How to make an item ALWAYS consumable?

QueenTeaYT

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I want the player to be able to use this item in AND out of battle, fully healed or not.

The program already has an "always" occasion option, but I can't use the item when my status is full.

I want to be able to use the item with a full status.

Is this possible?
 

Heirukichi

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Unfortunately not without a script. Even if you want to use a script to do this, you have to be very specific when telling us in which situations it should be usable and in which it should not, as each different situation has a different branch to check if the item is usable and many of them are useful for targeting purposes.

EDIT: Of course, if you want the player to be able to make mistakes when selecting the target this becomes much easier.
 

QueenTeaYT

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Unfortunately not without a script. Even if you want to use a script to do this, you have to be very specific when telling us in which situations it should be usable and in which it should not, as each different situation has a different branch to check if the item is usable and many of them are useful for targeting purposes.

EDIT: Of course, if you want the player to be able to make mistakes when selecting the target this becomes much easier.
My game revolves around taking pills, and I want the player to be able to take the pill whenever and wherever, no rules or restrictions attached (except for how many they have left in their inventory). The pills have no effects and do nothing for the player other than to be consumed.

In any situation, it should be usable.

(Thank you for your time!)
 

fizzly

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I'm pretty sure you can use "always" and common events, not using status/hp/mp change in item, so you'll be able to use the items always (i mean always always!), and then just add HP/MP or status/skill/etc. in common event.
 

Heirukichi

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@fizzly you are right, that is definitely a way to overcome this limitation. Applying a state to the selected actor and have a common event check for that state, act as the item itself and remove the state.

It still uses a script call to check which actor has the said state, but it does not require a script, and the script call is very small.

@QueenTeaYT in this case "Dummy State" is a blank state, no icon, no effect, just an empty state with a name.
 

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Another Fen

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The default behaviour is to block accidental use of items that have "obviously no effect".
Maybe a bit late here, but another way around this restriction would be to make the item inflict a state you never use with a 0% application chance. (The item will then be usable on any actor not already affected by that state by default.)

If the item does nothing in the first place, another way would be to make the item have no targets.
 
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tale

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To setup a common event in items, in the Effects box for items: right-click > Edit > Other tab > Common Event
You can pick a blank name common event and so when player uses an item- it subtracts pill from inventory by 1.

Since it's a common event, sends the player back to the map screen upon use.
 
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Thorgaaz

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Hmm, couldnt you simply give the Item the HP recover option in the damage formular instead of the the effect Box?

I did test it with an Item which recovered 100hp in the formula and healt -1 as effect to be sure and it worked. (Endresult was 1 lower than maxhp item consumed)

But the other way around it didnt work. So i assume you only get the "not drink at full health" issue if you use the effect window. While it works fine if you use the dmg Formula.
 

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