Updated Boss to Add Combat Variation (Scream)
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							| @ -11,8 +11,8 @@ void UDamageDownPlayer::Invoke(AActor* Character, float TimeOfExpiry) | ||||
| 
 | ||||
| void UDamageDownPlayer::OnExpiry(AActor* Character) | ||||
| { | ||||
| 	Super::OnExpiry(Character); | ||||
| 	CombatSystem->BaseDamageMultiplier += PlayerDamageMultiplierDecreaseAmount; | ||||
| 	Super::OnExpiry(Character); | ||||
| } | ||||
| 
 | ||||
| void UDamageDownPlayer::OnEnemyTurn(AActor* Enemy, AActor* Character) | ||||
|  | ||||
| @ -778,9 +778,27 @@ void ATurnBaseCombatV2::EnemyTurn() | ||||
| 	else ChanceToMiss = 30; | ||||
| 	if (FMath::RandRange(1, 100) > ChanceToMiss) | ||||
| 	{ | ||||
| 		const FProperty* EnemyBaseDamageProperty = EnemyActor->GetClass()->FindPropertyByName(FName("BaseDamage")); | ||||
| 		const int* EnemyBaseDamageSpeedPtr = EnemyBaseDamageProperty->ContainerPtrToValuePtr<int>(EnemyActor); | ||||
| 		DamagePlayer(*EnemyBaseDamageSpeedPtr); | ||||
| 		if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor) && FMath::RandRange(1, 100) > 10) | ||||
| 		{ | ||||
| 			FOutputDeviceNull AR; | ||||
| 			UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass())); | ||||
| 			UStatusEffect* TempPlayerDamageDownStatusEffect = NewObject<UStatusEffect>(PlayerActor, DamageDownPlayerStatusEffect); | ||||
| 			StatusSystem->AddStatusEffect(TempPlayerDamageDownStatusEffect, 1, true); | ||||
| 			StatusEffects.Add(TempPlayerDamageDownStatusEffect); | ||||
| 			AddBattleLogMessage("Player Damage Down"); | ||||
| 			StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 0.0f, 0.0f, 1.0f))); | ||||
| 			StatusTextBlock->SetText(FText::FromString("Player Damage Down")); | ||||
| 			const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation")); | ||||
| 			HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true); | ||||
| 			const FString Command4 = FString::Printf(TEXT("TriggerScreamAnimation")); | ||||
| 			EnemyActor->CallFunctionByNameWithArguments(*Command4, AR, nullptr, true); | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			const FProperty* EnemyBaseDamageProperty = EnemyActor->GetClass()->FindPropertyByName(FName("BaseDamage")); | ||||
| 			const int* EnemyBaseDamagePtr = EnemyBaseDamageProperty->ContainerPtrToValuePtr<int>(EnemyActor); | ||||
| 			DamagePlayer(*EnemyBaseDamagePtr); | ||||
| 		} | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
|  | ||||
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