Moved our Level up system into C++ to work alongside narrative with our new c++ based stats comp
Moved our Resistances into c++
Moved our get major minor and misc skill functions into c++
Moved our favored skills and favored attributes functions into c++
Moved our get health percent function into c++
Moved and condensed our GetOffensiveCombatSkills Functions into c++ they now take bool inputs to exclude things like marksman or destruction without require a separate function.
Moved our Determine highest combat skill function to c++ and added the ability to randomize it if multiple are found previously that was just always the behavior
Moved the NPC specific stats such as if they are available for training and things like aggression or responsibility into c++ on their own component called the NPC status component. They also have events that trigger on change for us to easily implement things in the future in blueprint.
Added events that fire when things like resistances or silenced status changes on the stats component
Moved the Current and max Summons, current and max active spell values to c++ and added built in functions for things like can cast rune spell
Moved our IsInvulnerable and IsInvincible variables to the new c++ stats component
Added events that fire when Isinvincible or IsInvulnerable change
Moved HasActiveShield, AllowTimeDilation, IsInvisible, UnbreakableWeapons, and immune to damage types to the new c++ stats component and added events for when the bools change
Fixed the enum for immune to damage types it was listed as lighting instead of shock.
Moved has equipped armor to the new stats component
Moved HeartlandsItemCategory, HeartlandsWeaponSet, HeartlandsArmorSet, HeartlandsEnchantStrength, HeartlandsShieldType, HeartlandsHipSlot, HeartlandsBookType all to c++ for our eventual item conversion to narrative