// Copyright (c) 2026 GregOrigin. All Rights Reserved.
#pragma once

#include "CoreMinimal.h"
#include "EItemRarity.h"
#include "FRPGItemData.generated.h"

USTRUCT(BlueprintType)
struct FRPGItemData
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	FString ItemName;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	FText ItemDescription;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	EItemRarity Rarity = EItemRarity::Common;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	int32 StackCount = 1;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	int32 MaxStackSize = 99;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	bool bIsConsumable = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RPG")
	float ItemWeight = 1.0f;
};