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The way I would approach this is: 1.) Modify Example:
2.) Create a new buff called "blindness" - for example
3.) Anywhere darkness is overridden for some reason (might have to do a little testing/searching), take this into account and adjust the code. Alternatively: 1.) Create a new "buff flag" here: 2.) Create a buff that applies that flag:
3.) Check if they have the flag with |
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I've been looking into doing a blind (no vision) skill/buff. I thought this would be easy to have it start a hazard buff like poison, but, its not so much. The reach of visibility is pretty wide, with illuminate, nightvision, etc. Is there a simpler effect I am missing that I should look at?
I love this coding model!
--Angst.
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