This is my personal blog its main purpose is just as a sort of work log for myself, but maybe someone might find some part of it interesting or useful at some point. I started keeping this log back in July 2025, but it was just on a text file on my desktop so everything up until the creation of this website will have a listed date in the title.
Refactored the inventory code for adding items, fixed some bugs related to marking items as stolen.
Fixed a bug where arrows couldnt be marked as stolen
Refactored the code in the ChoosebestArmor function in the bp ai parent
Refactored the inventory code for adding items, fixed some bugs related to marking items as stolen.
Fixed a bug where arrows couldnt be marked as stolen
Refactored the code in the ChoosebestArmor function in the bp ai parent
Refactored the code in the SetArmorEquipped function in the BTGS inventory component
Fixed a bug where the material on the NPC underwear models would have the material of whatever they were previously wearing
Refactored the code in the PlayerInventoryMaintenance function
Refactored the code in the NPCInventoryMaintenance function
Removed a bunch of hard refs in various components
Added the code required to remove stacks of items from inventories, right now this is just for arrows, but can later be expanded to the alternate grip we had talked about.
Removed some old unused code for equipping armor from the inventory shelf
Fixed the bug where you couldnt add items you just took off the armor mannequin to your inventory using the A button.
Added the code required to remove stacks of items from inventories, right now this is just for arrows, but can later be expanded to the alternate grip we had talked about.
Removed some old unused code for equipping armor from the inventory shelf
Fixed the bug where you couldnt add items you just took off the armor mannequin to your inventory using the A button.
Cleaned up the code for the armor unequipping function inside the inventory shelf we were doing a bunch of redundant work.
Fixed the armor duplication bug!
Fixed the bug where time dilation was happening far too frequently on arrows
Fixed the bug where time dilation could occur when an NPC was casting with a staff
Simplified the default destruction impact particle effect, it was far too heavy on Quest
Fixed the shield attachment location for NPCs so that its dependent on the type of shield.
Fixed an exploit that allowed the player to get multiple hits in during a time dilation event
Fixed the bug where NPCs would attempt to block as if they had a shield when they don’t, but i suspect there’s another location that might be causing this, but I cant find it yet. Will need QA to keep an eye out for this bug specifically.
Fixed the orientation of the undead knight sword
Increased the volume on the armor impact sounds when not hitting hard enough to cause damage
Increased the health oof the sand golem
Improved the readability of the armor stat display
Fixed an issue where spawned armor would be assigned the wrong material
Added a function called GetSkill to the function library to match the GetPlayerSkill function
Fixed a bug where NPCs weren’t using their own skill levels when calculating spell cost with a staff
Fixed the bug where an NPC would keep trying to use a staff that doesnt have enough charge.
Fixed bug where NPCs wouldn’t actually use the potions in their inventory.
Created a new anim notify to destroy the spawned potion the NPC is using.
Added an interface event called DestroyNPC_SpawnedPotion_OnInterface
Fixed a bug where the spawned potion wouldnt be destroyed if the anim was updated
Fixed the NPC behavior where they would get stuck against walls
Fixed the bug where the wrist UI would show up while holding a book
Added the ability for creatures to hit react
Fixed bug where Arena Gates wouldnt open
Fixed bug where NPCs would spawn in the center of the arena
Added the ability to skip the death music to respawn quicker.
Changed the way we are getting a neutral look target for NPCs
Fixed the bug we’ve been having for years where sometimes NPCs use the wrong LOD
Fixed the female scaled armor set it was using meshes scaled to fit the metahuman male for some reason
Changed the way we are getting a neutral look target for NPCs
Fixed the bug we’ve been having for years where sometimes NPCs use the wrong LOD
Fixed the female scaled armor set it was using meshes scaled to fit the metahuman male for some reason
Added in code to hide/show hair if helmet is equipped on NPCs
Fixed bug where allow repeat toggle in endless spawner only worked on creatures
Added the code for updating the number of creatures or NPCs killed.
Refactored the code for Equipping items went from a giant graph to a single line function!
Refactored the code for unequiping items
Added a backup execute console command for if the r.SkeletalMeshLODBias gets set to 1 as it has been
Fixed bug where NPCs continue to try to attack the player after they are dead
Fixed the bug where NPCs would disappear if you got super close to them
Created a custom camera fade seeing as the player camera manager built into unreal doesnt seem to work on android anymore.
Fixed a bug where NPCs didnt have a neutral head pose.
