WEBVTT

00:06.810 --> 00:07.950
Welcome back.

00:08.040 --> 00:15.900
Now that we have debuff type gameplay tags, our aura damage gameplay ability needs to know some parameters

00:15.900 --> 00:17.580
related to debuffs.

00:17.610 --> 00:24.270
So let's open public ability system abilities and get aura damage gameplay ability open.

00:24.300 --> 00:26.580
So we have damage and damage type.

00:26.580 --> 00:30.630
Let's make some parameters for debuffs now.

00:30.660 --> 00:36.810
Now if you wanted this to scale by level, you'd make a scalable float just like damage.

00:36.840 --> 00:43.710
In fact, all of the parameters we're about to make here could be scalable floats and in a serious RPG

00:43.740 --> 00:45.420
they probably would be.

00:45.540 --> 00:51.810
But that's going to create a lot more work for us to do, especially with something we already know

00:51.810 --> 00:52.800
how to do.

00:52.830 --> 00:59.670
So if you'd like to make these scalable floats and create a curve table and add curves for each of these,

00:59.700 --> 01:00.720
feel free.

01:00.720 --> 01:06.360
But I'm just going to make these floats that we can set on the gameplay ability itself rather than go

01:06.460 --> 01:10.060
through all of the steps to make these scalable floats.

01:10.090 --> 01:13.660
So I'm going to have a float called Debuff Chance.

01:15.930 --> 01:19.260
And I'll give it a default value of 20.

01:21.820 --> 01:24.880
But we'll have to set that in the blueprint.

01:24.880 --> 01:31.000
So it's going to get a new property with edit defaults only, of course, but let's make the rest of

01:31.000 --> 01:31.720
our parameters.

01:31.720 --> 01:36.100
We're going to have a float called Debuff Damage.

01:37.090 --> 01:39.400
We'll set that to five by default.

01:39.430 --> 01:47.470
Now debuff damage is what our debuffs are going to apply every so often while that debuff is active.

01:47.470 --> 01:53.260
In other words we're going to apply debuff damage every debuff frequency.

01:53.260 --> 01:56.560
So we're going to have a float called debuff frequency.

01:59.000 --> 02:04.400
And by default I'd like to apply that debuff damage every one second.

02:05.270 --> 02:11.630
Just making room for the new properties that we can place there and the debuff will be active for a

02:11.630 --> 02:12.230
duration.

02:12.230 --> 02:15.050
So we're going to have a debuff duration as well.

02:16.580 --> 02:19.730
And the duration can be, let's say five seconds.

02:20.900 --> 02:29.510
You can even make this a randomized duration and have a duration min and max and those two could be

02:29.510 --> 02:30.320
curves.

02:30.440 --> 02:36.440
So this can get quite deep, but we're just going to have a debuff chance, a debuff damage, a debuff

02:36.440 --> 02:42.590
frequency and a debuff duration and these can all be overridden in the gameplay ability blueprint.

02:42.590 --> 02:47.120
So they're all going to be edit defaults only category damage.

02:47.120 --> 02:54.620
And once we create a damage gameplay effect spec based on our damage effect class, we can set set by

02:54.620 --> 03:00.870
color magnitudes for each of these, which means if we're going to set some set by color magnitudes

03:00.870 --> 03:07.800
for debuff chance damage, frequency and duration, then we need gameplay tags to identify those set

03:07.800 --> 03:09.210
by color magnitudes.

03:09.240 --> 03:11.910
So this brings us back to our gameplay tags.

03:11.910 --> 03:15.690
And these will be native just like our debuff types.

03:15.690 --> 03:24.510
So let's go to aura gameplay tags and just under our debuff types we're going to have more debuff tags.

03:26.820 --> 03:30.000
So we're going to have debuff chance.

03:30.030 --> 03:35.850
Debuff damage debuff frequency and debuff duration.

03:36.670 --> 03:44.590
So let's make an gameplay tag called debuff underscore chance.

03:45.730 --> 03:46.960
And I'm going to copy.

03:47.170 --> 03:53.800
Gameplay tag debuff with the underscore and we're going to have debuff damage.

03:54.730 --> 03:59.200
We're going to have debuff duration and debuff frequency.

04:01.360 --> 04:04.690
So in gameplay effects, you would call this the period, right?

04:04.930 --> 04:07.780
So now we have declared these gameplay tags.

04:07.780 --> 04:11.740
We need to actually create them, so we'll make those here.

04:16.140 --> 04:19.290
Let's find where we're creating the debuff tags.

04:19.620 --> 04:21.020
Just under debuffs.

04:21.030 --> 04:27.630
We'll keep it in the debuff section, but I'm going to have four more tags and they're going to be debuff

04:27.630 --> 04:29.160
dot chance.

04:29.800 --> 04:33.010
And the name will be debuff chance.

04:33.720 --> 04:37.830
And we'll just have debuff chance for the f string.

04:38.650 --> 04:47.380
In addition to that, we need debuff damage and we're just going to replace burn with damage.

04:47.380 --> 04:50.380
We'll say debuff damage and the string.

04:51.290 --> 04:55.160
The next one is going to be debuff duration.

04:56.870 --> 05:00.290
Just performing the same steps here debuff duration.

05:00.290 --> 05:04.190
And finally we have debuff frequency.

05:09.130 --> 05:10.420
So there we go.

05:10.420 --> 05:14.620
We now have our debuff information tags.

05:14.620 --> 05:19.330
We could have called them debuff info chance and so on, but this is fine.

05:19.330 --> 05:26.410
We just need tags that we can identify these parameters by because we plan on using these in our effects

05:26.410 --> 05:29.680
spec by setting gameplay effect parameters.

05:29.800 --> 05:32.800
So that's the next step for debuffs.

05:33.420 --> 05:39.840
Now when we create a gameplay effect spec for damage, we're now going to be setting lots of set by

05:39.840 --> 05:41.210
caller magnitudes.

05:41.220 --> 05:48.120
If we take a look at where we're doing it for a projectile spell, our one and only offensive spell,

05:48.150 --> 05:55.200
we see that we're assigning the tag set by caller magnitude for the damage based on the damage type

05:55.200 --> 05:56.130
right here.

05:56.160 --> 06:02.370
Then later in the exact calc, we loop over damage types to get that damage set by caller magnitude.

06:03.020 --> 06:09.920
And we're going to handle that in the next video as this is something that could use a nice helper function

06:09.920 --> 06:11.900
to handle all of this for us.

06:12.350 --> 06:14.090
So we'll handle that next.

06:14.270 --> 06:15.410
I'll see you soon.
