Welcome to your next quest.
Now we know that we need a damage curve, so we're going to add this to our CT damage curve table.
So create a curve for ranged damage and choose values for that.
And then after that, you can set the scalable float in the ranged attack ability.
It has a map, right?
Mapping damage types to those scalable floats.
You're going to choose the correct damage type for this ranged attack.
So pause the video and conquer this quest now.
Okay.
So I'm in my ranged attack and I know that my damage types needs a pair mapping from damage type to
a scalable float.
Now that means I need to find my CT damage curve table and that's going to be in Blueprint's ability
system data.
Here's CT damage.
Now we have abilities Firebolt.
We have abilities dot melee and we're going to add a new curve and rename this new curve to abilities.
Dot ranged and we can right click and add a key and select that key.
We can set its time value or in our case, level to one and we can choose how much damage a ranged attack
should do.
At level one.
I'm going to choose 7.5 and I'll go ahead and just add another key and go straight up to level 40.
And at level 40, I'm going to say we should do, let's say, 35 damage.
And here's a linear curve.
If we want, we can make it an auto curve.
I'm going to do that.
And why not?
I think this looks like a perfectly fine trend for ranged attacks.
So now that we have a curve in our damage, we can go back to our ranged attack gameplay ability to
our damage types and add an element and choose what should our damage type be for a ranged attack.
And of course, this is something we could parameterize, but I'm going to go to damage and physical.
So our melee attack, if we take a look in our class defaults has damage dot physical as well.
So the range attack can be physical.
But what happens if they launch, say, a fire rock?
Right.
So that's something to keep in mind.
Right now.
It's just set to physical.
We're going to take the value and put a one, but we do want to use CT damage as the curve table and
select our abilities dot ranged and we can adjust the slider and see the values at various levels.
Okay.
So that takes care of our damage types.
And we know now that if we spawn a projectile using our blueprint callable spawn projectile function,
then our aura projectile spell is going to loop through that damage type map and assign tags set by
color magnitudes in our gameplay effect spec for looking up that scalable float value at the abilities
level.
So it's all a nice tied together system that works just really well.
And this is a testament to having a solid framework in place.
So now that we're expanding on our game and adding more features, a lot of this stuff is just made
for us.
So we did a lot of the hard work up front and this is why gas is so powerful for RPGs.
Okay, so that's the next step.
But we have more steps in order to get this to work.
And we'll continue with those in the next video.
Great job and I'll see you soon.