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"...Many people here talk about generating morale through delays. If this is still news to someone, let me inform you: there is a widely accepted opinion that morale (or luck?) can be influenced by performing certain actions in battle at specific intervals..."
I don't think it's that complicated. I'm trying to figure out the second aspect. I haven't found any timer dependencies yet. Interestingly, "good" and "bad" morale are implemented in two separate procedures, while luck is implemented in just one.
I don't think it's that complicated. I'm trying to figure out the second aspect. I haven't found any timer dependencies yet. Interestingly, "good" and "bad" morale are implemented in two separate procedures, while luck is implemented in just one.