Easy Survival RPG V5

This is a quick example of how the indicator could be used with Easy Survival RPG V5 We'll be checking this against stances, this is one of the easier ways to do it however this does mean we'll want to add a stance for each spell type so an AoE spell would be the only one to show a radius indicator. For example by default there is only 1 magic stance, due to this if we were to check against magic only then every magic spell would see that radius indicator, we wouldn't want a radius indicator on a basic fireball that flies in a straight line. so for this reason we'll add a stance for AoE spells. For the purpose of this guide we'll be using the meteor ability, i set its mana cost to 0 for easy testing. If you want to do the same it is in DT_Abilities > Ability_Meteor > expand InitialAttributes > index 0 should be tagged with cost mana value, set this to 0. Additionally I removed the unlock requirement, you can do this in UI_SpellBook > Spell_Meteor > Settings > Required Character Attributes > you should see a skills magic tag set this to 0.

  • Go to DT_GameplayTags_Items and add a tag. I went with EasyRPG.Items.Stance.Magic_AoE You can duplicate a tag and modify the name after Stance.[name]

  • Next go to E_Stance and add a new enum. To avoid confusion go with the name you put in the tag, so the bit after Stance. Which in my case would be Magic_AoE.

  • Next go to BP_ItemsLibrary > Get Item Stance. In here click the Local Stance Types variable > in the details panel add an element. Set the tag to the one you made, EasyRPG.Items.Stance.Magic_AoE in this case, and set the value to the E_Stance you made which is Magic_AoE in this case.

  • Next go to DT_UsableItems > duplicate the Magic_Fireball and rename this, I went with Magic_Meteor. Now set the EquipmentStance to Magic_AoE.

  • Next go to DT_Item_Abilities > Spell_Meteor. Change the stance tag to the one you made, EasyRPG.Items.Stance.Magic_AoE in this case. And in the Usable handle change the row name to Magic_Meteor.

  • Next go to the Animation Blueprint and look for the Magic StanceSelectors, there should be 2. Add a check for the E_Stance you created in both of them, Magic_AoE in this case.

Now we are finished with the stance part of this. For a full tutorial on stances I would recommend visiting their Discord and checking out their tutorials and/or documentation. This is mostly all we need for our purposes. Now we'll start setting things up inside the character.

  • Go to the BP_Character_Player > add the AC_RPG_Indicator component, Next go to the Update Usable Item function > add a Sequence node after "Update Selected Item Attributes" > plug "Then 0" back into the branch that was hooked up to "Update Selected Item Attributes" Plug "Then 1" into the below and set it up accordingly.

We set it to follow camera because we know the meteor trace is doing the same thing, and we know the meteor trace max range is about 5000 so we will put that in our indicator max range. The effect radius of the meteor spell is roughly 600-750. I found 600 to be enough however the meteors do seem to spawn fairly randomly so if you want to encompass their whole area then closer toward 700 would be better. If you want to have multiple spells all with varying radius and ranges you will have to expose those values (they are not exposed by default) and make edge cases for them. We are firing this from the player so our alignement should be ally but all the alignement does is determine the indicator color so you can define anything you want in here If you don't want to go to this function everytime, promote the pins to variables this way you can just modify them in class defaults. But this is basically it. We can now go in game and see our indicator when we equip a usable item with the Magic_AoE stance ESRPG has essentially no casting times so there is no use for the Cast indicator event in this instance. They would see more use for things like area hazards

Bonus Note: If you want to display other indicators based on other stances you can repeat what we've done and hook it up to the false like so,

For this example I added a line indicator, set to rotate with the camera, to show the direction of the fireball (fireball by default uses magic stance) but this is just for example purposes. You can shoot fireballs in any direction of your crosshair so it doesn't really need an indicator like this one ofcourse.

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