Do we know the choice adventure number, yet, where you get to choose a normal class?
Needs to call ChoiceManager.handleAfterAvatar, like the other five classes that do that.
17832 parses Enchantments Absorbed and creates Strings suitable for converting to Modifiers. I couldn't figure out what to actually do with the Strings to turn them into Modifiers and add that to KoLCharacter.currentModifiers.
It seems like the "absorb" cli command refuses equipment now. Also, it's a little bit weird that there's no way to query an equipment's modifiers now while in path (numeric_modifier returns 0), so it's harder to find equipments to absorb; supporting "speculate absorb _" would probably be sufficient and presumably go hand in hand with adding absorption support to the modifier maximizer.
It seems like the "absorb" cli command refuses equipment now. Also, it's a little bit weird that there's no way to query an equipment's modifiers now while in path (numeric_modifier returns 0), so it's harder to find equipments to absorb; supporting "speculate absorb _" would probably be sufficient and presumably go hand in hand with adding absorption support to the modifier maximizer.
17832 parses Enchantments Absorbed and creates Strings suitable for converting to Modifiers. I couldn't figure out what to actually do with the Strings to turn them into Modifiers and add that to KoLCharacter.currentModifiers.
Though that doesn't actually correctly work, yet, as we can have multiple modifiers that are the same, and they should add, not replace.
Also one thing is bugging me. How do we force a refresh of Mafia CompactSidePane after absorbing an item ?
> absorb Bordeaux Marteaux
Item not accessible.
You gain 9 Adventures
You gain 14 Strengthliness
You gain 10 Enchantedness
You gain 29 Roguishness
Absorbing Bordeaux Marteaux
You learned a new skill: Overalls