WEBVTT

00:07.370 --> 00:07.820
All right.

00:07.820 --> 00:11.080
So we've got our ability and it's looking great.

00:11.090 --> 00:12.740
It's not functional.

00:12.740 --> 00:18.110
And really there are quite a few things we need to set in our class.

00:18.110 --> 00:20.990
Defaults for the electrocute ability.

00:21.020 --> 00:23.810
For one it doesn't have a damage effect class.

00:23.810 --> 00:26.270
Well we could just use GE damage.

00:26.300 --> 00:33.080
We're going to basically be using the system we set in place that can use GE damage.

00:33.080 --> 00:35.600
So that's what we're going to set for that.

00:35.630 --> 00:38.090
Now the damage type that's easy.

00:38.090 --> 00:41.690
We're going to set this to damage dot lightning.

00:42.530 --> 00:44.120
And for damage.

00:44.120 --> 00:47.870
We can set this to one and choose a curve table.

00:47.900 --> 00:56.030
CT damage will do, and this curve table has abilities that Firebolt melee ranged.

00:56.030 --> 00:56.600
Right.

00:56.600 --> 01:01.220
And I'm going to add a curve and rename the curve.

01:01.490 --> 01:05.870
And it's going to be abilities dot electrocute.

01:06.640 --> 01:09.100
Now for electrocute.

01:09.130 --> 01:11.220
I'm going to do what I did for Firebolt.

01:11.230 --> 01:18.400
Just put two keys and the top key can be at level 40 and we'll just use a curve.

01:18.430 --> 01:26.890
This makes development so much faster and easier than placing a key or specifying the amount of damage

01:26.890 --> 01:31.000
at each level, or each 5 or 10 levels.

01:31.000 --> 01:33.590
So in electrocute will add a key.

01:33.610 --> 01:35.320
We'll right click add a key.

01:35.350 --> 01:37.570
The first one will be at level one.

01:37.570 --> 01:42.670
And I think electrocute can cause maybe five damage.

01:42.820 --> 01:44.590
Actually I'm going to set it to one.

01:44.590 --> 01:46.260
And I'll tell you why in a second.

01:46.270 --> 01:53.290
And at level 40 we're going to set this value to 20.

01:53.320 --> 01:56.020
So relatively flat looking curve.

01:56.020 --> 01:58.420
And I'm going to make it an auto curve.

01:59.260 --> 01:59.800
Okay.

01:59.800 --> 02:01.690
I'm just going to leave it at that for now.

02:01.780 --> 02:08.950
And the reason I want the damage to be so low for this is that electrocute is going to apply damage

02:08.950 --> 02:10.060
rapidly.

02:10.090 --> 02:14.900
Like as we're doing this, as I'm holding this down.

02:14.920 --> 02:21.970
What I want to see is my mana steadily going down down down down, down as I'm holding it down.

02:21.970 --> 02:26.290
And I want to see their life, their health go down, down, down, down, down.

02:26.290 --> 02:29.920
So it's going to be like ten times a second or something.

02:29.920 --> 02:34.960
We're going to be applying a cost and causing damage.

02:34.960 --> 02:39.310
And so for that reason that amount of damage is going to be very low.

02:39.730 --> 02:41.740
So back to electrocute.

02:41.740 --> 02:46.360
Our damage can be set to the curve abilities electrocute.

02:46.480 --> 02:50.500
And we can see what that looks like at the various levels.

02:50.800 --> 02:55.060
Now debuff chance I don't have a debuff yet.

02:55.090 --> 02:56.530
We're going to have one.

02:56.530 --> 03:00.710
But until then we don't need to worry about debuff chance.

03:00.730 --> 03:02.920
We're going to set it to zero for now.

03:03.250 --> 03:03.760
Death.

03:03.760 --> 03:04.180
Impulse.

03:04.180 --> 03:05.890
Magnitude and knockback.

03:05.890 --> 03:06.250
Force.

03:06.250 --> 03:10.910
Magnitude can be left as is and I'm going to leave knockback chance at zero.

03:10.930 --> 03:15.100
In fact, I don't even want this to be an ability that has knockback.

03:15.770 --> 03:20.750
Okay, now we need to think about cost and cooldown.

03:21.110 --> 03:27.800
So as we scroll down in our defaults, we see that we have some ability tags.

03:27.800 --> 03:29.540
We've taken care of that.

03:29.960 --> 03:34.290
I also see that my instancing policy is instance per execution.

03:34.310 --> 03:37.550
We could actually use instance per actor for this.

03:37.550 --> 03:42.530
And every time I change that, I go and test it out and make sure it looks like it's working.

03:43.910 --> 03:46.040
Including in multiplayer.

03:49.710 --> 03:50.880
And it looks fine.

03:56.530 --> 04:01.000
Now we can go all the way down to costs and cooldowns.

04:01.360 --> 04:02.710
Now for cost.

04:02.710 --> 04:08.170
The cost gameplay effect class is going to be a gameplay effect we create.

04:08.260 --> 04:13.810
I'm going to put it in the same folder as electrocute, so we'll make a new blueprint class.

04:13.810 --> 04:15.160
We'll call this.

04:15.190 --> 04:17.290
This will be a gameplay effect.

04:20.240 --> 04:24.860
And this will be g cost electrocute.

04:27.900 --> 04:31.080
Now all we need to do is scroll all the way down.

04:31.080 --> 04:37.200
We can leave it at instant and add a single modifier and for our cost.

