thanks for your reply. I would like the damage formula to infer the damage type and other attack attributes instead of reading a game variable or passing in an initial value.
for there, the formula can determine things like what damage modifier to …
I was able to make a step that reads the attack attribute like so:
ValueChange[] valueChange = abilityShortcut.Setting.level[0].active.targetChange.consume;
for (int k = 0; k < valueChange.Length; k++)
{
…