WEBVTT

00:00.630 --> 00:02.760
Welcome to your next quest.

00:02.970 --> 00:09.610
Now we know that we need a damage curve, so we're going to add this to our CT damage curve table.

00:09.630 --> 00:14.070
So create a curve for ranged damage and choose values for that.

00:14.070 --> 00:19.020
And then after that, you can set the scalable float in the ranged attack ability.

00:19.020 --> 00:21.480
It has a map, right?

00:21.480 --> 00:25.470
Mapping damage types to those scalable floats.

00:25.470 --> 00:30.060
You're going to choose the correct damage type for this ranged attack.

00:30.060 --> 00:33.720
So pause the video and conquer this quest now.

00:36.840 --> 00:37.260
Okay.

00:37.260 --> 00:45.180
So I'm in my ranged attack and I know that my damage types needs a pair mapping from damage type to

00:45.180 --> 00:46.710
a scalable float.

00:46.740 --> 00:53.820
Now that means I need to find my CT damage curve table and that's going to be in Blueprint's ability

00:53.850 --> 00:55.200
system data.

00:55.230 --> 00:56.970
Here's CT damage.

00:56.970 --> 00:59.160
Now we have abilities Firebolt.

00:59.190 --> 01:06.810
We have abilities dot melee and we're going to add a new curve and rename this new curve to abilities.

01:07.790 --> 01:13.580
Dot ranged and we can right click and add a key and select that key.

01:13.610 --> 01:21.140
We can set its time value or in our case, level to one and we can choose how much damage a ranged attack

01:21.170 --> 01:21.860
should do.

01:21.860 --> 01:22.760
At level one.

01:22.760 --> 01:30.800
I'm going to choose 7.5 and I'll go ahead and just add another key and go straight up to level 40.

01:31.340 --> 01:38.000
And at level 40, I'm going to say we should do, let's say, 35 damage.

01:38.000 --> 01:40.580
And here's a linear curve.

01:40.610 --> 01:43.610
If we want, we can make it an auto curve.

01:43.610 --> 01:44.810
I'm going to do that.

01:44.810 --> 01:46.820
And why not?

01:46.820 --> 01:52.760
I think this looks like a perfectly fine trend for ranged attacks.

01:52.760 --> 01:59.720
So now that we have a curve in our damage, we can go back to our ranged attack gameplay ability to

01:59.720 --> 02:07.410
our damage types and add an element and choose what should our damage type be for a ranged attack.

02:07.410 --> 02:15.000
And of course, this is something we could parameterize, but I'm going to go to damage and physical.

02:15.000 --> 02:22.200
So our melee attack, if we take a look in our class defaults has damage dot physical as well.

02:22.200 --> 02:25.350
So the range attack can be physical.

02:25.350 --> 02:29.160
But what happens if they launch, say, a fire rock?

02:29.160 --> 02:29.570
Right.

02:29.580 --> 02:31.590
So that's something to keep in mind.

02:31.590 --> 02:32.070
Right now.

02:32.070 --> 02:33.360
It's just set to physical.

02:33.360 --> 02:39.480
We're going to take the value and put a one, but we do want to use CT damage as the curve table and

02:39.480 --> 02:46.290
select our abilities dot ranged and we can adjust the slider and see the values at various levels.

02:46.650 --> 02:47.160
Okay.

02:47.160 --> 02:49.890
So that takes care of our damage types.

02:49.890 --> 02:56.610
And we know now that if we spawn a projectile using our blueprint callable spawn projectile function,

02:56.610 --> 03:03.810
then our aura projectile spell is going to loop through that damage type map and assign tags set by

03:03.810 --> 03:11.700
color magnitudes in our gameplay effect spec for looking up that scalable float value at the abilities

03:11.700 --> 03:12.090
level.

03:12.090 --> 03:17.790
So it's all a nice tied together system that works just really well.

03:17.790 --> 03:21.330
And this is a testament to having a solid framework in place.

03:21.330 --> 03:27.240
So now that we're expanding on our game and adding more features, a lot of this stuff is just made

03:27.240 --> 03:27.720
for us.

03:27.720 --> 03:35.010
So we did a lot of the hard work up front and this is why gas is so powerful for RPGs.

03:35.250 --> 03:37.080
Okay, so that's the next step.

03:37.080 --> 03:40.650
But we have more steps in order to get this to work.

03:40.650 --> 03:44.970
And we'll continue with those in the next video.

03:45.090 --> 03:47.430
Great job and I'll see you soon.