04:37.840 --> 04:39.730
We're going to choose the attribute.

04:39.730 --> 04:40.750
It's going to be mana.

04:40.780 --> 04:47.680
Of course the modifier op will be add and scalable float magnitude will be negative one.

04:47.800 --> 04:49.540
And we can use a curve table.

04:49.540 --> 04:51.280
We have CT cost.

04:51.310 --> 04:54.220
Now we're going to need a curve for this spell.

04:54.400 --> 05:01.210
We have Firebolt and Firebolt is it looks like a step curve isn't it.

05:01.630 --> 05:06.040
So really not looking forward to adding ten values in.

05:06.040 --> 05:06.940
But we'll do it.

05:06.940 --> 05:08.560
We'll add a curve.

05:08.590 --> 05:14.290
We'll rename the curve to lightning Dot electrocute.

05:14.740 --> 05:17.560
And I'll just go ahead and put some values.

05:17.560 --> 05:19.150
I'm going to make this really cheap.

05:19.150 --> 05:25.900
At first we'll go 11.51.75.

05:26.660 --> 05:27.500
To.

05:28.500 --> 05:31.050
2.53.

05:31.380 --> 05:33.420
3.75.

05:33.570 --> 05:35.250
4.5.

05:35.730 --> 05:37.730
5.75.

05:38.490 --> 05:39.960
And seven.

05:40.500 --> 05:41.460
All right.

05:42.010 --> 05:46.990
Now again, these are low values because our manna will be spent very rapidly.

05:47.230 --> 05:53.980
So now that we have that curve we can go back to GE cost electrocute, select lightning electrocute

05:53.980 --> 05:55.000
for the curve.

05:55.640 --> 05:56.330
Cool.

05:56.540 --> 05:59.000
So with that we have a cast.

05:59.090 --> 06:01.040
Now we need a cooldown.

06:01.040 --> 06:04.660
Now the cooldown is going to be constant.

06:04.670 --> 06:07.460
I don't have a curve table for my cooldowns.

06:07.460 --> 06:10.700
You might, and if you do, that's totally fine.

06:11.690 --> 06:15.710
So I'm going to browse back and make another blueprint.

06:15.800 --> 06:17.420
Gameplay effect.

06:19.710 --> 06:21.470
We'll choose gameplay effect.

06:21.500 --> 06:23.180
Call this g e.

06:24.350 --> 06:25.400
Cool down.

06:26.000 --> 06:31.250
Electrocute and the electrocute can have a cooldown.

06:32.430 --> 06:35.790
And that means it needs to have a duration.

06:36.440 --> 06:41.690
And the duration magnitude for now is just going to be one second.

06:42.080 --> 06:48.890
Now we can't forget with cooldown gameplay effects we have to add an added tag.

06:48.920 --> 06:52.520
We need a cooldown tag for this ability.

06:52.550 --> 06:58.190
So that means we have to add one into project settings gameplay tags.

06:59.390 --> 07:00.890
We'll add a cooldown tag.

07:00.890 --> 07:02.540
Cooldown dot.

07:02.840 --> 07:04.070
Electrocute.

07:06.470 --> 07:11.570
And we'll add that to our cooldown gameplay effect in our granted tags.

07:12.640 --> 07:14.200
Cool down dot.

07:14.960 --> 07:15.740
Electrocute.

07:15.740 --> 07:17.560
Actually, it should have been cooldown.

07:17.790 --> 07:19.760
Lightning electrocute.

07:19.760 --> 07:23.120
So I can just go ahead and fix that.

07:24.660 --> 07:27.120
I can delete that tag.

07:27.730 --> 07:37.930
And we'll go with cool down dot lightning dot electrocute and we'll use that.

07:37.960 --> 07:42.900
So here in cool Down electrocute we'll add that to the granted tags.

07:42.910 --> 07:45.280
Cooldown dot lightning dot electrocute.

07:45.490 --> 07:48.670
And with that we have a cooldown effect.

07:48.670 --> 07:52.870
And we can go back to our Gar electrocute.

07:53.380 --> 07:56.710
And we can set our cost and our cooldown gameplay effects.

07:56.800 --> 07:59.440
For cost, I'm going to use g e.

08:00.470 --> 08:00.980
Cost.

08:00.980 --> 08:03.040
Electrocute and for cooldown.

08:03.890 --> 08:05.000
Cooldown.

08:05.910 --> 08:06.840
Electrocute.

08:09.000 --> 08:10.560
And I'm going to save all.

08:11.860 --> 08:15.950
And now we have a cost cooldown in damage.

08:15.970 --> 08:21.880
Now, that doesn't mean anything is going to change, because we're not applying damage and we're not

08:21.880 --> 08:23.740
committing our cost and cooldown.

08:23.740 --> 08:25.870
So really, nothing has changed.

08:25.870 --> 08:29.920
We can still do this infinitely and we'll never cause damage.

08:29.920 --> 08:38.380
But now we're set up to start actually committing our cost and cooldown and applying a damage gameplay

08:38.380 --> 08:38.950
effect.

08:38.950 --> 08:40.900
And we'll do that in the videos to come.

08:40.900 --> 08:44.170
So I'm going to close out of project settings.

08:44.170 --> 08:49.810
I don't need my gameplay queue or my curve tables, or my cost and cooldown effects.

08:49.810 --> 08:53.170
I'm done with those and we'll continue in the next video.

08:53.200 --> 08:54.130
I'll see you soon.
