If the actor has a skill which modifies the weapon skills' FatigueCost field in e.g. onAfterUpdate function. This was happening because an update cycle happened during the call to the original addSkill, which also calls setFatigueCost and our hook on setFatigueCost was also setting the base value to the given cost. The latter is bad from a principle pov too because setting a skill's FatigueCost shouldn't modify its base fatigue cost.
If the actor has a skill which modifies the weapon skills' FatigueCost field in e.g. onAfterUpdate function. This was happening because an update cycle happened during the call to the original
addSkill
, which also calls setFatigueCost and our hook onsetFatigueCost
was also setting the base value to the given cost. The latter is bad from a principle pov too because setting a skill's FatigueCost shouldn't modify its base fatigue cost.