Bazaar new minigame which replaces old minigame
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@@ -127,8 +127,9 @@ public:
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FSoftClassPath DecorationActorClassPath;
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/** Base cost of the item that's used to form buying and selling prices */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book"))
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// Base cost of the item that's used to form buying and selling prices
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// EDIT IT THE CSV
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Info", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book"))
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int32 BaseCost;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book"))
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@@ -188,8 +189,9 @@ public:
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int32 ProfessionLevelNeeded;
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/** The item element describes what type of crystal goes into creating
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a potion of the same element type*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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a potion of the same element type
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EDIT IN CSV*/
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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Element ItemElement;
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/** The chemical alignment of item, coresponds to a clock */
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@@ -199,8 +201,10 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Craftable")
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EChemicalAlignment ChemicalAlignment;
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/** What are the main properties of the ingredient/potion */
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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/** What are the main properties of the ingredient/potion
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* EDIT IN CSV
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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TArray<FPropertyStrength> Properties;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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@@ -210,8 +214,10 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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TArray<FPropertyStrength> Defects;
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/*Item effectiveness is it's ability to effect the body in various ways, 1 being least effective and 4 most effective*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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/*Item effectiveness is it's ability to effect the body in various ways, 1 being least effective and 4 most effective
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* EDIT IN CSV
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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int32 Effectiveness;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", meta = (ClampMin = 1.f, ClampMax = 2.f, UIMin = 1.f, UIMax = 2.f, Delta = 0.01f))
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