Bugfix Able to Open Inventory During Combat
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -22,7 +22,7 @@ void UEatableItems::Use(ATempCharacter* Character)
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{
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if (Character->Health < 100)
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{
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Character->Health += 20;
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Character->Health = FMath::Clamp(Character->Health + 20, 0, 100);
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Character->Inventory->RemoveItem(this);
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}
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else if (Character->Health >= 100)
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@ -7,11 +7,11 @@ void UStrengthBuff::Invoke(AActor* Character, float TimeOfExpiry)
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{
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Super::Invoke(Character, TimeOfExpiry);
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CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
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CombatSystem->BaseDamageMultiplier += 1;
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CombatSystem->bIsBuffed = true;
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}
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void UStrengthBuff::OnExpiry(AActor* Character)
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{
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Super::OnExpiry(Character);
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CombatSystem->BaseDamageMultiplier -= 1;
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CombatSystem->bIsBuffed = false;
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}
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@ -116,6 +116,8 @@ void ATurnBaseCombatV2::CombatCheck(const bool bWasShot)
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const UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
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ChainDamageMultiplier = 0;
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BaseDamageMultiplier = DefaultBaseDamageMultiplier;
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if (bIsBuffed) BaseDamageMultiplier += 1.0f;
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DamageMultiplierTextBlock->SetText(FText::FromString(""));
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const FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
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@ -437,7 +439,8 @@ void ATurnBaseCombatV2::DamageEnemy(int Damage, const FString& DamageType)
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AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage * BaseDamageMultiplier) + " HP by " + DamageType + ".");
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if (DamageMultiplierTextBlock->GetText().ToString() == "")
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{
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BaseDamageMultiplier -= ChainDamageMultiplier;
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BaseDamageMultiplier = DefaultBaseDamageMultiplier;
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if (bIsBuffed) BaseDamageMultiplier += 1.0f;
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ChainDamageMultiplier = 0;
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}
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@ -25,12 +25,17 @@ public:
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int* EnemyHealth = nullptr;
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float* PlayerHealth = nullptr;
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UPROPERTY(BlueprintReadOnly)
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bool bIsInCombat = false;
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UPROPERTY(EditDefaultsOnly)
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float BaseDamageMultiplier = 1.0f;
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UPROPERTY(EditDefaultsOnly)
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float BaseDefenseMultiplier = 1.0f;
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UPROPERTY(EditDefaultsOnly)
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float DefaultBaseDamageMultiplier = 1.0f;
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UPROPERTY(BlueprintReadWrite)
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bool bIsBuffed = false;
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UPROPERTY()
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float ChainDamageMultiplier = 0;
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UPROPERTY(EditAnywhere)
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