Bazaar new minigame which replaces old minigame
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@@ -1,11 +1,11 @@
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Id,Name,Heal,Poison,Enhance,Conjure,Celestial,Element,Cost,Effectiveness
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Id,Name,Heal,Poison,Enhance,Conjure,Celestial,Element,Cost,Effectiveness
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P_Healing Tonic,Healing Tonic,4.00,,,,,Light,,4.00
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P_Healing Tonic,Healing Tonic,4,,,,,Light,35,4
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P_Potion of Purging,Potion of Purging,9.00,,2.00,,,Light,,11.00
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P_Potion of Purging,Potion of Purging,9,,2,,,Light,50,11
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P_Grand Potion of Cleansing,Grand Potion of Cleansing,15.00,,6.00,,,Light,,21.00
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P_Grand Potion of Cleansing,Grand Potion of Cleansing,15,,6,,,Light,150,21
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P_Potion of Bad Luck,Potion of Bad Luck,,5.00,,1.00,,Dark,,6.00
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P_Potion of Bad Luck,Potion of Bad Luck,,5,,1,,Dark,300,6
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P_Cast Fireball,Cast Fireball,,,2.00,8.00,1.00,Light,,11.00
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P_Cast Fireball,Cast Fireball,,,2,8,1,Light,450,11
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P_Starlight Spark,Starlight Spark,5.00,,5.00,2.00,10.00,Light,,22.00
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P_Starlight Spark,Starlight Spark,5,,5,2,10,Light,800,22
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P_Widow's Kiss,Widow's Kiss,,4.00,,1.00,,Dark,,5.00
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P_Widow's Kiss,Widow's Kiss,,4,,1,,Dark,250,5
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P_Withered Tree's Sap,Withered Tree's Sap,,8.00,,4.00,,Dark,,12.00
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P_Withered Tree's Sap,Withered Tree's Sap,,8,,4,,Dark,120,12
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P_Anti Gravity Field Potion,Anti Gravity Field Potion,,,,10.00,12.00,Dark,,22.00
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P_Anti Gravity Field Potion,Anti Gravity Field Potion,,,,10,12,Dark,650,22
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P_Serpent's Kiss,Serpent's Kiss,,6.00,,,,WInd,,6.00
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P_Serpent's Kiss,Serpent's Kiss,,6,,,,Dark,170,6
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Content/GameData/Dialogue/Bazaar/DA_BazaarCustomerIntro.uasset
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Content/GameData/Dialogue/Bazaar/DA_BazaarCustomerIntro.uasset
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Content/Scripts/Bazar/WBP_BazaarHaggleCard.uasset
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Content/Scripts/Bazar/WBP_BazaarHaggleCard.uasset
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Content/Textures/UI/Dice/T_D20.png
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Content/Textures/UI/Dice/T_D20.png
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Content/Textures/UI/Dice/T_D20.uasset
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Content/Textures/UI/Dice/T_D20.uasset
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@@ -3,23 +3,9 @@
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#include "BazarSettingsDataAsset.h"
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#include "BazarSettingsDataAsset.h"
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void UBazarSettingsDataAsset::GetModifiersFromEmotionData(const FBazarDialogueEmotionData& InData, int32& OutAnger,
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int32& OutFear, int32& OutSadness)
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void UBazarSettingsDataAsset::PostLoad()
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{
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{
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for (const FBazarEmotionModifier& Mod : InData.EmotionModifiers)
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Super::PostLoad();
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{
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switch (Mod.Emotion)
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{
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case EBazarNpcEmotion::Anger:
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OutAnger = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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case EBazarNpcEmotion::Fear:
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OutFear = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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case EBazarNpcEmotion::Sadness:
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OutSadness = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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default: ;
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}
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}
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}
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}
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@@ -9,10 +9,11 @@
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UENUM(BlueprintType)
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UENUM(BlueprintType)
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enum class EBazarNpcEmotion: uint8
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enum class EBazarNpcEmotion: uint8
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{
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{
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None,
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Trust,
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Anger,
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Excitement,
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Fear,
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Comfort,
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Sadness,
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Pride,
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Curiosity,
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MAX UMETA(Hidden)
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MAX UMETA(Hidden)
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};
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};
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@@ -41,10 +42,38 @@ struct FBazarDialogueEmotionData
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FBazarEmotionModifier> EmotionModifiers;
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TArray<FBazarEmotionModifier> EmotionModifiers;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FString EmotionsData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FText DialogueText;
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FText DialogueText;
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};
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};
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USTRUCT(BlueprintType)
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struct FBazaarHaggleCardData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText CardName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText CardDescription;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 TrustModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ExcitementModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ComfortModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 PrideModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 CuriosityModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (UIMin = "0", ClampMin = "0", UIMax = "20", ClampMax = "20"))
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int32 CardDifficulty;
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};
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/**
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/**
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*
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*
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*/
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*/
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@@ -53,9 +82,19 @@ class PROJECTELERI_API UBazarSettingsDataAsset : public UDataAsset
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 HappyThreshold = 50;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 EmotionLowerThreshold = 65;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 EmotionUpperThreshold = 80;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar")
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TArray<FBazarDialogueEmotionData> AvailableDialogueEmotionData;
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TArray<FBazarDialogueEmotionData> AvailableDialogueEmotionData;
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UFUNCTION(BlueprintPure, Category = "Eleri|Bazaar")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar")
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static void GetModifiersFromEmotionData(const FBazarDialogueEmotionData& InData, int32& OutAnger, int32& OutFear, int32& OutSadness);
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TArray<FBazaarHaggleCardData> HaggleCards;
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virtual void PostLoad() override;
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};
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};
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@@ -99,11 +99,8 @@ void UDialogueComponent::TriggerDialogue(USpeechDataAsset* DialogueAssetPath, co
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bDialogueSelectOpen = false;
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bDialogueSelectOpen = false;
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}
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}
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if (!DialogueWidget)
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DialogueWidget = Cast<UDialogueWidget>(EleriPlayerController->ToggleDialogueWindow(true));
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{
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DialogueWidget->AssignDialogueComponent(this);
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DialogueWidget = Cast<UDialogueWidget>(EleriPlayerController->ToggleDialogueWindow(true));
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DialogueWidget->AssignDialogueComponent(this);
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}
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CurrentLineIndex = 0;
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CurrentLineIndex = 0;
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CurrentActiveDialogue = DialogueAssetPath;
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CurrentActiveDialogue = DialogueAssetPath;
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@@ -127,8 +127,9 @@ public:
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FSoftClassPath DecorationActorClassPath;
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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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// 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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// 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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int32 BaseCost;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book"))
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int32 ProfessionLevelNeeded;
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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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/** 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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a potion of the same element type
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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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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Element ItemElement;
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/** The chemical alignment of item, coresponds to a clock */
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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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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Craftable")
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EChemicalAlignment ChemicalAlignment;
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EChemicalAlignment ChemicalAlignment;
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/** What are the main properties of the ingredient/potion */
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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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* 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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TArray<FPropertyStrength> Properties;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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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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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Craftable", AssetRegistrySearchable, meta = (AssetBundles = "Book"))
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TArray<FPropertyStrength> Defects;
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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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/*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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* 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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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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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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