xKiv
Active member
Yes, but you seem to be adding combat_rate (which seems to be combat rate - positive when it increases combats) to freq[$monster[none]] (which is noncombat rate - negative when it increases combats) and then using that as a noncombat rate.
In the script, rate2 is what multiplies value of noncombat, and increasing combat_rate increases rate2, and combat_rate is increased by casting musk of the moose/cantata (also, combat_rate starts as the current numeric_modifier('Combat Rate') [plus combat rate of the considered effect, when applicable], which is positive when it increases combats). So it would seem that, say, shrugging cantata (combat_rate += 5 in the script) places higher weight on value of noncombat and lower weight on value of combat, which is exactly the opposite of what should happen (and exactly what BlanketThief is observing and reporting as possible bug).
In the script, rate2 is what multiplies value of noncombat, and increasing combat_rate increases rate2, and combat_rate is increased by casting musk of the moose/cantata (also, combat_rate starts as the current numeric_modifier('Combat Rate') [plus combat rate of the considered effect, when applicable], which is positive when it increases combats). So it would seem that, say, shrugging cantata (combat_rate += 5 in the script) places higher weight on value of noncombat and lower weight on value of combat, which is exactly the opposite of what should happen (and exactly what BlanketThief is observing and reporting as possible bug).