Tim
Tim
Am I approaching character data updates incorrectly?
Another approach is to have multiple attributes for the spell count e.g. base/bonus/multiplier. These can each be modified by Active Effects and then the final value is calculated from all these values in the Derived phase. There could even be a standard set for any attribute and your core code could automatically compute the final value based on any attributes that are present. There could be a fixed set e.g. base/base-mod/base-multiplier/bonus/bonus-mod/bonus-multiplier/total-mod/toal-multiplier. This allows flexibility for active effects to make the precise changes that are required.
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