WEBVTT

00:06.880 --> 00:07.980
Welcome back.

00:07.990 --> 00:15.580
Now I'm here in my content folder in Blueprints Ability system, gameplay effects, default attributes.

00:15.610 --> 00:22.360
Now these are default attributes used by aura, but we're going to want default attributes used by our

00:22.360 --> 00:23.800
enemies as well.

00:23.800 --> 00:31.120
So to make sure we know which ones are which, I'm going to make a new folder called Aura and I'm going

00:31.120 --> 00:39.100
to take auras gameplay effects and move them into the aura folder clicking move here and now I can make

00:39.100 --> 00:45.310
a new folder called Enemy and this can be for the enemy gameplay effects.

00:45.460 --> 00:49.750
Now here we can create our primary attribute gameplay effects.

00:49.870 --> 00:56.320
I'm just going to create a primary attribute gameplay effect for each of our classes, so I'm going

00:56.320 --> 00:58.030
to search for gameplay effect.

00:59.990 --> 01:08.780
And this will be GE underscore and we're going to call this primary attributes underscore elementalist

01:10.130 --> 01:13.790
and I'll create one for the other classes as well.

01:14.180 --> 01:15.950
So gameplay effect.

01:17.330 --> 01:27.020
This will be g primary attributes warrior and we'll have another one.

01:29.280 --> 01:31.200
Selecting gameplay effect.

01:31.490 --> 01:32.400
Gee.

01:32.820 --> 01:36.900
Primary attributes.

01:38.100 --> 01:39.120
Ranger.

01:40.410 --> 01:42.420
So we have one for each class.

01:42.570 --> 01:50.070
Now the secondary attribute gameplay effect could really just be the same one shared among all classes.

01:50.070 --> 01:56.350
Unless you want to tweak those coefficients in the calculations made by the modifiers.

01:56.370 --> 01:59.100
And the same goes for the vital attributes as well.

01:59.100 --> 02:05.100
So if we go back out and look at Aura and we have aura secondary attributes, we'll see that we have

02:05.100 --> 02:13.140
all these relationships mapped out and coefficients and pre and post multiply additive values are set

02:13.140 --> 02:14.850
for our derived attributes.

02:14.850 --> 02:18.330
Armor is related to resilience with these attributes.

02:18.360 --> 02:23.520
Now, if you want this to be different for each character class, then you could go and make a secondary

02:23.520 --> 02:26.030
attributes gameplay effect for each class.

02:26.040 --> 02:32.730
If you don't want to do that, however, we could share the same secondary attribute class among all

02:32.730 --> 02:35.640
classes, including with Aura.

02:35.910 --> 02:44.350
So what we could do is rename Aura secondary attributes and we can just simply call this G secondary

02:44.350 --> 02:47.680
attributes and share this among all classes.

02:47.680 --> 02:49.570
That's going to save a lot of time.

02:49.570 --> 02:54.340
If you don't want to go and map out these coefficients per character class.

02:54.340 --> 03:01.810
But in an RPG game, you may very well want to do this, have different coefficients for each class

03:01.810 --> 03:06.010
and have them change differently, even use curve tables for each of them.

03:06.010 --> 03:07.410
That's up to you.

03:07.420 --> 03:14.500
I'd like to save some time and use the same relationships between our attributes for all classes, and

03:14.500 --> 03:16.030
we can do the same thing for vitals.

03:16.030 --> 03:22.930
So I'm going to rename this gameplay effect from Aura Vital attributes to just G vital attributes.

03:22.930 --> 03:29.020
And these can be shared and I can take these both and move them out to default attributes.

03:29.740 --> 03:30.990
And move here.

03:31.000 --> 03:37.480
So now these can be shared among all classes and that includes the enemies.

03:37.720 --> 03:42.780
And now that we have some gameplay effects, we can set those in our character class info.

03:42.790 --> 03:51.100
So for the primary attributes under Ranger, I'm going to expand this and use GE primary attributes.

03:51.100 --> 03:58.540
Ranger We'll use primary attributes Warrior for the Warrior and primary attributes Elementalist for

03:58.540 --> 04:07.420
the Elementalist and secondary attributes can be GE secondary attributes and vital can be GE vital attributes,

04:07.660 --> 04:10.420
and those will be shared among all enemies.

04:10.960 --> 04:11.830
Excellent.

04:11.860 --> 04:14.620
Now these are empty gameplay effects.

04:14.620 --> 04:20.020
Aside from secondary and vital, those are shared among all characters, including Aura.

04:20.170 --> 04:25.630
But we're going to need to add some modifiers to these gameplay effects and we'll do that next.

04:25.630 --> 04:28.060
So great job and I'll see you soon.
