Bugfix Crash on Boss Kill
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				| @ -5,12 +5,13 @@ | ||||
| 
 | ||||
| void UDamageDown::Invoke(AActor* Character, float TimeOfExpiry) | ||||
| { | ||||
| 	CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	CombatSystem->EnemyBaseDamageMultiplier -= EnemyDamageMultiplierDecreaseAmount; | ||||
| } | ||||
| 
 | ||||
| void UDamageDown::OnExpiry(AActor* Character) | ||||
| { | ||||
| 	ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	CombatSystem->EnemyBaseDamageMultiplier += EnemyDamageMultiplierDecreaseAmount; | ||||
| 	Super::OnExpiry(Character); | ||||
| } | ||||
|  | ||||
| @ -21,7 +21,4 @@ public: | ||||
| 	virtual void Invoke(AActor* Character, float TimeOfExpiry) override; | ||||
| 	virtual void OnExpiry(AActor* Character) override; | ||||
| 	virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override; | ||||
| 
 | ||||
| protected: | ||||
| 	ATurnBaseCombatV2* CombatSystem; | ||||
| }; | ||||
|  | ||||
| @ -5,12 +5,13 @@ | ||||
| 
 | ||||
| void UDamageDownPlayer::Invoke(AActor* Character, float TimeOfExpiry) | ||||
| { | ||||
| 	CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	CombatSystem->BaseDamageMultiplier -= PlayerDamageMultiplierDecreaseAmount; | ||||
| } | ||||
| 
 | ||||
| void UDamageDownPlayer::OnExpiry(AActor* Character) | ||||
| { | ||||
| 	ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState()); | ||||
| 	CombatSystem->BaseDamageMultiplier += PlayerDamageMultiplierDecreaseAmount; | ||||
| 	Super::OnExpiry(Character); | ||||
| } | ||||
|  | ||||
| @ -21,7 +21,4 @@ public: | ||||
| 	virtual void Invoke(AActor* Character, float TimeOfExpiry) override; | ||||
| 	virtual void OnExpiry(AActor* Character) override; | ||||
| 	virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override; | ||||
| 
 | ||||
| protected: | ||||
| 	ATurnBaseCombatV2* CombatSystem; | ||||
| }; | ||||
|  | ||||
| @ -344,7 +344,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) | ||||
| 		else if (Combo == "AI") | ||||
| 		{ | ||||
| 			UStatusEffect* TempDamageDownStatusEffect = NewObject<UStatusEffect>(PlayerActor, DamageDownStatusEffect); | ||||
| 			StatusSystem->AddStatusEffect(TempDamageDownStatusEffect, 1); | ||||
| 			StatusSystem->AddStatusEffect(TempDamageDownStatusEffect, 1, true); | ||||
| 			StatusEffects.Add(TempDamageDownStatusEffect); | ||||
| 			AddBattleLogMessage("Player Casted DamageDown"); | ||||
| 			StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 1.0f, 1.0f, 1.0f))); | ||||
| @ -789,7 +789,7 @@ void ATurnBaseCombatV2::EnemyTurn() | ||||
| 	else ChanceToMiss = 30; | ||||
| 	if (FMath::RandRange(1, 100) > ChanceToMiss) | ||||
| 	{ | ||||
| 		if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor) && FMath::RandRange(1, 100) > 10) | ||||
| 		if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor) && FMath::RandRange(1, 100) <= 10) | ||||
| 		{ | ||||
| 			FOutputDeviceNull AR; | ||||
| 			UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass())); | ||||
|  | ||||
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