updated the tradeable quantity limit in inventory item struct, and created floating damage number prototype.
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hwanyoung2/Content/Hwanyoung/BP_ShopNPC.uasset
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hwanyoung2/Content/Hwanyoung/BP_ShopNPC.uasset
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hwanyoung2/Content/Hwanyoung/Character/NPC/Resources/BP_DamageAmount.uasset
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hwanyoung2/Content/Hwanyoung/Levels/Sprink_TEST.umap
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@ -82,7 +82,7 @@ TMap<FInventoryItem, int> AHYShopAOE::GetTradableItemSets(int CurrentHonbaekAmou
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for (FInventoryItem TempItem : TempItems)
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{
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int MaxAmount = CurrentHonbaekAmount / TempItem.ItemValue;
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int Amount = FMath::Clamp(FMath::RandRange(0, MaxAmount), 1, 10);
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int Amount = FMath::Clamp(FMath::RandRange(0, MaxAmount), 1, TempItem.ItemTradeLimitNumber);
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Item.Add({ TempItem, Amount });
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}
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@ -71,6 +71,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FCraftingInfo> CraftCombinations;
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// The limit on the number of trade possible.
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ItemTradeLimitNumber;
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bool operator==(const FInventoryItem& OtherItem) const {
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return ItemID == OtherItem.ItemID;
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}
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