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refactor drunk to be calculable #567

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seiyria opened this issue Dec 2, 2014 · 0 comments
Closed

refactor drunk to be calculable #567

seiyria opened this issue Dec 2, 2014 · 0 comments

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@seiyria
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seiyria commented Dec 2, 2014

This way, we don't do if hasPersonality "Drunk" -- we could do @calc.drunk(). This would mean there could be multiple sources of drunk (including items!) and any one point in drunk would mean you act as if you have the personality equipped (without the bonuses -- to get those you'd have to equip it).

This would ALSO mean we could have regions that make you drunk, like the Jesters Demense.

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