Dev Kit Tutorial – Create a magic/spell (Group Blind)

Last Updated On May 05, 2018
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Create a Light magic, and blind all the characters within the blast radius, and draining their mana

  1. Create a new folder, TestBlindMagic under”..\Game\Mods\MyMod\”
  2. Copy the below blueprints to folder, TestBlindMagic, and rename (you can use references to search for blueprints that are to be copied)
    1. Staff Head Blueprint:
      1. DAL_PrimalItemAmmo_StaffHead_Fireball_Level1 → PrimalItemAmmo_StaffHead_TestMagic
    2. Staff Head crafting Blueprint:
      1. DAL_EngramEntry_StaffHead_FireBall_Level1 → EngramEntry_StaffHead_TestMagic
    3. Staff Head Weapon Blueprint:
      1. WeapStaff_Short_Fireball_Level1 → WeapStaff_Short_TestMagic
    4. Projectile Blueprint:
      1. DAL_Proj_Short_Fireball_Level1 → Proj_Short_TestMagic
    5. Blast/Explosion Emitter:
      1. FireBallImpactBreakEmitter → TestMagicImpactBreakEmitter
    6. VFX files:
      1. DAL_Special_LightElemental_Attack2 → TestMagic_Explosion
    7. Material files for screen effects:
      1. MI_Scene_DiloPoison → MI_Scene_Blind
      2. M_Scene_DiloPoison → M_Scene_Blind
    8. Damage Type Blueprint:
      1. DmgType_ProjectileFireballWithImpactlevel1 → DmgType_ProjectileTestMagic
    9. buff Blueprint:
      1. Buff_Fireball_level1 → Buff_TestMagic
    10. Configure MyMod_GameDataPlus_BP
      1. Tech Tree Manager —- Mod Tech Tree Array —- Skill Columns —- 0 —- Skills:
      2. 0:
        1. Skill Name: Knowledge name, fill in “ModMagic”
        2. Icon Image —-Image: reference techtree_icon_staff
  • Skill Description: Knowledge description, fill in “Test Magic”
  1. Skill Type: select unknown
  2. Skill Source Descriptions
    1. 0: fill in “Level Up”
  3. Skill Ranks
  • 0:
    1. Experience Needed: required Knowledge exp for unlocking, 0 means no exp needed for unlocking; fill in “0”
    2. Level Requirement: character level required for unlocking; fill in “5”
    3. Skill Rank Rewards:
    4. 0
      1. Engram Blueprint Classes:unlocking the knowledge will grant the Engram/recipe; reference EngramEntry_StaffHead_TestMagic
    5. _IndexID(Mods ID must in limti:’800-1000′): Knowledge ID should not conflict with other Knowledge ID, fill in “801”
    6. _IsNeedExp: unchecked, meaning false
    7. _NeedOwnTech: leave blank
    8. _SourceDescriptionInfo
      1. 0: fill in “Level up to 5”
