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Merge pull request CleverRaven#37898 from CleverRaven/fix-non-existen… #81
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Simple fix to stop the player from seeing attitude changes for NPCs that the avatar cannot see.
* Let asthmatic NPC keep inhaler after quest I recruited an asthmatic NPC after completing their inhaler mission and was startled to see they had already lost it. This allows them to keep the inhaler you find for them. Attempted fix for #31773. I have detailed some problems with this commit in comments on that issue. * Not take away all the player's inhalers This may be a case of the workaround being worse than what's being worked around. Will find a better solution. * Don't sell inhaler by individual charges When using this function to sell an inhaler to an NPC, `u.has_charges` is (apparently) returning true (since player has inhaler charges), although the inhaler itself is not counted by charges according to @BevapDin. This change makes `set_u_sell_item` follow more closely the pattern of `set_u_buy_item`, by merging the two separate `if/else` blocks into one, handling both the charge adjustment and `p.i_add` to transfer them item. Most importantly, the first condition for doing charge-based adjustment is whether `count_by_charges()` is true. I've preserved the check for `u.has_charges`, because we need to ensure the requested number of charges are available.
This caused you to be unable to load a world with a mod containing a scenario blacklist more than once without exiting the game. Also don't locally redefine all_scenarios when finalizing scenario blacklists.
* Clear the screen after exiting from character creation UI Also fixed small grahical glitch in skills tab in character creation menu * Refresh too
Clear loaded scenario blacklist when leaving world
npc: only report attitude changes that the avatar can see
* add houses for existing basements * Update house30.json
Remove non-existing ammo effect from code
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