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Version 1.2.2 updates
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1 - All enemies will now be spawned at an adjusted level relative to the
player's level once the Celestial Nexus has been completed.

2 - Signet Rings are now a 100% drop from their respective enemies.
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smccutchen committed Apr 18, 2017
1 parent 9bae38e commit ee88225
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Showing 7 changed files with 33 additions and 6 deletions.
8 changes: 5 additions & 3 deletions Ethereal/Private/Characters/Enemy/Boss/DeathCap.cpp
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Expand Up @@ -136,9 +136,11 @@ void ADeathCap::Tick(float DeltaTime)

void ADeathCap::Death()
{
//Target->EtherealPlayerState->EnemyKillReward(Level, CommonDrop, UncommonDrop, RareDrop); // reward the player for killing this enemy
IsHiding = true;
// FinalDeath() is called by anim notify after the death animation
IsHiding = true; // hide in the ground!

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_AquaSignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP
}

void ADeathCap::AttackCycle()
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5 changes: 4 additions & 1 deletion Ethereal/Private/Characters/Enemy/Boss/Eternal.cpp
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Expand Up @@ -285,9 +285,12 @@ void AEternal::Death()
IsDead = true; // start death anim
DeathLocation = GetActorLocation(); // store current location as death location

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_StarSignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP

///////////////////////////////
// ACHIEVEMENTS

switch (Target->EtherealGameInstance->CurrentRealm)
{
case ERealms::R_Celestial:
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5 changes: 4 additions & 1 deletion Ethereal/Private/Characters/Enemy/Boss/FrostCaptain.cpp
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Expand Up @@ -212,7 +212,10 @@ void AFrostCaptain::Death()
{
IsDead = true;
DeathAudio->Play();
// TO DO : Deactivate Energy Wall

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_IceSignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP
}

void AFrostCaptain::CastHaymaker()
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4 changes: 4 additions & 0 deletions Ethereal/Private/Characters/Enemy/Boss/GaiaTitan.cpp
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Expand Up @@ -164,6 +164,10 @@ void AGaiaTitan::AttackRound()
void AGaiaTitan::Death()
{
IsDead = true;

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_EarthSignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP
}

// A.I. Hearing
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4 changes: 4 additions & 0 deletions Ethereal/Private/Characters/Enemy/Boss/LavaKnight.cpp
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Expand Up @@ -193,6 +193,10 @@ void ALavaKnight::AttackCycle()
void ALavaKnight::Death()
{
DeathAudio->Play();

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_FlameSignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP
}

// A.I. Hearing
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6 changes: 5 additions & 1 deletion Ethereal/Private/Characters/Enemy/Boss/Samaritan.cpp
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Expand Up @@ -150,7 +150,11 @@ void ASamaritan::AttackRound()

void ASamaritan::Death()
{
IsDead = true;
IsDead = true;

// SIGNET RING
EMasterGearList SignetRing = EMasterGearList::GL_SkySignet; // Players get the Signet Ring at a 100% drop rate
Target->EtherealPlayerState->EnemyKillReward(0, SignetRing, SignetRing, SignetRing); // reward the player with the appropriate signet ring, but give no EXP
}

// A.I. Hearing
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7 changes: 7 additions & 0 deletions Ethereal/Private/Management/EtherealEnemyManager.cpp
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Expand Up @@ -268,6 +268,13 @@ void AEtherealEnemyManager::SpawnNode(AEnemyNode* Node)
level = GetAdjustedLevel(); // OVERRIDE LEVEL
}

// All enemies get an adjusted level once the player has completed the game.
// Sort of a shitty New Game Plus
if (Player->EtherealPlayerState->HasCompletedNexus == true)
{
level = GetAdjustedLevel(); // OVERRIDE LEVEL
}

Enemy->SpawnDefaultController(); // Spawns the Enemy's A.I. Controller
Enemy->Level = level; // Sets the Enemy's Level
Enemy->SetBaseStats(); // Sets the Enemy's base stats.
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