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Magnifier (611) Uses 10 SP?


THPO

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Hi Good Day Guys, been wondering about the Magnifying Glass lately because it's consuming 10 SP.

 

Anyway to remove the -10 SP?

 

 

 

Thanks in advance.

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Hi Good Day Guys, been wondering about the Magnifying Glass lately because it's consuming 10 SP.

 

Anyway to remove the -10 SP?

 

 

 

Thanks in advance.

 

Weird.. -_-

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Have you tried this also?

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611,Spectacles,Magnifier,11,40,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "MC_IDENTIFY",1; },{},{}

replace

itemskill "MC_IDENTIFY",1;

with

atcommand "@identify";
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611,Spectacles,Magnifier,11,40,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "MC_IDENTIFY",1; },{},{}

replace

itemskill "MC_IDENTIFY",1;

with

atcommand "@identify";

I'm thinking the same but this will make my atcommandlog be clouded by magnifier's atcommand xD

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you can edit the source of the skill....or simply a chronjob with 'DELETE FROM atcommandlog WHERE command = "@identify";'

Edited by shadowscreen
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or just add a small heal 10SP to the end of it. So it restores the used SP.

611,Spectacles,Magnifier,11,40,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "MC_IDENTIFY",1; heal 0,10; },{},{}

That should make it heal 10SP upon use of the item. Only issue I see here from doing it this way is that, if a player clicks cancel they might still receive the 10SP heal. However in my eyes, this isn't that big of a deal since they need to click cancel anyways.

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Anyways, why is it a problem if it takes 10sp?  ._.    thats nothing

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Anyways, why is it a problem if it takes 10sp?  ._.    thats nothing

Because itemskill makes character cast this skill (MC_IDENTIFY)

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Anyways, why is it a problem if it takes 10sp?  ._.    thats nothing

Because itemskill makes character cast this skill (MC_IDENTIFY)

 

 

Still i can't imagine why this is a big deal,

 

I would simply let it as it is~

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Anyways, why is it a problem if it takes 10sp?  ._.    thats nothing

Because itemskill makes character cast this skill (MC_IDENTIFY)

 

 

Still i can't imagine why this is a big deal,

 

I would simply let it as it is~

 

 

Some of my players are so demanding I wouldn't mind it too..

or just add a small heal 10SP to the end of it. So it restores the used SP.

611,Spectacles,Magnifier,11,40,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "MC_IDENTIFY",1; heal 0,10; },{},{}

That should make it heal 10SP upon use of the item. Only issue I see here from doing it this way is that, if a player clicks cancel they might still receive the 10SP heal. However in my eyes, this isn't that big of a deal since they need to click cancel anyways.

 

I think this would do the trick lol thanks GmOcean

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So you prefer to give your players free SP instead of just spending 10 SP which recovers in a single natural recovery tick /?

It's up to you though :)

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