It's going fine enough for all the stats that they share, dex/str/vit/chr/att/eva/acc/critrate/etc.
But on the augment list here: https://wiki.dspt.info/index.php/Augments
I see a few weird augments I am not sure how they are supposed to work. Now I realize I can make them work however I choose, but in terms of writing the code to work the same as how SE does it...
I am not sure. An example:
@45: Dmg+1
@741: Dmg+1
@746: Dmg+1
All of these are written the same, and I assume they display the same in game, but Im assuming they don't behave the same.
What are the differences in these 3 augments? There are a few other repetitions in these stats for now, but for now I am just going to assume the simplest stat. Ie for damage I will just straight up add normal base dmg. (ID 0x16E:MOD_MAIN_DMG_RATING)
Though I suspect this mod doesn't work for ranged weapons? This is what I do suspect the different augments for dmg are, one works on both mains and ranged weapons, but doesnt increase rank. The other two increase weapon rank and thus had to be split between main/ranged for calculations?
Something like that Im guessing, but still, I'm not sure.
Another example:
Augment is Physical Damage taken - %
Modifier is named MOD_DMGPHYS, which says "Physical dmg taken %"
Is that + or - for the mod? If I do
Code: Select all
addModifier(new CModifier(MOD_DMGPHYS, value))

Some of the modifiers are kind of ambigous, and some of SE's augments are ambigious too with not much info on them
