WEBVTT

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Welcome to your quest for this quest.

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I'd like you to add spell descriptions for both Electrocute and Arcane shards.

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So this should be pretty straightforward.

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It should give you a little bit of practice using the formatting for rich text blocks.

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So pause the video and create your spell descriptions now.

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Okay.

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So for our spell descriptions we're going to first make sure that we have C plus plus classes backing

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our abilities as that's where we need to override the get description function.

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So I'm going to go to Class Settings and Arcane Shards.

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And this is based on aura damage gameplay ability.

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So I'm going to need to subclass a Arcane Shards C plus plus class.

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And if I go into lightning G a electrocute and check its class settings, its based on Aura Beam spell.

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So I'm going to need to subclass electrocute from Aura Beam Spell specifically.

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So we need two new classes, one based on Aura Damage gameplay ability and one based on Aura Beam spell.

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Let's go ahead and make those C plus plus classes.

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We'll go ahead and go into Aura Public Ability System abilities, and we'll make one based on Aura Damage

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gameplay ability.

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Here it is.

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I'm going to create a C plus plus class derived from it and call this Arcane Shards.

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We'll go ahead and create that class.

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I'm going to click no, I'm not done yet.

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I'm going to create one based on Aura Beam spell.

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So create C plus plus class derived from this I'm going to call it electrocute.

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And create that class and close the editor down.

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With that, I'm going to go ahead and close all tabs.

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I'd like to use my Aura Firebolt as an example.

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This is a pretty good example of how to format our description string.

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So I'm going to use that.

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I'm going to have that open.

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And I'm also going to open Arcane Shards and Electrocute.

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And we'll go ahead and get the header files open for these as well.

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So here's our arcane shards.

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And I'll go ahead and open Aura Firebolt while I'm at it.

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And now we have these classes open.

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So I need get description and get next level description.

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I'll copy that along with the public access level, and go back to Arcane Shards and paste and go to

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Electrocute and Paste.

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And I can just implement these functions.

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So getting my definitions I don't need to call super here.

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And I'm going to do this for Arcane Shards as well.

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And delete the calls to super.

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Now I'm going to go to Aura Firebolt for Getdescription, and this is a pretty good example of how to

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do it.

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So I'm going to go ahead and copy the contents of Getdescription and we'll start with electrocute.

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I'm going to paste it here.

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So I'll start at the top with the title.

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I'm going to replace it with all caps electrocute.

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And at the top we have our basic information level Manacost cooldown.

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And then our actual description and for this description I'm going to say emits a beam of lightning.

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Connecting with the target repeatedly causing I'm going to remove that colon there and it's going to

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say percent D, along with how much damage it's going to be lightning damage.

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And I'm going to say with a chance to stun.

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Now this is for if the level is equal to one.

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If the level is greater than one, then I'm also going to want to use a number here.

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And we're using f math.min between level and a maximum here.

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And for electrocute we need to know what that maximum is.

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And we can go into our beam spell dot h.

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And we have maximum shock targets.

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I'm going to copy that and use that here in electrocute.

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And this number here is going to be the minimum between level and maximum shock targets.

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So what I can do in my description here is I can take that into account.

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So the title is going to still be Electrocute level.

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Mana cost and cooldown will be the same.

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But this description is different.

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And by the way, it shouldn't say number of firebolts.

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It should say number of shock targets.

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So we're going to say emits a beam of lightning.

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Propagating.

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To percent d additional targets nearby, causing percent D lightning damage.

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With a chance to stun.

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Now this is to present the additional targets.

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So we're going to say additional number of shock targets.

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Which means we need to take maximum shock targets minus one because we're already talking about the

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first beam.

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These are the additional targets right okay.

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So with that we have our description.

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We just need our next level description we can look at or a Firebolt and or a Firebolt is really just

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using the same thing as our description here in the else case.

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So we're going to do that in electrocute.

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We'll take the else case here.

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And paste it here.

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We still need these variables, so we'll copy them from the top.

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And for the title we're going to say Next Level.

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Just like we do in aura Firebolt next level.

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Okay, so there's our descriptions for electrocute.

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Let's take care of arcane shards, shall we?

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I'm going to go ahead and actually copy the contents from electrocute and go into Arcane Shards for

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get description and use it here.

