These seem really useful, but I don't really get them. They seem like they'd be useful for skirmishes, for buffs, and for traversal (figuring out the cost of a tile for a unit to move into.) For example, I could untangle a lot of the new movement components from each other, as the pathfinding and movement scripts wouldnt have to be told the movement types explicitly if they could just get that info as modifier features.
The example provided doesn't really help me understand how it works, but it is probably worth starting a new project, forking liquidFire's repo, and experimenting with stat modifiers.
These seem really useful, but I don't really get them. They seem like they'd be useful for skirmishes, for buffs, and for traversal (figuring out the cost of a tile for a unit to move into.) For example, I could untangle a lot of the new movement components from each other, as the pathfinding and movement scripts wouldnt have to be told the movement types explicitly if they could just get that info as modifier features.
The example provided doesn't really help me understand how it works, but it is probably worth starting a new project, forking liquidFire's repo, and experimenting with stat modifiers.