Feature - Implemented Don't switch to underwater familiar equipment when $effect[wet willied] > 0


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Currently when maximizing for the sea Mafia will put the active familiar into an underwater adventure gear (as well as the adventurer itself). Mafia does not equip any underwater breathing apparatus if the character has any kind of effect active that lets the character breathe under water, but will still equip the familiar item even if the familiar can breathe due to use of willyweed.

Could this be changed to work the same way as for the player character?