Fixed a bug where set deny gripping wouldnt work when adding a weapon to the players back
Fixed an enormous texture map in the hellhound.
Fixed a bug where NPCs didnt have a neutral head pose.
Fixed a bug where set deny gripping wouldnt work when adding a weapon to the players back
Fixed an enormous texture map in the hellhound.
Fixed a bug where creatures were running the same blinking code as human npcs
Fixed a bug where creatures were running the same code for head targeting as human NPCs
Fixed duplicate mesh bug in NPCs
Fixed male underwear bug where
Fixed incorrect idle animation on sand golem
Fixed the issue where the greater sand golem still had their dust particle effects playing after death
Fixed the scaling issue on the greater sand golem
Fixed bug where bow strings would stay attached to dead npc hands
Fixed bug where ranged component would become invalid in the combat ABP
Fixed bug where the controller haptic effect would fail to get a valid controller to play the effect on
Cleaned up the setup armor anims event in the player character, it was referencing the old armor equip system
Removed the old EnableArmorOverlaps event in the player character
Removed the old DisableArmorOverlaps event in the player character
Removed all the old armor overlap volumes on the player character
Removed old testing clothing references form player character
Removed hard ref to failed spell cast vfx
Added a new interface event called PauseNPCRoutineOnInterface to the BTGSAI_Interface
Changed how we are getting velocity when casting spell scrolls to fix a bug where the velocity returned zero
Added an extra update player values check in attempt to fix the bug where the player health and magic values dont update when switching levels.
Added interface event for IsTwoHandedWeapon_OnInterface
Fixed the following things from recent playtest
NPC skin is flickering are we rendering two npc bodies?
NPC magic animations are still jerky
NPC weapons are failing to simulate physics sometimes, seemingly when they are in the middle of an animation.
The Wrist UI is updating all value except for the player gold and the health and magic values, specifically noticed that if the player changes levels the issue shows up such as when you die or if you travel from the shader compile map to the actual arena. Perhaps makes sense then why it doesnt happen on pc, in pie you dont really change levels in the same way as on android, should try it on a windows build and see if it still happens.
Spell scroll does not work. Not enough magic perhaps?
Sound effect for failing to hit ghost doesnt play
Sometimes on death npcs arrows remain attached to their hand if they were mid draw
NPCs bow string stays attached to their hand if they die mid draw
When the player is hit with the default damage swirl effect the game performance drops need to check material and niagara complexity for that effect
Need to fade in the NPC crowd reactions they come in rather abrupt
Viridium wand spell spawn location is bad, socket is probably just in a bad location
There is a bit of lag when NPCs first spawn in and a lag when opening the player side arena gates
NPC side area gates stay open
Flying half vampire is missing their inventory
Weapons held in the left hand dont seem to drop upon player death
Goblin club needs to make a wood sound not a metal sound
Goblin club is marked as two handed
Chitin staff is non functional, if its used it goes to the inventory immediately as if its out of charge or damaged, not sure whats happening also causes NPCs to act strange because they try to use it, it fails then they pull it out again.
Fire Golem tutorial played more than once
Sand golem tutorial played more than once
Spider tutorial played more than once
Minotaur tutorial played more than once
Flames spell is over powered need to increase magic cost or reduce damage
Archery feels great, but is clearly the weakest of the weapon types
NPCs can be damaged by weapons on the ground on one occasion an npc walked into a shield which qualified as a knock down making it look like they tripped which was cool but unintended
Two handed weapons feel kind of bad they bounce off a lot
Sand golem dust particle effects are still playing after death
Noticeable performance drop when looking at the hell hound no idea why
Need to clean up npc bodies after some amount probably like 15
Moar bug fixes
removed a bunch of hard refs across the project
Made the potion pour material more performant and updated the code to make the potion liquid the same color as the liquid in the bottle.
Fixed some broken potion materials
removed a bunch of hard refs across the project
Made the potion pour material more performant and updated the code to make the potion liquid the same color as the liquid in the bottle.
