69. Modifier Coefficients
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
(Stored with Git LFS)
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@ -2,10 +2,12 @@
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"ColumnWidths":
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"ColumnWidths":
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{
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{
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"MaxValue": 165,
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"MaxValue": 165,
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"Description": 135,
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"Description": 226,
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"Category": 96,
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"Category": 96,
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"BaseValue": 106,
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"BaseValue": 106,
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"Name": 82,
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"Name": 82,
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"MinAttribute": 327
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"MinAttribute": 103,
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"bUseMaxAttribute": 129,
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"bUseMinAttribute": 134
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}
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}
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}
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}
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@ -73,7 +73,7 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
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if ( Data.EvaluatedData.Attribute == GetHealthAttribute() )
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if ( Data.EvaluatedData.Attribute == GetHealthAttribute() )
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{
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{
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SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) );
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SetHealth( FMath::Clamp( GetHealth(), 0, 300.000000 ) );
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}
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}
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if ( Data.EvaluatedData.Attribute == GetManaAttribute() )
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if ( Data.EvaluatedData.Attribute == GetManaAttribute() )
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{
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{
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@ -103,8 +103,6 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
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{
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{
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SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
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SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
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}
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}
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Props.Populate( Data );
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}
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}
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void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
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void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
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@ -113,7 +111,7 @@ void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute,
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if ( Attribute == GetHealthAttribute() )
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if ( Attribute == GetHealthAttribute() )
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{
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{
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NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
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NewValue = FMath::Clamp( NewValue, 0, 300.000000 );
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}
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}
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if ( Attribute == GetManaAttribute() )
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if ( Attribute == GetManaAttribute() )
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{
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{
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