Okay I see, seems like this is what I in fact missed.
So… we DO modify the data… well I guess we aren’t modifying the saved data, but instead modifying how it is loaded, so I think that makes sense.
I was under the impression that we are not suppose to do that because we’d be doing this vvv (Unless I’m misunderstanding something… again)
Also
Sorry, the method your using is exactly what I wanted, I didn’t mean that I wanted an alternative, I was just trying to explain the situation.
In fact I’m using a very similar method to this, so all good regarding this.
I don’t particularly agree with this.
because although yes it could happen that a stat is overpowered…
but it also could be that the number of stats was a tad much, so I’d want to decrease them.
so instead of having 4 points that are distributed between 4 stats (With a 0.25 chance for each to gain 1 point)
perhaps I want to dial it down to 3 points for the 4 stats. (So only 3 will gain bonuses, with a 0.33 chance for each to gain a bonus)
Meaning 1 stat is guaranteed to NOT get upgraded, which is a big difference.
Though, I guess since you’re going through the trouble of saving the {0.5, 0, 1, 0.7} values… it makes me think, why not instead just save the number of points.
and for each point I’d give the stats a flat value, instead of a randomized one.
I could probably make it a MAP of (String : Int) where it can be like (Damage : 4)
Meaning damage has 4 points assigned to it.
So… I guess that can work… hmmm
Well, this is very new to me, so I’m also pretty spooked regarding that
Just fear of the unknown, maybe I do something now that I regret later.
But no matter how I look at it, it seems I need to make some code that can work with patches… (I’ve never worked with those )
My imagination just isn’t helping me much on how to build a robust way to do this.
(Maybe I have and I don’t realize it? idk)
Anyhow, thanks so much for the reply!