Fixed some broken potion materials
Fixed missing sheath sound effect selection code
Fixed missing inventory category label
Fixed poor quality lods on inventory categories
Fixed the bug where the inventory showed more than 2 decimal places.
removed NPC underwear models from creatures
Fixed missing variable in check for key function in player character
Fixed wolf blendspace our of bounds issue
Fixed a bug where containers would attempt to set a weight value
Fixed bug where npcs wouldnt attach wands to their hands properly
Fixed the bug where NPC loot shelves would sometime spawn way above their bodies out of the players reach
Fixed a bug where the player could get shot into the crowd when looing an NPC
Fixed bug where npcs wouldnt drop their weapons when dying
Set the player skills lower by default some of the, were set super high for testing
Fixed a bug where you could add gold to your inventory without destroying it form the world
Raised ambient volume of crowd
Fixed a bug where the NPCs melee component would return null
Fixed a bug where the actor ref might be invalid when attempting to set the visibility of the stolen icon on the wrist UI
fixed bug where skill would be invalid in information book
fixed bug where spawned fail hit sound would be invalid before playing
fixed a bug where the combat status component could become invalid
Fixed a bug where the tutorial line for arrow quivers would player more than once
Fixed a bug where you couldnt pull a weapon off a dead npc
Fixed a bug where the arrow outline would stay visible on the bow if you added it to you inventory
Played the game for a session of over an hour and a half with no crashes or audio drops and was able to kill over 100 NPCs before performance became unplayable. Need a system to clean up bodies after a set time.
Removed a hard ref to the inventory component on the lock component
removed hard refs to quests in the cheat manager
Cut the memory size of the player journal in half
Removed a hard ref to the inventory component on the lock component
removed hard refs to quests in the cheat manager
Cut the memory size of the player journal in half
Added the npc underwear models and the code to turn them on
Removed a hard ref to the merchant zone in the cheat manager
Removed a hard ref to the MAX NPC in the Cheat manager
Added interface event for SetMaxAttackingOnInterface to the BTGS AI Interface
Removed a hard ref to the merchant zone in the cheat manager
Removed a hard ref to the MAX NPC in the Cheat manager
Added interface event for SetMaxAttackingOnInterface to the BTGS AI Interface
Removed a hard ref to the BP AI Parent in the cheat manager
Removed a hard ref to the BP AI Parent in the BP_MainArenaCheatMenu
Removed a hard ref to the BaseObject in the cheat manager
Removed a hard ref to the HarvestableBaseObject in the cheat manager
Removed a hard ref to the BP_PointLight in the cheat manager
Removed a hard ref to the BP_PointManager in the cheat manager
Removed a hard ref to the AlchemyWorkbenchV4 in the cheat manager
Removed a hard ref to the WeaponRepairBenchV3 in the cheat manager
Removed a hard ref to the ArmorRepairBenchV3 in the cheat manager
Removed a hard ref to the BP_EnchantingBench_V2 in the cheat manager
Removed a hard ref to the BP_DirectionalLight_New in the cheat manager
Removed a hard ref to the BP_ComboContainerBase in the cheat manager
Removed a hard ref to the LeverContainer_BaseObject in the cheat manager
Removed a hard ref to the BP_Station_Base in the cheat manager
Removed a hard ref to the BP_NPC_Manager in the cheat manager
Removed a hard ref to the BP_PlanterPotBase in the cheat manager
Removed a hard ref to the function library and replaced it with the magic function library in the SpellInventory component
Removed a hard ref to the BP AI Parent from the base door
Removed a hard ref to the Cell State Manager from the base door
Added missing data task for breaking weapons tutorial
cut up the rest of the missing audio lines and imported them into the engine
Added in the missing quiver tutorial information.
Added missing data task for breaking weapons tutorial
cut up the rest of the missing audio lines and imported them into the engine
Added in the missing quiver tutorial information.
Fixed a bug where tutorial lines would override other tutorial lines
Fixed missing spell scroll tutorial
Fixed a bug where the staff charge VFX would never despawn
Fixed a bug where tutorial lines would override other tutorial lines
Fixed missing spell scroll tutorial
Fixed a bug where the staff charge VFX would never despawn
Fixed the bug where player could move fast during time dilation
Moved the player and NPC starts
Fixed a bug where NPCs would not run out into the arena
Fixed a bug where npcs couldnt spawn back to back
Fixed another bug where the staff charging vfx wouldnt be destroyed
Fixed a bug where we werent updating the player speed properly
Removed the tutorial code from the silver wand and added it to the base object
Fixed the bug where the player couldn’t get close to the inventory shelf they would get pushed away from it causing disorientation.
Fixed a bug where ingredients were always referenced as Heart Shards to narrative.
Removed the tutorial code from the silver wand and added it to the base object
Fixed the bug where the player couldn’t get close to the inventory shelf they would get pushed away from it causing disorientation.