    9. Technic Tree Stat Add Value: character stat increase after unlocking the Knowledge.
    10. 0
      1. Property Type: select “Mind”
      2. Modify Type: Modify Max Value Add
      3. Initial Value Constant: fill in “50”
      4. Display as Percent:不打勾false
    11. Configure the EngramEntry_StaffHead_TestMagic blueprint
      1. Blue Print Entry: item blueprint, reference PrimalItemAmmo_StaffHead_TestMagic
      2. Engram Descriptive Name: Description; fill in “My TestMagic Staff Head”
      3. Engram Icon: icon; referenc Icon_Elementtower_LightLine
    12. Configure PrimalItemAmmo_StaffHead_TestMagic blueprint
      1. Allow Technic ID: fill in “-1″(available without having to unlock any knowledge)
      2. Ammo Blank Weapon Template: reference WeapStaff_Short_TestMagic
      3. Item Icon: icon reference Icon_Elementtower_LightLine
      4. Base Crafting Resource Requirements: material needed for crafting
        1. DAL_PrimalItemResource_Wood * 1
        2. DAL_PrimalItemConsumable_MagicFruit * 1
      5. Make and Repair Add Technic Exp Config: craftingf and repairing this item will increase Knowledge exp; you can leave blank
      6. task related: fill in “0” for all of them (quest-related)
    13. Configure WeapStaff_Short_TestMagic blueprint
      1. Fire Anim: casting animation, reference TPV_Human_M_Staff_MagicAttack_Disguise_Montage
      2. Weapon Ammo Item Template: corresponding Staff Head blueprint, reference PrimalItemAmmo_StaffHead_TestMagic
      3. Per Lost Mind: Mind consumption update, fill in “5”
      4. Crystal Durability Cost to Per Shoot: Staff Head duration cost, fill in “1”
      5. Time Between Shots: interval between casting, fill in “3”
      6. Projectile Class: corresponding projectile blueprint, reference Proj_Short_TestMagic
      7. In Components
        1. Fire complonenet will be renamed to BlindMagicHead
        2. BlindMagicHead—-Particles—-Template: Staff Head vfx, reference Staff_head_Crystal_0001_Gaia
      8. Configure Proj_Short_TestMagic blueprint
        1. Initial Speed: flying speed, fill in “1000”
        2. Max Speed: max falling speed, fill in “0”
        3. Sphere Radius: sphere collision check radius, fill in “14”
        4. Max Distance During Life: max firing range, fill in “3000”
        5. Explosion Emitter: explosion emitter, reference TestMagicImpactBreakEmitter
        6. Projectile Life: projectile duration, fill in “3”
        7. Explode on Life Time End: projectile explodes at the end of duration, true
        8. Explosion Damage: fill in “5”
        9. Explosion Impulse: explosion thrust, fill in “0”
        10. Explosion Radius: fill in “300”
        11. Direct Damage: fill in “0”
        12. Direct Impulse: direct thrust, fill in “0”
        13. Damage Type:引用DmgType_ProjectileTestMagic
        14. Direct Damage Type:引用DmgType_ProjectileTestMagic
        15. In Components
          1. Delete ChildProjectile component and Ice component
          2. Add Component —- Particle System
            1. Template: reference DAL_Special_LightElemental_Attack1
  • Rename FireBallLight to TestMagicLight
    1. Intensity: 15000
    2. Light Color: 255,204,15
    3. Attenuation Radius: 500
  1. Configure TestMagicImpactBreakEmitter blueprint
    1. Template:引用TestMagic_Explosion
    2. Modify TestMagic_Explosion:
      1. Set Emitter Delay in Required to “0”.
    3. Configure DmgType_ProjectileTestMagic blueprint
      1. Magic Damage Type: Light
      2. Buff to Give Victim Character: hit target will receive buff, reference Buff_TestMagic
    4. Configure Buff_TestMagic blueprint
      1. ParticleSystemComponent
        1. Location: Location offsets for vfx, fill in “0,0,0“
        2. Scale: vfx scaling, fill in “1,1,1”
      2. Template: reference AnimalPartical_FairyDragon_Attack
      3. Instigator Attachment Socket: vfx to be attached to which socket on the character; fill in “floatingHUDSocket”
      4. Deactivate After Time: buff duration, fill in “10”
      5. Character Status Value Modifiers
        1. Value Type: select Mind
        2. Damage Multiplier Amount to Add: fill in “-40”
      6. Buff Description: buff icon and buff description, etc.
        1. Modifier Icon: reference illustrated_elite_creature(this is a random choice)
        2. Modifier Name: fill in “Blinded!”
        3. Modifier Description: fill in “You’re blinded!”
  1. Buff Post Process Effect. reference MI_Scene_Blind
    1. In, MyMod_GameData_BP – Additional Buff Post Process Effects, add reference to MI_Scene_Blind
    2. In MI_Scene_Blind – Parent, reference M_Scene_Blind
    3. M_Scene_Blind. the color indicated in the circle is golden.