diff --git a/Content/BlueprintAI/AI/AIBruh_Boss.uasset b/Content/BlueprintAI/AI/AIBruh_Boss.uasset index 1d0166d..971ecc6 100644 --- a/Content/BlueprintAI/AI/AIBruh_Boss.uasset +++ b/Content/BlueprintAI/AI/AIBruh_Boss.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4b74016e20577e0ac935ddd2120bc0811b1c3aaa678beb04ab54d429b77b9fa6 -size 263008 +oid sha256:ba564cdff2d4c83f2954df493e9f9db33ef770db447f7f9ee23450aba6a53d47 +size 270459 diff --git a/Content/Levels/Build.umap b/Content/Levels/Build.umap index 8ce5844..be452fa 100644 --- a/Content/Levels/Build.umap +++ b/Content/Levels/Build.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5f59de7e89754000f9dbada785b97f086bed859770e7b15ab8beb9a813c2e848 +oid sha256:c65b6a3ee1c549fa443749df3a92a006bb57d47ae9b3b08d70d1f99b66235476 size 5613543 diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index 1033f4f..009d464 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -439,7 +439,6 @@ void ATurnBaseCombatV2::DamagePlayer(int Damage, const FString& DamageType) AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage * EnemyBaseDamageMultiplier) + " HP by " + DamageType + "."); if (*EnemyHealth <= 0) { - EndCombat(); FProperty* IsBossProperty = FindFieldChecked(EnemyActor->GetClass(), "IsBoss"); const FBoolProperty* IsBossBoolProperty = CastFieldChecked(IsBossProperty); if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor)) @@ -448,6 +447,7 @@ void ATurnBaseCombatV2::DamagePlayer(int Damage, const FString& DamageType) EnemyActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); return; } + EndCombat(); Cast(PlayerActor)->GoldBalance += 100; EnemyActor->Destroy(); return; @@ -494,13 +494,13 @@ void ATurnBaseCombatV2::DamageEnemy(int Damage, const FString& DamageType) //Ends Combat if either the player or enemy is dead if (*EnemyHealth <= 0) { - EndCombat(); if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor)) { const FString Command2 = FString::Printf(TEXT("TriggerDeathAnimation")); EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true); return; } + EndCombat(); Cast(PlayerActor)->GoldBalance += 100; EnemyActor->Destroy(); return;