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currently the mod has a bug with the healing spell. It sets the targets loyality and obidience to 0 if either is under 100. Just a small correction in the code will fix the bug. You just have to change this part in spells.gd in the mod folder:

func healeffect():
var text = ''
var spell = globals.spelldict.heal
globals.resources.mana -= spellcost(spell)
if person.health < person.stats.health_max:
person.health += rand_range(450,500)
if globals.player != person:
text = "After you finish casting the spell, $name's wounds close up. "
if person.loyal < 100 || person.obed < 100:
person.loyal = 0 <---- change it to 100
person.obed = 0  <---- 
change it to 100
text += '$He looks somewhat surprised at your kind treatment and grows closer to you. '
else:
text = "After you finish casting the healing spell, your wounds close up. "
else:
text = "It does not seems like $name was injured in first place. "
text = person.dictionary(text)
return text

Must have slipped through as my local copy has this set correctly

I've uploaded a fix in v1.0.1