The logic for reducing chance of successfully applying a skill (disarming, opening...) is not consistent everywhere. Sometimes a factor of 1/10 is applied for TMD_BLIND/no light/TMD_CONFUSED/TMD_IMAGE and sometimes a 1/10 factor is applied for TMD_BLIND/no light and then another 1/10 reduction is applied for TMD_CONFUSED/TMD_IMAGE.
10% factor: do_cmd_lock_door(), do_cmd_disarm_aux()
10% + 10% factors: do_cmd_open_chest(), do_cmd_disarm_chest(), calc_unlocking_chance()
The best would be to rename calc_unlocking_chance() and use it everywhere a skill power is calculated.
10% factor: do_cmd_lock_door(), do_cmd_disarm_aux()
10% + 10% factors: do_cmd_open_chest(), do_cmd_disarm_chest(), calc_unlocking_chance()
The best would be to rename calc_unlocking_chance() and use it everywhere a skill power is calculated.
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