Fixed a bug where ingredients were always referenced as Heart Shards to narrative.
Fixed missing concurrency on eating and drinking sounds
We apparently never plugged in the ability for players to actually activate the first magic effect from an ingredient if they ate it.
Fixed missing concurrency on arrow impact sounds
Added a variable to the base object for if a weapon is currently holstered, we had a way to track if we should be trying to holster something but not a way to see if it was currently in a holster.
Added the missing weapon draw from holster sound effect
Added code to spawn the missing shield back holster
Added variable for shield back holster
Modified the GetBackHolstersFromPlayer_OnInterface Event to include the shield holster
Fixed the bug where you could add shields to the left and right shoulder holsters
Fixed bug where eating and drinking sounds would not play until after the inventory was closed
Fixed the bug where the background music paused while in the menu
All the current tutorial stuff works!!!
Added a label to the bottom of the Mini player model to show the current armor rating of the player.
Tutorial Stuff!
Fixed a bug where the bow draw string metasound was being destroyed causing bows to not make sound.
Fixed the bow draw string metasound spawn type it was previously spawn at location which made no sense, its now spawn attached to the bow string center
Added a larger grip cylinder to the player quiver to make it much easier to grab arrows.
Fixed a bug where the bow draw string metasound was being destroyed causing bows to not make sound.
Fixed the bow draw string metasound spawn type it was previously spawn at location which made no sense, its now spawn attached to the bow string center
Added a larger grip cylinder to the player quiver to make it much easier to grab arrows.
Fixed the bug where back quivers didnt work.
Fixed the weirdly rotated grip when the player was gripping the bow string. Less wrist broken.
Created narrative data tasks for FirstEncounteredArmorType, FirstEncounteredInput, FirstEncounteredOtherObjects, FirstEncounteredSpellType, and FirstEncounteredWeaponType.
Created a new enum for shield type
Added code to the base object for the tutorial when first encountering a type of weapon
Added code to the merchant zone for tutorial first encounter
Added code to the alchemy workbench for tutorial first encounter
Added code to the armor repair bench for tutorial first encounter
Added code to the weapon repair bench for tutorial first encounter
Added code to the enchanting bench for tutorial first encounter
Fixed missing concurrency settings on the spell jars
Added code to the spell jars for tutorial spell type first encounter
Fixed missing concurrency settings inside the weapon and armor repair hammers
Added code to the base object for tutorial when first encountering a type of armor
Added code to the base object to update the number of objects recharged in narrative
Added code to the base object for tutorial when first encountering potions
Added code to the base object for tutorial when first encountering Heart Shards
Added code to the the player for tutorial when first encountering inputs
Added code to the base object for tutorial when first encountering staff or wand casting
Added code to the base object for tutorial when first encountering scroll casting
Added code to the player for tutorial when encountering the spell casting system
Pre alpha weapons tutorial functional
Created new concurrency settings for Global, Foot Steps, Creature Idles, Magic, UI, and combat impacts.
Implemented the Arrow firing meta sound, we were previously using a single sound for every arrow type
Created a new Enum for Armor Set
Created new concurrency settings for Global, Foot Steps, Creature Idles, Magic, UI, and combat impacts.
Implemented the Arrow firing meta sound, we were previously using a single sound for every arrow type
Created a new Enum for Armor Set
Created a new Enum for weapon set
Added the new enums to the item definition for the data table.
Implemented the new concurrency settings across the project.
Set the fire golems VFX to get destroyed when they die.
Set the spider mouth poison drip VFX to get destroyed when they die
Set the ghost VFX to get destroyed when they die.
Created a new anim notify for playing footstep sounds because the built in unreal one inexplicably doesn’t support sound attenuation.
Fixed Sound effects on the goblin, passing the rest of the creatures off to Megan to finish.
Added code to the Player quest updated event to check if we are tracking the quest if not we shouldnt show the quest update VFX
Created a new anim notify for playing footstep sounds because the built in unreal one inexplicably doesn’t support sound attenuation.
Fixed Sound effects on the goblin, passing the rest of the creatures off to Megan to finish.
Added code to the Player quest updated event to check if we are tracking the quest if not we shouldnt show the quest update VFX
Created New color variables to allow us to update the color of the notification VFX for different reasons like quest failed, succeeded, started, updated, Skill up, Level Up Ready etc
Bound events to Quest Failed and Quest Started, and branch completed.
