//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
if(monsterKillCount-1<killRequirement&&//These two checks make sure we're actually passing the kill requirement and not just over the kill requirement immediately.
//Provide a map's actual name to trigger unlocks for all connected areas. You can get the current map you are on via State_OverworldMap::GetCurrentConnectionPoint().map
//Provide a map's actual name to trigger unlocks for all connected areas. You can get the current map you are on via State_OverworldMap::GetCurrentConnectionPoint().map