Updated Combat to Replace Old Combos

This commit is contained in:
Philip W 2023-04-25 04:38:06 +01:00
parent fde1537dc0
commit feea306d11
2 changed files with 13 additions and 25 deletions

View File

@ -208,14 +208,14 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
if (IsSpecialCombo(Combo)) if (IsSpecialCombo(Combo))
{ {
UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass())); UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass()));
if (Combo == "AAE") if (Combo == "PA")
{ {
UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect); UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false); StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
StatusEffects.Add(TempThornsStatusEffect); StatusEffects.Add(TempThornsStatusEffect);
AddBattleLogMessage("Player Casted Thorns"); AddBattleLogMessage("Player Casted Thorns");
} }
else if (Combo == "PPI") else if (Combo == "PI")
{ {
UStatusEffect* TempDOTStatusEffect = NewObject<UStatusEffect>(PlayerActor, DOTStatusEffect); UStatusEffect* TempDOTStatusEffect = NewObject<UStatusEffect>(PlayerActor, DOTStatusEffect);
StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false); StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false);

View File

@ -72,34 +72,22 @@ public:
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere)
TMap<FString, int32> ValidCombos = TMap<FString, int32> ValidCombos =
{ {
{"P", 5}, {"PE", 15},
{"PP", 15}, {"PA", 15},
{"PPP", 20},
{"E", 5},
{"EE", 15},
{"EEE", 20},
{"A", 5},
{"AA", 15},
{"AAA", 20},
{"I", 5},
{"II", 15},
{"III", 20},
{"IA", 15},
{"IIA", 20},
{"EP", 15},
{"EEP", 20},
{"AE", 15},
{"AAE", 20},
{"PI", 15}, {"PI", 15},
{"PPI", 20} {"EA", 15},
{"EI", 15},
{"AI", 15},
{"PP", 20},
{"EE", 20},
{"AA", 20},
{"II", 20}
}; };
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere)
TMap<FString, FString> SpecialCombos = TMap<FString, FString> SpecialCombos =
{ {
//{"IIA", "ReduceActSpeed"}, {"PA", "Thorns"},
//{"EEP", "AreaOfEffect"}, {"PI", "DamageOverTime"}
{"AAE", "Thorns"},
{"PPI", "DamageOverTime"}
}; };
FString BattleLog; FString BattleLog;