- summary: One modifier on your weapon attacks: which property, how it combines, and by how much.
- area: Game.Common
One modifier on your weapon attacks: which property, how it combines, and by how much.
Kind struct · Area Game.Common
One modifier on the character's weapon attacks: the weapon counterpart of
SpellModifier. The full set arrives in CharacterCharacteristics.weapon_modifiers.
HOW TO STORE IT
1. Store it like a SpellModifier whose spell id is 0: the official client keeps
weapon modifiers in the same modifier table, under spell 0.
2. Key it by the character and WeaponModifier.modifier_type (SpellModifierType:
which property it changes). Under that key keep one entry per
WeaponModifier.action_type (SpellModifierActionType); a new modifier with the
same action REPLACES the entry.
3. The entry's amount is WeaponModifier.value. A weapon modifier has no equipment
part: the client stores 0 there.
HOW TO USE IT
Combine the amount with the weapon's value as SpellModifierActionType explains for
spells: ACTION_SET replaces, BOOST adds, REMOVE_BOOST subtracts.
Not sent on its own — a record carried by CharacterCharacteristics.weapon_modifiers, never sent on its own. inferred
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | value | int32 | The modifier's amount. The client stores it where a spell modifier keeps its context amount; the equipment amount is 0 for a weapon. | never |
| 2 | modifier_type | SpellModifierType | Which property of the weapon attack is modified. A SpellModifierType; part of the entry's key. | never |
| 3 | action_type | SpellModifierActionType | How the amount combines with the weapon's value: add, subtract or replace. A SpellModifierActionType. One entry per action is kept for each modifier type. | never |