doing an IL skills engine refactor using current Freya, I asked to myself :
What are for all the base templates for bleed, aggression, and such, when all are put to 0 ?
I talk about that code :
Code: Select all
// first, get the natural template vulnerability values for the target Stats stat = skill.getStat(); if (stat != null) { switch (stat) { case AGGRESSION: multiplier = target.getTemplate().baseAggressionVuln; break; case BLEED: multiplier = target.getTemplate().baseBleedVuln; break; case POISON: multiplier = target.getTemplate().basePoisonVuln; break; case STUN: multiplier = target.getTemplate().baseStunVuln; break; case ROOT: multiplier = target.getTemplate().baseRootVuln; break; case MOVEMENT: multiplier = target.getTemplate().baseMovementVuln; break; case CONFUSION: multiplier = target.getTemplate().baseConfusionVuln; break; case SLEEP: multiplier = target.getTemplate().baseSleepVuln; break; } }
So if I don't say shits, you are searching the base template of the skill, which is basically 0 for all. Isn't it useless, as templates are all values-equals and there is no change from race/class ?
If I'm wrong, show me the good path. I don't find any ways core/dp modify those values, so basically they stay to 0, and could be deleted.
If we talk about vulnerabilities / proficiencies, they're calculated AFTER that initialization. And it's the only way to "mod" the multiplier.
PS : In IL, it's 1*1 lol.