Difference between revisions of "Add a Buff to a Primal Item"

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(Created page with "Category:Tutorials This is a step by step guide for manually adding a buff to a primal item such as armor. Geared mostly for people with little to no experience with the g...")
 
 
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[[Category:Tutorials]]
 
[[Category:Tutorials]]
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[[Category:Items]]
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[[Category:Buffs]]
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This is a step by step guide for manually adding a buff to a primal item such as armor. Geared mostly for people with little to no experience with the graph. Can also be used for consumable items, see below.
 
This is a step by step guide for manually adding a buff to a primal item such as armor. Geared mostly for people with little to no experience with the graph. Can also be used for consumable items, see below.
  
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<gallery>
 
<gallery>
 
MakeBuff0.png|Check "Use Blueprint Equipped Notifications"
 
MakeBuff0.png|Check "Use Blueprint Equipped Notifications"
MakeBuff1.png|Clcik V+ to add a new variable
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MakeBuff1.png|Click V+ to add a new variable
 
MakeBuff2.png|Set the type of variable to "PrimalItem"
 
MakeBuff2.png|Set the type of variable to "PrimalItem"
 
MakeBuff3.PNG|Name the variable whatever you want
 
MakeBuff3.PNG|Name the variable whatever you want
MakeBuff4.png|Ctrl+Drag Variable for "Getter". Alt+Drag Variable for "Setter  
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MakeBuff4.png|Ctrl+Drag Variable for "Getter's". Alt+Drag Variable for "Setter's"
 
MakeBuff5.PNG|Need 1 Getter & 2 Setters
 
MakeBuff5.PNG|Need 1 Getter & 2 Setters
 
MakeBuff6.png|Right click empty graph area and select "Event BluePrint Equipped"
 
MakeBuff6.png|Right click empty graph area and select "Event BluePrint Equipped"
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MakeBuff14.PNG|Should look like this
 
MakeBuff14.PNG|Should look like this
 
MakeBuff15.png|Drag from Get owner, re-check "Context Sensitive" and select "Cast to PrimalCharacter"
 
MakeBuff15.png|Drag from Get owner, re-check "Context Sensitive" and select "Cast to PrimalCharacter"
MakeBuff16.PNG|Do it twice so you have two "Cast to PrimalCharacter"'s
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MakeBuff16.PNG|Do it twice so you have two "Cast to PrimalCharacter's"
 
MakeBuff17.png|Drag from top "Cast to PrimalCharacter", un-check "Context Sensitive" and select "Static Add Buff"
 
MakeBuff17.png|Drag from top "Cast to PrimalCharacter", un-check "Context Sensitive" and select "Static Add Buff"
MakeBuff18.png|Drag from top "Cast to PrimalCharacter" and select "Deactivate Buffs"
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MakeBuff18.png|Drag from bottom "Cast to PrimalCharacter" and select "Deactivate Buffs"
 
MakeBuff19.PNG|Should look like this
 
MakeBuff19.PNG|Should look like this
MakeBuff20.PNG|Connect wires as shown
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MakeBuff20.PNG|Connect wires as shown and reference your buff
 
MakeBuff21.PNG|Variable connections highlighted to help see connections
 
MakeBuff21.PNG|Variable connections highlighted to help see connections
 
MakeBuff22.PNG|If you want to add more than 1 buff. You can use just one Deactivate buff by setting the type to "PrimalBuff". be careful though as this will deactivate any and all buffs the character currently has active including those that are not part of your mod.  
 
MakeBuff22.PNG|If you want to add more than 1 buff. You can use just one Deactivate buff by setting the type to "PrimalBuff". be careful though as this will deactivate any and all buffs the character currently has active including those that are not part of your mod.  
 
</gallery><br />
 
</gallery><br />
 
This will add the buff when the item is equipped, deactivate it when unequipped.
 
This will add the buff when the item is equipped, deactivate it when unequipped.
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== Change "Event Blueprint Equipped" to "Event BluePrint Used" and delete the unequipped sections above to use on a consumable item.==
 
== Change "Event Blueprint Equipped" to "Event BluePrint Used" and delete the unequipped sections above to use on a consumable item.==

Latest revision as of 10:22, 7 April 2018


This is a step by step guide for manually adding a buff to a primal item such as armor. Geared mostly for people with little to no experience with the graph. Can also be used for consumable items, see below.

Add a buff to an item on equip


This will add the buff when the item is equipped, deactivate it when unequipped.

Change "Event Blueprint Equipped" to "Event BluePrint Used" and delete the unequipped sections above to use on a consumable item.