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Healing spell "item". (Answered)


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#1 Papa

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Posted 23 August 2019 - 04:30 PM

v2.50 build 29

MMDWR tileset

Non-scripted, if possible.

 

 

Thoughts, suggestions, even previous examples or attempts. All are welcome.


Edited by apoetalone, 23 August 2019 - 09:55 PM.

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#2 Architect Abdiel

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Posted 23 August 2019 - 04:53 PM

Change a potion to not be consumed after use.

You can make it cost magic.

I've done it in a couple quests.
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#3 Papa

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Posted 23 August 2019 - 09:54 PM

Quick and easy, just what I was hoping for. Thanks!  :bounce:



#4 P-Tux7

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Posted 23 August 2019 - 10:42 PM

I'm pretty sure you can also put it in the "Custom Itemclass" group, but have the actual item in that set have its class be Potion. This also means that you can have normal potions, only-magic potions, only-health potions, a healing spell that uses some magic for 3 hearts of healing, and a healing spell that uses the whole magic bar but heals fully. All in one quest and one subscreen. You just need to put them in different item groups to assign those groups to the subscreen.



#5 Emily

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Posted 23 August 2019 - 10:49 PM

I'm pretty sure you can also put it in the "Custom Itemclass" group, but have the actual item in that set have its class be Potion. This also means that you can have normal potions, only-magic potions, only-health potions, a healing spell that uses some magic for 3 hearts of healing, and a healing spell that uses the whole magic bar but heals fully. All in one quest and one subscreen. You just need to put them in different item groups to assign those groups to the subscreen.

You need a script for a `Custom Itemclass` group item to do anything. (You literally cannot have something be Custom Itemclass and Potion. That't be like me saying that 2+2 is both 4 and 5)

What you'd want is to just make several potions (set to do whatever), and use 'Override' on the subscreen, to allow you to place the specific item, instead of an itemCLASS


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#6 P-Tux7

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Posted 23 August 2019 - 11:03 PM

You need a script for a `Custom Itemclass` group item to do anything. (You literally cannot have something be Custom Itemclass and Potion. That't be like me saying that 2+2 is both 4 and 5)

What you'd want is to just make several potions (set to do whatever), and use 'Override' on the subscreen, to allow you to place the specific item, instead of an itemCLASS

Oh damn. I knew I had seen quests with the same type of item in two slots on one subscreen before but I got the method wrong




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