Closed IceRaptor closed 2 years ago
Need to fix the following stats:
public const string PhysicalWeaponUnsteadyAttackerOnHit = "CBTBE_Physical_Weapon_Unsteady_Attacker_On_Hit"; // bool - if true, attacker will be unsteady on a hit
public const string PhysicalWeaponUnsteadyAttackerOnMiss = "CBTBE_Physical_Weapon_Unsteady_Attacker_On_Miss"; // bool - if true, attacker will be unsteady on a miss
public const string PhysicalWeaponUnsteadyTargetOnHit = "CBTBE_Physical_Weapon_Unsteady_Target_On_Hit"; // bool - if true, target will be made unsteady by a hit
Fixed in 0.8.14
For those folks familiar with statistic effects - do the stats need to be initialized by code, before they can be used? In CBTBE I have a trio of statistics that I want to use to signal a ternary state. If missing, I assume I should use the default value. If present, I look for either a true or false value. I thought I'd achieve this by not initializing the statistics in a Mech.InitEffectStats() patch like I normally would, and allow the effects to create the statistic instead.
However, BTA isn't seeing these effects proc at all. I've poked through StatOp and StatisticEffect and I'm not seeing a 'add if missing' flow. I suspect I've misunderstood how this would work, and it seems like HBS expects the statistics to always be initialized in code before they are referenced by an effect.
Can anybody else confirm this understanding (i.e. you cannot create a statistic via a Set operation in an effect), or share how they achieved this type of flow?