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The Spell Casting System in the Marketplace

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  • started a poll The Spell Casting System in the Marketplace

    The Spell Casting System in the Marketplace

    5
    More Spell/Ability Templates (melee, abilities, self casting abilities etc.)
    40.00%
    2
    Tutorials!
    40.00%
    2
    Update all my other systems first.
    0.00%
    0
    Change pricing (comment how, and why)
    0.00%
    0
    Other: Please reply to the tread
    20.00%
    1

    The poll is expired.

    Hello Community,


    UPDATE 1st October 2016 : Updated Version compatible with 4.10 up to 4.13 available at https://sellfy.com/p/xEiX/ at discounted price!

    I have been informed by Epic Marketplace team that the Update is now live on the marketplace. Remember, there has been a LOT of changes, so don't just go overwriting all the old spell systems files.
    There are LOT of the same functions, but the core of the system has been rewritten from scratch.

    The system is now a component, so minimal setup, just add the component to your selected character pawn bp, then use can use the 2 Global Macros to setup bindings to most of the core functions via 2 nodes. ofc you can access all the functions yourself as well, the macro is there just to help you get started

    ################################################################################################

    I am the creator of the spell casting system, and I have received numerous emails, Asking what the system actually does, and if it works for mobile, and what kind of spells can be created etc. so I'd like to clarify these things and have an official topic where people could post anything related to the system (questions, bugs, requests for future updates, tutorial requests etc.)
    MARKETPLACE
    If you have bought the system it would be cool and helpful if you would rate/comment on the marketplace website : Here!

    FREE COOLDOWN UMG WIDGET:
    https://forums.unrealengine.com/show...l=1#post227950

    UPDATE:
    a small tutorial series is up:
    It shows how to create damage/ healing spells, handle mana, heals over time, and damage over time.
    Part 1: https://www.youtube.com/watch?v=vEyA5xN0BBQ
    Part 2: http://www.youtube.com/watch?v=dHB2kNLfrQA
    Part 2.5: https://www.youtube.com/watch?v=6a-gCLssqBA
    Part 3: https://www.youtube.com/watch?v=rFnwuyEcPHU

    System usage gallery: http://imgur.com/gallery/Jz4sS

    If anyone who has bought the system can confirm that it indeed works on mobile that would be great (I could only test it in the mobile preview as my phones GPU isn't supported)

    Also if you do buy the system, I am more than happy to help with implementation and help you understand how the system works so that you can make a full use of it.

    A stand alone system that can be added to any pawn, allows creation of basic spells/abilities,
    adding these spells/abilities to the pawn spell book, allowing the pawn to select an active spell/ability and to conjure/activate it. each pawn spawns its own instance of the system so that
    each can have access to different spells/abilities. Spells/Abilities are divided into a blueprint and
    data component where the blueprint component represents the look and the behaviour and the data component holds the name, description, cast time,
    power, type, school etc. there is a spell/Ability datatable that holds the data of all spells/abilities, and each spell/ability system has its own "spellbook"
    which are the spells/abilities available, spells/abilities
    are added from the spell/ability database to the pawns spellbook using a simple function.
    A target actor can be speficied when casting, if target isn't
    specified the spell/ability travels in a straight line from the Caster actor (or how ever programmed), The system was
    tested with the Top Down, FIrst Person, and the Third Person templates.

    Because each spell/ability is a separate blueprint, you could program its logic to do anything you may need

    The asset packs comes with 2 sample spells/ability (fireball),(HealingBall) you need to provide your own particle systems/meshes/animations/sounds for your spells.

    There is an optional hud that can be disabled with just few clicks.
    this hud contains information about currently selected spells/abilities, action bar that can be binded with a single function, spell cast progress bar. and a spellbook which shows available spells/abilities and lets you drag and drop onto the action bar.


    Any questions, bug reports or anything at all, feel free to write here, or send me PM, or contact me by email address (adam-wolf@hotmail.co.uk), skype (Sarr_50) or steam (sarr_50), and I will try to reply within 24h.

    !!! Just a little update, there is a new version of the implementation tutorial which is more detailed. https://www.youtube.com/watch?v=h_dyQNO9Sr0 !!!

    Q: How can I detect if the player has enough mana to make a cast before casting a spell?
    A: there is a function designed to help you with this

    Q: How do I cast a specific spell instead of having to use select next and select previous.
    A: Set the current spell variable in the function call when casting a spell.

    Update Log Spell System 1.1v:
    -Spells have caster variable so they can access who has casted them.
    -Spell have icons (for umg/hud handling)
    -The system will be multiplayer compatible
    -Functions to get all spells of certain school, type, or search by name (trough both the spell database, and the character spell book)
    -function to get last casted spell
    -each spell can have its own cast position offset
    -each spell can have special spell effect compatible with the upcoming Character Attribute System
    -Supports release when the cast button is released (you can hold casted spells until you release the button)
    -Ability to cancel spell casts.
    -some minor bug fixes

    Update Log Spell System 1.6v (1st October 2016):
    -Simple component to be added to any pawn (yes system is now a component, no more manually spawning it as a child actor)
    -2 Macro functions to help you get started within minutes
    -Create your own spells/abilities.
    -Select and cast abilities/spells.
    -Spell book for each pawn.
    -Cooldown system.
    -Effects system (spells/abilities can apply "effects" such as damage over time in form of a burn, or a heal over time etc.)
    -Specify your own animations per spell and which mesh to animate.
    -Basic Targeting (target actor can be specified).
    -Each spell/ability can have its own unique logic/behaviour.
    -HUD showing Current Spell, action bar with 10 slots, cast progress bar as well as a spellbook showing spell informations and letting you drag spells onto the action bar.
    -System is multiplayer ready out of box, core functions are forced to execute on server and replicate results to the client.
    -Comes with a demo
    -sample spells that use the unreal damage system

    Sarr
    Attached Files
    Last edited by Sarr; 10-03-2016, 02:11 PM. Reason: update

  • replied
    Nevermind, I figured it out.

