There are few methods which will ensure all stats which this GameItemAttributeList affects are marked as dirty, meaning they'll recompute their final value.
// Call this to set all stats which any GameItemAttribute on this list affects to// automatically recompute.publicvoidSetDirty() =>SetAffectedStatsDirty();// SetDirty all the stats on the Owner which are affected by the gameItemObjectpublicvoidSetAffectedStatsDirty(GameItemObject gameItemObject) // If you'd like, you can override this to add custom functionality. Generally this// is not something I'd expect you to do.public override void SetAffectedStatsDirty(IAmGameModuleObject gameModuleObject)// The Stat objects in the statList provided, or if none is provided, the// DirectlyAffectsList, will be set dirty on the Owner of this list, if the owner// has the Stat.public void SetAffectedStatsDirty(List<Stat> statList =null)// Returns a List<Stat> of all stats which this list affect.public List<Stat> DirectlyAffectsList(Stat stat =null)
Modification Levels
Each GameItemObject has a ModificationLevel, which dictates how it affects Stats.
// Get a List<ModificationLevel> of all the modification levels on each// GameItemObject in this listpublic List<ModificationLevel> ModificationLevels