Decided that the use of Arcums Razor was in order since no one chimed in yet. If you know a way to get all three counters to obey the same item, let me know otherwise if someone can take a second to look over my rather simple coding and make sure I'm not forgetting something of monumental importance, I'd be very greatful. Here is what I have....
Code:
const int CR_POT1 = 2;
const int CR_POT2 = 2;
const int CR_POT3 = 2;
const int IC_PBELT1 //pouch for health pots
const int IC_PBELT2 //pouch for mana pots
const int IC_PBELT3 //pouch for restoration pots
item script Potion1
{
Void run(int a,int b, int c)
{
If (a==0){Link->HP+=b;}
If (b==0){Link->MP+=c;}
If (c==0){Link->HP+=b;Link->MP+=c;}
}
}
item script Potion2
{
Void run(int a,int b, int c)
{
If (a==0){Link->HP+=b;}
If (b==0){Link->MP+=c;}
If (c==0){Link->HP+=b;Link->MP+=c;}
}
}
item script Potion3
{
Void run(int a,int b, int c)
{
If (a==0){Link->HP+=b;}
If (b==0){Link->MP+=c;}
If (c==0){Link->HP+=b;Link->MP+=c;}
}
}
All that is here is declarations for the new counters and the item classes needed to use the default interface to make them increase the relevant counters. By my estimates, I should be able to use the tab where counters are affected to affect custom counters appropriately, or do I have to tell the game to reduce the count if an item is used? Also, left the id's on the items ambiguous (potion 1, 2, and 3 instead of setting specifics) so that in the future I could either expand as appropriate or just change the nature of the potions keeping things generic and reusable.
Any help at this point would be appreciated, even if it's just a quick "do this instead" or "should work fine".