General Settings
v4.0
Last updated
v4.0
Last updated
When true, a GameItemAttributeList
may only hold one GameItemAttribute
of this objectType
.
If Replace Others is false, the GameItemAttribute
will be blocked when the Add()
and ReceiveTransfer()
methods are used to add on to the list. Otherwise, when Replace Others is true, other GameItemObjects
of the same objectType
will be removed.
This is a setting which affects all ItemAttributes
of the same objectType
.
Note: Holding shift while toggling this option will change the value for all ItemAttributes
of the same objectType
.
When true, the Stat Effects from this GameItemAttribute
will be passed to the IHaveStats
owner of the GameItemAttributeList
. Otherwise, it will affect the GameItemObject
which it is attached to.
Imagine an Actor who has an "Attack" and "Damage" stat. Assume the following:
"Sword" equipped: Attack +2, Damage +3
"Heroism" condition: Attack +1, Damage +3
Now, with using a classic damage logic, we can see the character can inflict between 3d1 and 3d6 damage, or between 3 and 18 damage.
Imagine a "Flaming" ItemAttribute
added to the Sword, which adds +0.5 to the Damage Proficiency. This generally means a 50% boost in the Final Stat.
The actor currently has "6 Damage" as their final stat. If Flaming is set to affect the actor, their Final Stat for damage would be 6 * 1.5, or 9.
However, if it does not affect the actor, it will impact the object it is on. The Sword would now have a "Damage" value of 3 * 1.5, or 4.5, meaning the actor would have a total of 7.5 Damage.
This also means in the games UI, we can easily see that "Flaming" makes the Damage of a weapon increase. Otherwise, it would not be easy to calculate the actual impact that the "Flaming" ItemAttribute
has on the Sword object.
This is an int
value, intended to be the relative "level" of one ItemAttribute
compared to others. The default value is 0
. As an example, an attribute called "Uncommon" may have a level value of 1
, while "Rare" may be 2
, and "Legendary" might be 3
.