Modified both BattleTestMode.cs and EnhancedBattleTestMode.cs to create two test characters with distinctly different movement speeds when no actual battle data exists.
IMPORTANT: The system uses EnhancedBattleTestMode.cs as the primary test mode, so both files were updated to ensure consistency.
30 + (int)(Ceil((30-10)/5.0) * 5) = 30 + 20 = 5030 + (int)(Ceil((1-10)/5.0) * 5) = 30 + (-5) = 25MovementSpeed = 30 + (int)(Mathf.Ceil((Dexterity - 10) / 5.0f) * 5)
CreateBasicInventoryData() method in BattleTestMode.csCreateTestPlayerData() method in EnhancedBattleTestMode.csCreateTestTeam() method in CombatIntegrationTest.cs (likely the active system)CreateSpecializedTestCharacters() method for character-specific stat creationIf characters still show identical stats:
BattleTestMode, EnhancedBattleTestMode, and CombatIntegrationTestCombatIntegrationTest component has runTestOnStart = true and is overriding other test modesforceClearExistingData in BattleTestMode componentThe issue was caused by multiple factors:
CombatIntegrationTest component creating "Test Warrior" and "Test Archer" charactersHumanCharacter.InitializeStats() overriding combat data with hardcoded default valuesBattleTestMode correctly creates specialized characters with DEX:20 and DEX:4ApplyStatsFromCombatData correctly sets the character statsCharacter.Start() calls InitializeStats()HumanCharacter.InitializeStats() overwrites ALL stats with defaults (STR:10, DEX:3, CON:5, etc.)Modified HumanCharacter.InitializeStats() to only apply default stats if combat data hasn't already been applied (checking if Strength == 0).