Ok, that's all the time I have for now. Issue is prolly solved. Everything is at one place now, maybe it can be combined even more inside the func, but it's leave lines even more vague.
I've got rid of 4 or 5 old traits that lingered in items good/badtraits after you killed them off. Func seems to be working now as well.
I can add such fields of course, but it's a matter of autoequipping algorithm, no? Iirc it should determine important stats for character based on her classes and figure out how suitable the item is.
Sure, but we can do that for good/badtraits as well. Autoequip tries to do something along those lines, yeah. It's not like we can't add it if there is some great use for it in the future, we can live without it for now. We can also live without good/bad traits just as well, I just mentioned this because I realized that those did not work almost anywhere in code and when I started fixing that, I realized that game (
in this case, it's absolutely do that for jobs, traits and interactions) cannot distinguish between traits and base trait generalizations at all. It could be mitigated in some cases with very clumsy code but in Warrior case, there is no good way at all...