Ahhhh I see it now.
It is in the card player, under the components, I was looking in the status component its self, then when you said in the card player I was looking for a function that set the value as opposed to looking at the components on the card player. Totally blind and misunderstood.
So if I wanted to change this per character, could I cast to Card player and access the BP status and change the value, or could I access the status directly somehow in order to change it? (the same thing for the card draw?)
Or is there an easier way to do it and I am overthinking it? I’d like to change the mana gain for each character, when selecting the character to play as.
There are multiple ways you can do this, but accessing the card player and the status is pretty simple to do and should work fine. I’ve added a utility function in a function library that lets you access the CardPlayer from anywhere (GetCardPlayer) and from there you can use the AddToStatus/SetStatus etc. interface functions to modify it.
Glad you were able to set up the armor retain like you wanted to If you want some effect to keep going for several turns, I suggest using a status. You can have the status value as a timer, decrement it by one each turn and remove the effect once it reaches 0. I do this in the Fear status, so you can take a look there for inspiration.
What you’re seeing is because you’re not actually searching through the elements of the array here. You are getting a reference to the entire data table and seeing if the entry exists anywhere in the data table (which it does, naturally). Instead, when you break the DataTableRow struct compare the RowName with the name of your specified artifact instead and you should get the desired result.
Hope that helps!