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Unlearned skills not listed as Module Skills #2102
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Seems to be duplicate of #713. This is known limitation I am unsure we will be able to work around. Unless we just express "unlearned" as "skill level 0", which might be very different in some circumstances. As an example - compensation skills used to multiply passive resistance gain from invulns. You had base 3% if skill was not learned, and 3% * skill level if it was learned (so 0 if skill was 0 lvl). Unsure if there're such examples now, though. |
Technically, skills have 7 states - not injected, injected but not trained, and trained to levels 1, 2, 3, 4, and 5. Perhaps representing these as level "negative one" through "five" would make this practical? Or, for the purposes of this application, simply level zero would suffice since this is not an application that cares about training in this particular manner. |
Has something changed? I test on vers 2.20.2 on OSX and windows 10 following the steps above and I saw |
I do not remember changing anything relevant. Even if I did, I for sure did not target this issue. |
Feature Request
Skills a character has not learned do not show in "Change Module Skills" context menu. Ideally they could be shown with a distinguishing icon.
Expected behavior:
All skills, learned or not, would show in menu
Actual behavior:
Only known skills show
Detailed steps to reproduce:
(For example)
Fits involved in EFT format (Edit > To Clipboard > EFT):
N/A
Release or development git branch? Please note the release version or commit hash:
Release 2.15.1
Operating system and version (eg: Windows 10, OS X 10.9, OS X 10.11, Ubuntu 16.10):
Windows 10
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