, let's Compile and Save guys that is gonna do it all for this video. We got some more variables to create, but those are upcoming soon. See in the next video

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