diff --git a/BondageClub/Scripts/Character.js b/BondageClub/Scripts/Character.js index b555e4fb7cc8c9366198928bffb2af1019645813..49558b81abdd43bdd0b95a94757a94dc6f9e2af2 100644 --- a/BondageClub/Scripts/Character.js +++ b/BondageClub/Scripts/Character.js @@ -51,7 +51,10 @@ function CharacterReset(CharacterID, CharacterAssetFamily) { /** Look for blindness effects and return the worst (limited by settings), Light: 1, Normal: 2, Heavy: 3 */ GetBlindLevel: function () { let blindLevel = 0; - if (this.Effect.includes("BlindHeavy")) blindLevel = 3; + if ((this.Effect.includes("BlindHeavy")) || + ((InventoryGet(this, "Eyes").Property.Expression === "Closed") && + (InventoryGet(this, "Eyes2").Property.Expression === "Closed")) + ) blindLevel = 3; else if (this.Effect.includes("BlindNormal")) blindLevel = 2; else if (this.Effect.includes("BlindLight")) blindLevel = 1; // Light sensory deprivation setting limits blindness