Closed MarianArlt closed 3 years ago
use 2 rows in latent table, and remember that the modifier will stack
so 2+6 = 8
use 2 rows in latent table, and remember that the modifier will stack
so 2+6 = 8
Came here to say mostly this as well. Use Latent Cases since you're planning on moving this to a MOD anyway.
Thank you very much both of you! I didn't realize that they add up.
I have:
This is not merged yet but I'm opening this because I can't figure out a way to handle this well in #1490
1490 will already come with the multiplier of 8 activated but:
The concrete issue is that Octave Club sets a modifier value once when the Players main job level is a multiple of 8 and another value when the level is even (multiple of 2).
Problem is that apparently all levels that are multiples of 8 are also even, and the current logic will try to apply both mod values at the same time. There needs to be a check made somewhere when adding the latents to give preference to either the latent that gives the higher modifier, or to the latentid that has the higher value.
This could maybe become its own function in
latent_effect_container.cpp
where job level divisors are structured in order of priority from highest to lowest:void CLatentEffectContainer::CheckLatentsJobMultiple()
or something along those lines. Say: for each latentlist latentid that is JOB_MULTIPLE get value. Add only the mod of item in list with highest value.Maybe there's a way easier solution though?