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If not i'm gonna go insane trying to figure out why Reynauld is getting healed more than others
If you can, you should make Kleptomania chances tied to their battle position. IE people in the front or back have the highest chance of triggering kleptomanic tendencies cus they will be the first or last to see the loot. But to compensate, each trigger gives them a small buff for the rest of the expedition.
Based
It makes playing the game more fun and you don't care so much about the negative quirks that the characters are more... humans. It would be fun if the positive quirks in turn were not so positive to balance (for example that "musical" has worse stats if it does not go with a jester or similar)
I love this mod Really. ^^
Also I figured out a way to display flavor text above the buff description. You can include the original flavor text in the string table and below it write the buff/debuff text yourself. You can add various colors to descriptions too. It would look something like this
<entry id="str_quirk_description_natural_eye"><![CDATA[ some flavorful description here
type buffs
type debuffs
{colour_start|bleed} this text is red {colour_end} this text is not ]]></entry>