Black Magic Menu - Script #4

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Transcript

Welcome back everyone in this video we're going to pick right where we left off in the last video. That was we were creating a select magic macro inside of our w BP. B magic menu just to make sure we're all on the same page if you took a break between videos, we are here content Metroidvania widgets in our content browser in our w BP be magic menu over in our Graph tab and we were doing work inside of our select magic macro. That is how you can find your way on back here. Now we've gotten to a point where we are ready to branch off of our branch node here true or false, but before we do that, we need to create one variable that we're going to utilize within this macro. So over here in the My Blueprint panel, under the variable section right under the macro section.

Let's Click the plus variable to add one new variable. This is going to be called be selection made. Question mark. And I will put in a tooltip. For this just in case you're wondering what this is going to do, needed to ensure player doesn't simultaneously select two options at once by holding down D and A keys, for example. Maybe that'll help you in the future.

So um, we're gonna compile well it is already compiled, we want our default value here to be false. So ensure that you have that now with this variable made, we can start to build off of our branch here. The first thing we want to do is build off of the true branch. And we're going to be bringing in this variable right away by dragging it into our graph. Do we want to get it? Or do we want to set it, we're going to set this to false.

Saying, hey, if all of these things are true, that none of these keys are pressed down, not a single one, then bringing our output node on closer so I can frame this on the view, then we're going to say the user is not selecting any magic. Now eventually. Now eventually, we're going to utilize this macro in our Event Graph tab, right? We're going to drag and drop this select magic into an Event Graph. And out of here, this is what our macros going to look like. Ultimately, out of here, we're going to be able to do some things.

Right. So we're not at that stage yet that is to come, but just letting you know where we are going with this. So let me delete this for now, jump back to my select magic menu, select a magic tab, macro tab. And so that's what we have. So far, that seems simple enough. Now off the false branch is going to start getting more complicated.

So what we need to do is firstly, bring in a sequence node. And I want to have four possible outputs here. So add two more pins, one and two. And we are going to bring in another branch node. So hit the B key left click and out of the event zero of the sequence. Let's plug this into the branch.

We want to evaluate if there is some condition here. What condition Are we going to use? Well how about we check RB selection made Boolean let's drag and drop that right on top of there. We want to find out has a selection been made if that is false that a selection has not been made then we're going to plug this into a another branch in this branch we're going to check some more stuff What are we going to check? Well the first thing I want to check is if our player we should have a player variable over in your my blueprints panel drag and drop that into our graph get the player we want to find out if he has been magic fireball get has been magic fireball has he learned this? Or I should say she in this case, has she picked up that ability?

I want to check that and I want to check something else. We're gonna be checking to see if two things are true. Does our player have the black magic or the black magic fireball and, and I'm gonna steal some nodes over here I'm gonna come over to my fireball selection of nodes do fireball Yeah, let's go over here I'm gonna left click and drag around all the I don't actually need the knot node so I'm just gonna left click and drag to see if we've got those right there Ctrl C and Ctrl V to paste them right about here. And then out of any of these return values, doesn't matter which one of these you can just simply drag out and type in, or we're looking for an or Boolean. And we want to add three pins here, so 123 make sure all these are hooked up like so.

And then the output of this is going to be plugged into our and so let's just try to understand what we're saying here. We're trying to say back in this way up, our first thing is we're going to check this branch. Are we not pressing down any of these keys? If that is false, that we're not pressing them down, meaning we are pressing something down, we're then going to check. Okay, has this selection been made? And by default, a selection has not been made.

So then we're going to come to this branch and say, okay, does our player have the black magic fireball skill? And are they pressing down one of these particular keys or, in this case, a D pad or left thumbstick? Right. If that is true, then we're going to say, bringing in the selection made setter. If that is true, then we're going to say yes, a selection has been made. Then we're going to take the output of that and plug that into doo doo doo doo doo doo doo.

Plug that into where it is, there it is my output node. We're going to plug it into the fireball selected. So let me try to frame this all up on screen so you can see what we've got going on here. Okay, so I know this is looking rather complicated, but it's really not that bad and we got a lot of copy and paste work ahead of us here. So before I do anything, I want to drag out a marquee selection and kind of highlight that this is our fireball selected group of nodes going to left click and drag right around here. Tap the C key and say fire ball selected.

Okay, now I'm going to move my sequence node down As well as this output node down is we're kind of continuing to work here just so I can keep this all in view. And now all I really need to do is left click and drag around my fireball selected group of nodes, I'm going to hit Ctrl C, then I'm going to Ctrl V once and twice and three times. And then I'm going to rename these appropriately as they start working down. So my next one down that I'm going to be checking here as well. Let's see we've got electrical spark next on our queue. So instead of fireball selected, I'm going to double click here, call this electro spark and then I'm going to make sure I plug this then one out of the sequence node into here and then swap out the appropriate variable.

So here if this is my electro spark selected, I want to find out has electrical Spark. Does our player have the electric spark skill. So swap that out for the fireball. And of course, I don't want to be checking if these are the keys pressed down not for the electrical sparks, I can delete those three out and then over on the left hand side where I've got my electro spark input keys that I'm checking to see if those are down. I'm going to left click, drag out a marquee selection, then right click and copy these. I will right click and I'm sorry, just hit Ctrl V to paste these in over here a little bit easier to do and make sure you plug all these into your Ort node as well.

Then last but not least, you want to make sure that after we've said yes, a selection has been made. We're going to plug this into our electro spark selected. So again, evaluating here just to reiterate, we're going to see hey, are all of these buttons not selected? Is that true? Is that false? If that proves to be false that something is being pressed down one of these keys, we're going to then see which one has been pressed through the sequence.

So first we're going to come through and find out has a selection been made? And no, by default, the selection has not been made. And then we're going to come to this branch and find out okay, does our player have the fireball? And is it one of these keys pressed down. Now, if that is not true, nothing's gonna happen. And then we'll check in our next sequence here, if it is any of these keys being pressed down, or electro sparkies.

And you'll get to see this flow of execution when we actually try to make this work and I hope to show you that once we're finished here, but let's finish this off because I want to get this done within the time constraints. So moving along. Let's come on down to the next section of nosier bringing my sequence and my output node with I'm going to rename This to be blood less selected blood lust selected, hooking my sequence node into that branch. Checking here to see blood lust, get be has been magic bloodless. We're going to see if our player has acquired that skill, that dummy skill because we're not actually going to hook up that ability. And then I'm going to swap out these keys right here.

Left click and drag with our blood less selected possible key selections. Ctrl C there Ctrl V here. Lastly, let's hook up this to our bloodlust selected output node. Pause the video here if you need to, to make sure all this looks good. Then last but not least, let's drag this on down to our last group of nodes here, which is going to be our arctic blast selection, make sure that sequence node is plugged into that very first branch. We're gonna check if our player has arctic blast.

We're gonna get that. Plug that in there. And we're gonna swap out these guys right there with our possible arctic blast. Selection keys. Let's copy that. Control C if you need to Ctrl V to paste those guys down.

And then, whoops. Let's make sure that this is plugged into our arctic blast selected as well. Pause the video if you need here just to make sure all that is looking good. All right now that should do it that wasn't so bad was it just backing up here I'm gonna move our sequence node kind of back into a nor have a more normalized position, if you will, as well as our output node way over here. Yeah, that's a beast right there, but it's gonna get the job done for us. We're gonna start making use of this in the next video but before we wrap this up, let's do one more Compile and Save job well done, guys.

That will do it all for this video. See you in the next one.

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