    Leave a comment:


  • replied
    Hi,

    I have a dumb question. I made a couple test spells and entered them into the spellbook, but the spellbook is not updating to reflect the added spells. Is there something I need to do in order update the spellbook?

    Leave a comment:


  • replied
    Hi Just bought it on selfy page.
    What is the difference between selfie and marketplace?
    Do I still get updates?

    Thanks
    Jesse

    Leave a comment:


  • replied
    Originally posted by jwyuen View Post
    Hey

    Yea i saw you guys using this for wow type of battle.
    I am making an old Final Fantasy Style Battle So I might think of using this for it.
    Wait and see.
    Seeing how customizable it is first though

    You can make whatever you want with this.

    Leave a comment:


  • replied
    Hey

    Yea i saw you guys using this for wow type of battle.
    I am making an old Final Fantasy Style Battle So I might think of using this for it.
    Wait and see.
    Seeing how customizable it is first though

    Leave a comment:


  • replied
    Well have downloaded it, and is working on to install it.

    I'll start some scratch, not that much that I need to add in anyway. But I when I get it work, then I'll get back to you.

    Thanks so much mate
    Hugz Cheers

    Leave a comment:


  • replied
    Looking forward to see the update, cant wait.

    Leave a comment:


  • replied
    UPDATE !
    I've sent the updated version to the epic, in the meantime Updated Version compatible with 4.10 up to 4.13 available at https://sellfy.com/p/xEiX/ at discounted price!

    The system is now a component, so minimal setup, just add the component to your selected character pawn bp, then use can use the 2 Global Macros to setup bindings to most of the core functions via 2 nodes. ofc you can access all the functions yourself as well, the macro is there just to help you get started
    Last edited by Sarr; 10-03-2016, 01:46 PM.

    Leave a comment:


  • replied
    update 3: 2 new functions have been added to help new users:
    welcome Spell System Core and Hotbar Bindinds


    Tomorrow, ill be submitting the update to the marketplace

    Leave a comment:


  • replied
    Update 2: Finally got info from my testers, currently there is an issue with the effects part of the system (the system will come with 2 spells, fireball and healing spell. fireball applies damage over time in form of a "burn" effect, and healing spell applies heal over time effect.

    So last minute bug fixes, then off to the marketplace it goes, if you are currently interested in getting this new version prior to it appearing on marketplace, contact me with proof of purchase, and ill give you updated download link.

    Regards,

    Leave a comment:


  • replied
    Update: Finally nearly finished,
    -Instead of a tutorial, there is a demo map with a character with the system pre implemented with every called function commented.
    -There is full multiplayer support and enforcement for core functions to execute on server and replicate the results correctly to the clients.
    -The system has been rewritten to use a database to hold spell information (no more spell database actor with horrible arrays to edit).
    -Fully functional Hotbar that shows a circular cooldown overlay as well as time in seconds for abilities, It can also be activated using the 1-0 keys on the keyboard (each number responding to a hotbar slot) or clicking with mouse.
    -Simple spellbook that lets you drag and drop abilities onto the hot bar



    This update will work on engine versions 4.10, 4.11, 4.12, and 4.13.

    I plan to send the update for this system before end of the month, as well as carry on updating my other systems.. the character system has also been completely rewritten as a component and within next few weeks will be updated on the marketplace as well as 2 new systems, a simple targeting system, and a simple combat system, stay tuned !

    (PS: The system is finished, and currently in hands of testers, basically waiting for their green light)
    Attached Files
    Last edited by Sarr; 09-27-2016, 10:02 PM.

    Leave a comment:


  • replied
    Originally posted by Sarr View Post
    Update: So far the hotbar is finished, the system has been rewritten as a component with proper multiplayer support, there is also a function library to help you retrieve spell data, check costs, apply spell effects, I'm working on finishing spellbook, and then writing a new tutorial.
    How is all this coming along?

    Leave a comment:


  • replied
    Originally posted by Sarr View Post
    Update: So far the hotbar is finished, the system has been rewritten as a component with proper multiplayer support, there is also a function library to help you retrieve spell data, check costs, apply spell effects, I'm working on finishing spellbook, and then writing a new tutorial.
    Looking forward to see the final result

    Leave a comment:


  • replied
    Update: So far the hotbar is finished, the system has been rewritten as a component with proper multiplayer support, there is also a function library to help you retrieve spell data, check costs, apply spell effects, I'm working on finishing spellbook, and then writing a new tutorial.

    Leave a comment:

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