PhvntxmX
PhvntxmX
its just how rand function behaves, i think solution is just to store "ceil(rand(0,12)" into a ModifyVariable action's variables and use them for your ModifyEntity action
What about using command action and /mage command instead of this?
It doesn't fix the problem obviously, but I'm sure it'll work as a temporary solution
that's really strange, i need to test it myself...
This is working for me: ``` test: actions: cast: - class: CustomProjectile actions: - class: ModifyProperties modify_target: "mage" modify: - property: attributes.ag value: rand(0,5) - class: Cast as_target: true spell:...
"ag" attribute will change every cast as expected, but you can add checkrequirements to prevent it
haven't tested that part, but i assume - yes upd: NO
well now i'm dissapointed: is it not just 1 single action reverting itself on restart, but it's actually every action?
something here is definetly broken, these actions are not supposed to revert on restart - it's just breaks the whole purpose of them
> Have you tried ModifyAttributes instead of ModifyProperties? > > Sorry if I'm not totally following, I'm honestly a little hazy on the difference between the two, especially when using...