Closed TheGrayAlien closed 2 years ago
Great catch, @TheGrayAlien! 🙏🏾
Looks like the issue is here: https://github.com/orendain/DemeoMods/blob/e2fabbd1f819e250884ba94b772da0ef550b6a12/HouseRules_Essentials/Rules/AbilityDamageAdjustedRule.cs#L51
Will get a fix out at some point unless someone beats me to it.
We could be super-lazy here and just do...
originals[replacement.Key] = -replacement.Value;
... but I think we have a second issue that we're always forcing critDamage
to 2*targetDamage
, even when Deactivating. We should probably revisit how we're handling CritDamage here too. Maybe we should change this rule to an Overridden
one and have it take a list of the new settings?
Something like this...
{
"Rule": "AbilityDamageOverridden",
"Config": {
"Zap": [ 2, 5 ],
"Arrow": [ 3,8 ] ,
"Blink": [ 5, 20 ],
}
},
Yes, that would definitely be better if it can be managed. As it is right now I can allow characters to have specified critical melee damage but can't allow it for abilities.
I completely agree. Definitely better to be explicit about the values to manage.
Pull request for AbilityDamageOverridden rule #318 raised for review.
After playtesting a few games in a row using the same mod I realized my Wizard's zap was hitting for 8 instead of 2. It seems AbilityDamageAdjusted isn't resetting after each session ends and is instead becoming additive each new successive game.