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There's a potential issue with items that cure sleep or dumbfounding #138
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I did change this more recently, but possibly not enough to consider this bug fixed. |
Confirmed. |
This is happening because opposite statuses are all on a spectrum now. Item abilities can only store whether they help/harm, they need to be able to store a maximum level for affecting the status. This seems tricky because it will mean expanding a struct which is serialized in scenarios and converted from legacy scenarios. Unless we just want to make curing sleep and curing dumbfounding hard-coded special cases. But the pseudocode should be something like this:
This scenario has nodes to increase/decrease sleep and dumbfounding, plus some Potions of Clarity on the ground: What's the item that cures sleep? Special nodes that affect a status should also maybe be able to set a maximum changed value. |
Opposite statuses were always on a spectrum. However, I think the original game actually treated "hyperactivity" as not a real status – the sleep status was considered an "unsigned" status, but the "hyperactivity" spell simply violated that contract and gave you negative sleep levels.
I don't think this would be a problem. It's not like we have any plans for custom status effects, as far as I know?
I'm not sure if there are any items in the bladbase that cure sleep, but there's things like Helm of Alertness that protect against sleep. |
They can also be used to gain hyperactivity or enlightenment; this is a departure from original behavior.
This is an item logged from the To-Do and was originally reported by (@CelticMinstrel?). If you are familiar with or can recreate this bug, please provide details here.
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