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Now for Arcane Shards.

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We don't have a max num shock targets.

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In fact, we haven't even implemented a max for Arcane shards when it comes to how many shards, right?

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So arcane shards can have a 32 called Max num shards, and we can set that to 11 and give it a uproperty

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edit defaults only now.

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Yes, all of these have some kind of max, so we could have a generic max variable on the aura damage

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gameplay ability.

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So that's something that you could do if you want to do that here in Arcane Shards, I'm going to use

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my Max num shards.

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And we can change our description to arcane shards.

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So for my description, I'm going to say summon shards of arcane energy.

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Causing radial damage of.

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And we'll say this much damage at the shard origin.

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Now that's if we're level one, but if we're more than level one, then here we'll say arcane shards.

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And we'll say.

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Summon percent de shards of arcane energy, causing percent de arcane damage.

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By the way, this should say arcane damage.

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So back up here, we'll say causing radial arcane damage.

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And we can even say it the same way here.

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We can say causing radial arcane damage of percent D damage with a chance to.

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We're not going to say with the chance to stun, we'll just say percent D arcane damage for now.

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As we haven't implemented our debuff for arcane yet, so we'll just say this.

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I'll do it here as well.

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Actually, we can say damage at the shard origins down here.

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We'll say damage at the Shard Origins.

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That's what we'll say.

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And we're saying the number of shards.

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So we don't need to subtract one from Max num shards.

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And we can simply copy this and use it and get next level description.

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And we can go ahead and get those parameters from the top.

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And of course we're just using these parameters.

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But as I mentioned previously in an earlier video, you could use any number of parameters, member

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variables, any information you want.

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You can even add input parameters to the function if you want more information.

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Okay.

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So that gives us our descriptions.

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We just need to make sure to use our parent classes that we've just created.

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So let's make sure we do that in the editor.

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Okay.

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So I'm going to get these abilities back open.

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I'm going to take a electrocute, go to class settings and set its parent class to electrocute.

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There it is.

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And I can go to arcane shards and go to its class settings and search for arcane shards and use that

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as the parent class.

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Now, Arcane Shards is really just hard coding the number of shards that were spawning.

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It's called NUM Points.

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Now, instead of using NUM points, we can simply use our Max NUM shards.

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Now, we didn't make that a blueprint read only.

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So I think I'll just go ahead and do that.

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Arcane shards this can be blueprint read only.

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So launching again.

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And back into arcane shards.

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Now I should be able to use it.

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Max num shards.

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Here it is.

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We'll hook that in and delete num points.

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We won't use that anymore, so I'm going to go ahead and delete it.

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And now we're basing this on our ability level so we can test out a couple things.

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Let's press play and open our spells.

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And here we see arcane shards.

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Level one no manacost, no cooldown, some in shards of arcane energy causing radial arcane damage of

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ten at the shard origin.

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And then our next level description.

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It still says Arcane Shard, so we'll fix things as we see them here.

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First of all, Arcane Shard says summon shards for level one, so we'll go ahead and fix that.

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So we'll say summon a shard.

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Even though each of these do have multiple shards, right?

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But some in a shard.

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Okay.

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And then the title here should say next level.

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So for get next level description we should say next level here.

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There's some next level stuff.

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And other than that, we just need mana cost and cooldown.

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And then our arcane shards will work.

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Let's select our electrocute.

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And there it is.

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Level one mana cost cooldown emits a beam of lightning connecting with the target repeatedly, causing

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one lightning damage with a chance to stun.

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Level two has a mana cost of 1.5.

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Same cooldown, and it still causes one damage at level two.

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Let's make sure that that's correct.

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Let's go to Blueprints Ability System Data CT damage and select electrocute and see what it should be

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at level two.

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At level two, it's still about one damage, so yes, we could make it increase a little faster.

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And now at two it should be two.

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So we should see that reflect in the menu.

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And it says yes two there.

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So that's better.

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Arcane shards causes 19 damage at level two, so it's a little bit more powerful.

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I think I'm cool with that.

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All right.

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So we have some descriptions and they're looking great.

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So next time we compile, those fixes will be in place.

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And now we just need cost and cooldown for arcane shards and we'll handle that next.

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Great job and I'll see you soon.
