Updated Combat to Change the Chance to Miss Based on Enemy Type
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@ -734,7 +734,12 @@ void ATurnBaseCombatV2::EnableButtons() const
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void ATurnBaseCombatV2::EnemyTurn()
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void ATurnBaseCombatV2::EnemyTurn()
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{
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{
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if (FMath::RandRange(1, 100) > 30)
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int ChanceToMiss;
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FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
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const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
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if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor)) ChanceToMiss = 5;
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else ChanceToMiss = 30;
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if (FMath::RandRange(1, 100) > ChanceToMiss)
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{
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{
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const FProperty* EnemyBaseDamageProperty = EnemyActor->GetClass()->FindPropertyByName(FName("BaseDamage"));
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const FProperty* EnemyBaseDamageProperty = EnemyActor->GetClass()->FindPropertyByName(FName("BaseDamage"));
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const int* EnemyBaseDamageSpeedPtr = EnemyBaseDamageProperty->ContainerPtrToValuePtr<int>(EnemyActor);
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const int* EnemyBaseDamageSpeedPtr = EnemyBaseDamageProperty->ContainerPtrToValuePtr<int>(EnemyActor);
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