Last Updated On May 05, 2018
Create a Light magic, and blind all the characters within the blast radius, and draining their mana
- Create a new folder, TestBlindMagic under”..\Game\Mods\MyMod\”
- Copy the below blueprints to folder, TestBlindMagic, and rename (you can use references to search for blueprints that are to be copied)
- Staff Head Blueprint:
- DAL_PrimalItemAmmo_StaffHead_Fireball_Level1 → PrimalItemAmmo_StaffHead_TestMagic
- Staff Head crafting Blueprint:
- DAL_EngramEntry_StaffHead_FireBall_Level1 → EngramEntry_StaffHead_TestMagic
- Staff Head Weapon Blueprint:
- WeapStaff_Short_Fireball_Level1 → WeapStaff_Short_TestMagic
- Projectile Blueprint:
- DAL_Proj_Short_Fireball_Level1 → Proj_Short_TestMagic
- Blast/Explosion Emitter:
- FireBallImpactBreakEmitter → TestMagicImpactBreakEmitter
- VFX files:
- DAL_Special_LightElemental_Attack2 → TestMagic_Explosion
- Material files for screen effects:
- MI_Scene_DiloPoison → MI_Scene_Blind
- M_Scene_DiloPoison → M_Scene_Blind
- Damage Type Blueprint:
- DmgType_ProjectileFireballWithImpactlevel1 → DmgType_ProjectileTestMagic
- buff Blueprint:
- Buff_Fireball_level1 → Buff_TestMagic
- Configure MyMod_GameDataPlus_BP
- Tech Tree Manager —- Mod Tech Tree Array —- Skill Columns —- 0 —- Skills:
- 0:
- Skill Name: Knowledge name, fill in “ModMagic”
- Icon Image —-Image: reference techtree_icon_staff
- Staff Head Blueprint:
- Skill Description: Knowledge description, fill in “Test Magic”
- Skill Type: select unknown
- Skill Source Descriptions
- 0: fill in “Level Up”
- Skill Ranks
- 0:
- Experience Needed: required Knowledge exp for unlocking, 0 means no exp needed for unlocking; fill in “0”
- Level Requirement: character level required for unlocking; fill in “5”
- Skill Rank Rewards:
- 0
- Engram Blueprint Classes:unlocking the knowledge will grant the Engram/recipe; reference EngramEntry_StaffHead_TestMagic
- _IndexID(Mods ID must in limti:’800-1000′): Knowledge ID should not conflict with other Knowledge ID, fill in “801”
- _IsNeedExp: unchecked, meaning false
- _NeedOwnTech: leave blank
- _SourceDescriptionInfo
- 0: fill in “Level up to 5”
- Technic Tree Stat Add Value: character stat increase after unlocking the Knowledge.
- 0
- Property Type: select “Mind”
- Modify Type: Modify Max Value Add
- Initial Value Constant: fill in “50”
- Display as Percent:不打勾false
- Configure the EngramEntry_StaffHead_TestMagic blueprint
- Blue Print Entry: item blueprint, reference PrimalItemAmmo_StaffHead_TestMagic
- Engram Descriptive Name: Description; fill in “My TestMagic Staff Head”
- Engram Icon: icon; referenc Icon_Elementtower_LightLine
- Configure PrimalItemAmmo_StaffHead_TestMagic blueprint
- Allow Technic ID: fill in “-1″(available without having to unlock any knowledge)
- Ammo Blank Weapon Template: reference WeapStaff_Short_TestMagic
- Item Icon: icon reference Icon_Elementtower_LightLine
- Base Crafting Resource Requirements: material needed for crafting
- DAL_PrimalItemResource_Wood * 1
- DAL_PrimalItemConsumable_MagicFruit * 1
- Make and Repair Add Technic Exp Config: craftingf and repairing this item will increase Knowledge exp; you can leave blank
- task related: fill in “0” for all of them (quest-related)
- Configure WeapStaff_Short_TestMagic blueprint
- Fire Anim: casting animation, reference TPV_Human_M_Staff_MagicAttack_Disguise_Montage
- Weapon Ammo Item Template: corresponding Staff Head blueprint, reference PrimalItemAmmo_StaffHead_TestMagic
- Per Lost Mind: Mind consumption update, fill in “5”
- Crystal Durability Cost to Per Shoot: Staff Head duration cost, fill in “1”
- Time Between Shots: interval between casting, fill in “3”
- Projectile Class: corresponding projectile blueprint, reference Proj_Short_TestMagic
- In Components
- Fire complonenet will be renamed to BlindMagicHead
- BlindMagicHead—-Particles—-Template: Staff Head vfx, reference Staff_head_Crystal_0001_Gaia
- Configure Proj_Short_TestMagic blueprint
- Initial Speed: flying speed, fill in “1000”
- Max Speed: max falling speed, fill in “0”
- Sphere Radius: sphere collision check radius, fill in “14”
- Max Distance During Life: max firing range, fill in “3000”
- Explosion Emitter: explosion emitter, reference TestMagicImpactBreakEmitter
- Projectile Life: projectile duration, fill in “3”
- Explode on Life Time End: projectile explodes at the end of duration, true
- Explosion Damage: fill in “5”
- Explosion Impulse: explosion thrust, fill in “0”
- Explosion Radius: fill in “300”
- Direct Damage: fill in “0”
- Direct Impulse: direct thrust, fill in “0”
- Damage Type:引用DmgType_ProjectileTestMagic
- Direct Damage Type:引用DmgType_ProjectileTestMagic
- In Components
- Delete ChildProjectile component and Ice component
- Add Component —- Particle System
- Template: reference DAL_Special_LightElemental_Attack1
- Rename FireBallLight to TestMagicLight
- Intensity: 15000
- Light Color: 255,204,15
- Attenuation Radius: 500
- Configure TestMagicImpactBreakEmitter blueprint
- Template:引用TestMagic_Explosion
- Modify TestMagic_Explosion:
- Set Emitter Delay in Required to “0”.
- Configure DmgType_ProjectileTestMagic blueprint
- Magic Damage Type: Light
- Buff to Give Victim Character: hit target will receive buff, reference Buff_TestMagic
- Configure Buff_TestMagic blueprint
- ParticleSystemComponent
- Location: Location offsets for vfx, fill in “0,0,0“
- Scale: vfx scaling, fill in “1,1,1”
- Template: reference AnimalPartical_FairyDragon_Attack
- Instigator Attachment Socket: vfx to be attached to which socket on the character; fill in “floatingHUDSocket”
- Deactivate After Time: buff duration, fill in “10”
- Character Status Value Modifiers
- Value Type: select Mind
- Damage Multiplier Amount to Add: fill in “-40”
- Buff Description: buff icon and buff description, etc.
- Modifier Icon: reference illustrated_elite_creature(this is a random choice)
- Modifier Name: fill in “Blinded!”
- Modifier Description: fill in “You’re blinded!”
- ParticleSystemComponent
- Buff Post Process Effect. reference MI_Scene_Blind
- In, MyMod_GameData_BP – Additional Buff Post Process Effects, add reference to MI_Scene_Blind
- In MI_Scene_Blind – Parent, reference M_Scene_Blind
- M_Scene_Blind. the color indicated in the circle is golden.