Updated the notification vfx to turn off scale color
Fixed the non attenuated death sounds from creatures
Fixed the non attenuated parry sounds from NPCs not really an issue if you are up close, but if you see two npcs fighting far away the sounds would play as if you were right next to them.
Fixed the bug where the ghost, undead knight, goblin not updating their EnemyKilledTask when killed by the player
Created the default player class SkillClass_PlayerDefault.
Set the new default player class to stop the errors from the Stats system setup, will need to replace when character creation is functionable.
Fixed missing metasound for hitting armor when the hit is a fail
Fixed Null ref to owning character ref in the base object
Added an is valid check to the player character when updating the wrist UI as it was throwing an error.
Got new animations for the greater golems and retargeted them, passing them off to Megan for implementation.
Fixed a missing audio file for failed hits for the goblin club
Added another collision primitive to the goblin club to help stop its endless rolling.
Fixed a bug in our Semi procedural music system that was causing it to only ever play 1 track
Created a new concurrency asset for the music manager
Added some error handling to deal with name overrides in the BTSG name component
Added a killer reference to the death event so we know who or what killed something
Created a new narrative data task for Kill Enemy Type
Added some error handling to deal with name overrides in the BTSG name component
Added a killer reference to the death event so we know who or what killed something
Created a new narrative data task for Kill Enemy Type
Minotaur nose steam bug fixed
Creature tutorial barks are now in!
Fixed a bug where non enchanted items would sometimes show magic effects due to a null value from the spell data table
Fixed a bug where enchanted weapons wouldnt show their charge bar
Added a new function called GetEnchantedMagicEffectsCost to the magic function library
Fixed a bug where non enchanted items would sometimes show magic effects due to a null value from the spell data table
Fixed a bug where enchanted weapons wouldnt show their charge bar
Added a new function called GetEnchantedMagicEffectsCost to the magic function library
Fixed the bug where enchanted items were only costing a small amount of charge per hit, we were doing a simple calculation based on base magic cost instead of a proper skill check and magic cost calculation.
Fixed the bug where hitting a merchant shelf would produce blood as if hitting an npc.
Fixed the bug where potion bottles were making impact sounds when walking with them.
Fixed bug where you couldnt add items to the shop selling area
Fixed bug where adding items to a container wouldnt refresh the container
Fixed bug where the spawned inventory of drawer containers spawned inside of the mesh
Fixed the bug where attempting to sell a potion the potion mesh on the merchant stall would not have the correct material.
Fixed the bug where ingredients produced a metallic sound when hit.
Modified the Player hitting weapons metasound to adjust volumes and pitches
Added variety to the weapon hits sounds
Adjusted the placement of the weapon racks in the endless arena they were causing pathing issues
Replaced the old dummy quivers in the arena with the new ones
Implemented a new system to reset the endless arena weapons after 10 kills.
Fixed the stretching on the remaining armor pieces for female clothing and armor
Fixed a bug in the narrative data task for adding items to the inventory in the inventory component
Created a new parent object for quivers using the new filled quiver art.
Fixed the stretching on the remaining armor pieces for female clothing and armor
Fixed a bug in the narrative data task for adding items to the inventory in the inventory component
Created a new parent object for quivers using the new filled quiver art.
Programmed the new system for dealing with adding arrows from quivers to the inventory.
Fixed issue with Serfinas skin ended up overhauling the entire parent material a bit, uses less texture samples now and properly exposes lip color control.
Spent the rest of the day working on solving the weird clothing stretching issue on all our clothing, we’ve solved this problem several times, but our base mesh has changed a few times. Turns out the issue isnt just the bone reduction some of the skin weights were just terrible on our meshes. All the male clothing is now fixed, also all the female clothing for the characters in the undercroft.
Fixed issue with Serfinas skin ended up overhauling the entire parent material a bit, uses less texture samples now and properly exposes lip color control.
Spent the rest of the day working on solving the weird clothing stretching issue on all our clothing, we’ve solved this problem several times, but our base mesh has changed a few times. Turns out the issue isnt just the bone reduction some of the skin weights were just terrible on our meshes. All the male clothing is now fixed, also all the female clothing for the characters in the undercroft.
Worked on a bunch of the setup for the new quiver of arrows system to replace the old stack of arrows system that basically worked like a harvestable
Fixed the bug where you couldnt tip grip a two handed weapon with the opposite hand. Bug turned out to be a bug in VRE actually, but i found a workaround.
