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New item additions, including Valkyrie, Conquerer, and Defending Ring. Initial balancing was applied to the new armor pieces. I still need to make special effects on some of the armor pieces.
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// © 2014 - 2016 Soverance Studios | ||
// http://www.soverance.com | ||
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// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
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// http://www.apache.org/licenses/LICENSE-2.0 | ||
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// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "Ethereal.h" | ||
#include "DefendingRing.h" | ||
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#define LOCTEXT_NAMESPACE "EtherealText" | ||
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// Sets default values | ||
ADefendingRing::ADefendingRing(const FObjectInitializer& ObjectInitializer) | ||
: Super(ObjectInitializer) | ||
{ | ||
// Get Assets, References Obtained Via Right Click in Editor | ||
static ConstructorHelpers::FObjectFinder<UTexture2D> LargeIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/ArmorIcon_DefendingRing.ArmorIcon_DefendingRing'")); | ||
static ConstructorHelpers::FObjectFinder<UTexture2D> SmallIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/ArmorIcon_DefendingRing-small.ArmorIcon_DefendingRing-small'")); | ||
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// Set Default Objects | ||
LargeIcon = LargeIconObject.Object; | ||
SmallIcon = SmallIconObject.Object; | ||
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// Set Default Values | ||
Name = EMasterGearList::GL_DefendingRing; | ||
NameText = LOCTEXT("DefendingRingName", "Defending Ring"); | ||
Type = EMasterGearTypes::GT_Ring; | ||
TypeText = LOCTEXT("DefendingRingType", "Ring"); | ||
Description = "A sturdy ring carried only by the most stoic of Ethereal Knights."; | ||
Price = 100000; | ||
MPCost = 0; | ||
ATK = 0; | ||
DEF = 100; | ||
SPD = 0; | ||
HP = 999; | ||
MP = 0; | ||
SpecialEffectText = LOCTEXT("DefendingRingSpecialEffect", "Perfect Defense."); | ||
} | ||
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// Called when the game starts or when spawned | ||
void ADefendingRing::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
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// Bind this function to the event dispatcher for Bind Gear | ||
OnBindGear.AddDynamic(this, &ADefendingRing::DoSpecialEffect); | ||
OnRemoveGear.AddDynamic(this, &ADefendingRing::RemoveSpecialEffect); | ||
} | ||
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// Custom code for Special Effect | ||
void ADefendingRing::DoSpecialEffect() | ||
{ | ||
OwnerReference->HasShadowGear = true; | ||
} | ||
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// Custom code for Special Effect | ||
void ADefendingRing::RemoveSpecialEffect() | ||
{ | ||
OwnerReference->HasShadowGear = false; | ||
} | ||
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#undef LOCTEXT_NAMESPACE |
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