I have a system I want to implement where the statistics of my enemy combatants is scaled by the statistics of my player combatant.
I'm currently using: int add = (int)moddedStat - (int)stat; Debug.Log("I'm allowed to change status values: " + _combatantComponent.combatant.Status.CanChangeStatusValue(_combatantComponent.combatant.RealID, add)); _combatantComponent.combatant.Status[i].SetValue((int)moddedStat, false, true, false, true, false, false);
So I get verification that I can change the value, and presumably it does get changed but something else must be forcing the value back to whatever is enforced. I'm thinking that the problem lies in how I've set up the Status Development of my characters. I have tried setting them up several ways with the intent being that I don't really care about what level they are (since I want their stats to scale off my stats).
_combatantComponent.combatant.Status[i].SetBaseValue((int)moddedStat);