Part 3: creating and using a skillbook: Difference between revisions
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This article | This article is part of a 4-part series on how to create, edit and use a new skill. | ||
The data used in this article was created in | {| class="wikitable" | ||
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| [[Part 1: creating a new skill]] | |||
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| [[Part 2: creating a skill from existing]] | |||
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| [[Part 3: creating and using a skillbook]] | |||
|- | |||
| [[Part 4: adding the skillbook to a vendor]] | |||
|- | |||
|} | |||
This article describes how to create a skillbook, from which skills can be learned. The data used in this article was created in part 2 in the series. | |||
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=== Step 1: Creating the | == Creating our skillbook == | ||
=== Step 1: Creating the Stats Object === | |||
[[File:Step6_EditObject.png|800px|none]] | [[File:Step6_EditObject.png|800px|none]] | ||
<sub>Copying a skillbook stats entry, like we did for the WaterBolt skill</sub> | <sub>Copying a skillbook stats entry, like we did for the WaterBolt skill</sub> | ||
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=== Step | === Step 2: Creating the Root Template === | ||
[[File:Step7_CopyTemplate1.png|800px|none]] | [[File:Step7_CopyTemplate1.png|800px|none]] | ||
<sub>Copying a root template</sub> | <sub>Copying a root template</sub> | ||
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<br /> | <br /> | ||
=== Step 3: Setting the On Use Action === | |||
[[File:Step11_SetOnUseAction.png|none]] | [[File:Step11_SetOnUseAction.png|none]] | ||
<sub>Setting the On Use action on our skillbook template</sub> | <sub>Setting the On Use action on our skillbook template</sub> | ||
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<br /> | <br /> | ||
=== Step | === Step 4: Using our Skill === | ||
[[File:Step12_PlaceTemplate.png|800px|none]] | [[File:Step12_PlaceTemplate.png|800px|none]] | ||
<sub>Place an instance of our skillbook template in the level</sub> | <sub>Place an instance of our skillbook template in the level</sub> | ||
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Last but not least, start the game (Ctrl+Enter), pick up the skillbook, learn your skill and destroy your enemies! | Last but not least, start the game (Ctrl+Enter), pick up the skillbook, learn your skill and destroy your enemies! | ||
<br /> | |||
== See Also == | |||
We have now created a useable skill that can be learned from a pleaceable skillbook. What we can not yet do is add our skillbook to a vendor, for that we will need a treasuretable, which we will create in part 4 of the series. | |||
{| class="wikitable" | |||
|- | |||
| Part 1: creating a new skill | |||
|- | |||
| Part 2: creating a skill from existing | |||
|- | |||
| [[Part 3: creating and using a skillbook]] | |||
|- | |||
| [[Part 4: adding the skillbook to a vendor]] | |||
|- | |||
|} | |||
<br /> | <br /> |
Latest revision as of 10:09, 2 October 2017
This article is part of a 4-part series on how to create, edit and use a new skill.
Part 1: creating a new skill |
Part 2: creating a skill from existing |
Part 3: creating and using a skillbook |
Part 4: adding the skillbook to a vendor |
This article describes how to create a skillbook, from which skills can be learned. The data used in this article was created in part 2 in the series.
Description
Skillbooks are items that can be found or bought in the game, and provide the player with new learnable skills.
To create and use a new skillbook, we need to:
- Create a new skillbook object in the Stats Editor
- Create a new skillbook template in the Root template panel
- Set the skillbook's OnUse action to learning a skill
- Spawn the skillbook in a level
Creating our skillbook
Step 1: Creating the Stats Object
![](/images/thumb/c/c1/Step6_EditObject.png/800px-Step6_EditObject.png)
Copying a skillbook stats entry, like we did for the WaterBolt skill
First, we need to create a new skillbook stats entry. We do this the same way we did it for the skill:
- Open the Object stats document in your project
- Open the Object stats document in the Shared project
- Find and copy the SKILLBOOK_Air_LightningBolt entry
The new object needs a unique name in order to create a new object. If we don't rename it, the entry will only override the existing object in another project. I renamed my object from "SKILLBOOK_Air_LightningBolt" to "SKILLBOOK_Air_WaterBolt".
I also modified the following fields:
- RootTemplate (see further down for creating a new skillbook template, we assign this the same way we did the projectile template)
- Requirements, from 1 Aerotheurge to none
Step 2: Creating the Root Template
![](/images/thumb/9/9b/Step7_CopyTemplate1.png/800px-Step7_CopyTemplate1.png)
Copying a root template
To create our new skillbook template we:
- Open the Root template panel
- Filter the root templates by item templates
- Filter the item templates by "lightningbolt"
- Select and right-click the "BOOK_Skill_Air_LightningBolt" template, which is the skillbook for the LightningBolt skill
- Click "Create new from selected..."
![](/images/1/11/Step7_CopyTemplate2.png)
The Create Object Wizard
To create our new skillbook template, we perform the following steps in the create object wizard:
- Select our project (1)
- Assign skillbook stats entry in the "Stats" property (2)
- Rename the template (3)
- Create the template (4)
Note that the "OnUseAction" property also needs to be changed to be able to learn our skill, but I do this later.
![](/images/1/12/Step8_CreateFolder.png)
Creating a new folder
Our root template also has to be in a folder to be assignable in the stats editor. If you already have a folder of your own, you can skip this step.
To create a new folder:
- Right click the "Root Templates" folder (at the top) in the root template panel
- Click "Add Folder"
- Name your folder
![](/images/b/ba/Step9_MoveTemplate.png)
Moving our skillbook template to the new folder
Don't forget to move our new template to our newly created folder (1) and save the root templates (2)!
![](/images/thumb/5/5e/Step10_AssignRootTemplate.png/800px-Step10_AssignRootTemplate.png)
Assigning a root template to our object stats entry
There is one last thing we need to do in the Stats Editor: assign our root template to the object's stats entry. To do this:
- Open your Object document in the Stats Editor
- Navigate to the "RootTemplate" field on your stats entry and double click it
- Find your root template in the root template selector (the popup box)
- Double click it
Then you can save and close the Stats Editor.
Step 3: Setting the On Use Action
![](/images/5/5b/Step11_SetOnUseAction.png)
Setting the On Use action on our skillbook template
We also need perform one final (very important) step on our skillbook root template; choosing what to do when the item is used.
To change the "On Use" actions:
- Find your root template in the root template panel (1)
- Find the "OnUseActions" property and open the custom editor (select the property and click the [..] button) (2)
- Select our skill in the "SkillBookID" dropdown on the "Skill book" action (3) [1]
- Apply the changes (3)
[1] You may need to reload your project in order for the SkillBookID dropdown to refresh.
Step 4: Using our Skill
![](/images/thumb/6/6b/Step12_PlaceTemplate.png/800px-Step12_PlaceTemplate.png)
Place an instance of our skillbook template in the level
And that's it, our skill is ready to use!
To learn our skill, we need to place our skillbook in a level:
- Select the template in the root template panel (1)
- Select the Creation Interaction Mode (2)
- Place the item anywhere in your level (preferably near your player character) (3)
![](/images/a/a4/Step13_UseSkill.png)
Using our skill
Last but not least, start the game (Ctrl+Enter), pick up the skillbook, learn your skill and destroy your enemies!
See Also
We have now created a useable skill that can be learned from a pleaceable skillbook. What we can not yet do is add our skillbook to a vendor, for that we will need a treasuretable, which we will create in part 4 of the series.
Part 1: creating a new skill |
Part 2: creating a skill from existing |
Part 3: creating and using a skillbook |
Part 4: adding the skillbook to a vendor |