Added a tag to the inventory shelf called InventoryShelf
Worked on a bunch of the setup for the new quiver of arrows system to replace the old stack of arrows system that basically worked like a harvestable
Fixed the bug where you couldnt tip grip a two handed weapon with the opposite hand. Bug turned out to be a bug in VRE actually, but i found a workaround.
Added a tag to the inventory shelf called InventoryShelf
Fixed the bug where the player couldnt directly add things to the inventory shelf if it was overlapping when the shelf was created.
Fixed the bug where the new wand attunement sounds wouldnt play until the inventory was closed.
Quest markers now follow npcs even if they are killed
Quest markers now properly disappear at a distance
Fixed missing attenuation settings for creature breathing sounds
Fixed a bug where repair benches would create hit VFX continuously when the hammer was resting on the item to repair
Added the fail hit sound to repair benches
Fixed missing attenuation settings for creature breathing sounds
Fixed a bug where repair benches would create hit VFX continuously when the hammer was resting on the item to repair
Added the fail hit sound to repair benches
Fixed a bug where repair benches would spam the failed hit sound
Added in a countermeasure for the wrist wiggling exploit that some testers have done while trying the combat.
Moved the inventory back 15 units, its original design was supposed to take up almost the entire field of view, but as the inventory system changed over time it ended up being way too close and taking up almost double a normal fov.
Modified the physics settings a bit on shields to help prevent the weapons from sometimes sticking into them when banging them together, it not perfect and its not gonna be without much more expensive physics, but its better than it was at least.
Fixed the bug in the alchemy system where when creating a potion a successful potion would sometimes make the fail sound.
Implemented the new spell failed due to insufficient velocity and spell failed due to insufficient magic meta sounds.
Implemented new metasound for using an ineffective weapon against an enemy such as iron swords against a ghost.
Created a new metasound for wand attunement
fixed the issue of not being able to add arrows to the inventory shelf
Hooked up the code for the new wand attunement metasound
Bug fixes from recent external play test
Fixed the bug where arrow wrist pivots caused broken wrist visuals when nocking an arrow
Fixed the bug where grabbing an arrow from a quiver resulted in an incorrect grab location
Fixed the bug where rune overlap spheres were showing in game,
Fixed the bug where arrow wrist pivots caused broken wrist visuals when nocking an arrow
Fixed the bug where grabbing an arrow from a quiver resulted in an incorrect grab location
Fixed the bug where rune overlap spheres were showing in game,
Fixed the bug where summoned things would never have their breathing sounds disappear.
Added a new Interface event called BTGS_IsCompanion
Added a new interface event called SetSummonOwnerRef
Added a new interface event called OverrideBehaviourTree
Removed a hard ref to the melee component in the T_RollBackwards AI Task
Removed a hard ref to the base object in the combat status component
Removed a hard ref to the equipment component in the S_SettingAnimalBehaviour AI Service
Fixed Summoned companions not fighting for you sometimes
Fixed summoned companions not following you
Fixed the bug where NPCs in combat didnt look at the thing attacking them they would always look at the player
Updated Creature combat to update their combat status as soon as they are brought up for play previously they waited for the AI to tick which looked like a bug because a summoned creature might sit around for a whole second before doing anything.
Added code to the Summon creature magic effect to override the behavior tree of the creature being summoned.
Replaced all the references in the AI controller searching for if the owner was a companion with our new code because it was previously a cached value, that should be able to change at any time like if you cast a spell on a creature to fight for you for instance that would be a temporary companion.
Added an on dropped event to the base object bound to staves and wands because if you dropped a staff or wand that was charging its effect it would stay active and never be destroyed
Fixed a bug in how staves were calculating the cost of their casts
Fixed a bug where adding a staff to your inventory would set its charge back to 100 percent
Fixed an item duplication glitch caused by missing player tags on weapons that run out of charge.
Added a seperate function to calculate the cost of staff spells as they were still way too overpowered
Fixed bug where you could Enchant already enchanted items.
Fixed bug where you could enchant wands and staves
Fixed bug where the player hands would freeze if you opened the inventory while holding the compass
Added the actor tag InfoBook to all the info books
Disabled potion cork collision when dropping a potion bottle as the bottle was colliding with the cork and causing the physics to go crazy
Fixed the bug where removing a key from your inventory would relock a previously unlocked lock