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EightBitz
Senior Member
 
Join Date: May 2013
Posts: 1,458

Old January 18th, 2015, 09:46 AM
Is this a bug, or am I missing something?

Part 1:
I create a stunt.
I set Uniqueness to "No" so multiple instances can be added.
I allow multiple ranks.
I leave the refresh cost at a default
I add an eval script with a timing of Pre-Traits, 100:
Code:
herofield[acRefrStnt].value -= field[stNumber].value
As you can figure out, I'm sure, this means that however many ranks I add on however many instances, the cost for this stunt is always 0. And this works. When I look at the top of my screen as I add ranks and instances, the "Refresh Rate" remains constant. And when I look at the bar above the stunts list, the refresh value remains constant.

But say I flip that around.
I configure the stunt to have a cost of 0, and a bonus of 1.
Then, change the eval script to:
Code:
herofield[acRefrStnt].value += field[stNumber].value
I would expect to get the same results, but I don't. The refresh rate at the top still remains constant. But in the bar above the stunts list, the refresh value goes further and further negative as I add ranks and instances.

I know I can set a stunt to cost 0 refresh, but that's not my goal here. I'm looking to make this part of a larger eval script.
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Hollis
Senior Member
Lone Wolf Staff
 
Join Date: Aug 2012
Posts: 779

Old January 19th, 2015, 05:50 AM
The refresh bonus of a stunt is added directly to the base refresh rate, instead of offsetting the refresh rate reduction from stunts.
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