Imagine you want a ring to give its holder a 20% attack bonus. Or a massive sword to give you a 10% hit chance penalty.
Our current stat system doesn’t support that. Your task is to solve this problem by adding support for multiplier-based modifiers. They should:
1.3. Not by 1.2 * 1.1 = 1.32.20 and another by 10%, you should first multiply the base attack by 1.1, then add 20.To ensure that your code works as expected, create a BattlerStats resource with a base_attack of 100. Via code, apply three modifiers to it that:
20.You should end up with an attack of 190.
The problem involves changing how you add and remove modifiers and how you recalculate the stat upon changing modifiers.