------------------------------------------------ -- Use food/pots/items and check for its buff with table support -- JDuarteDJ & Giram ------------------------------------------------ -- I suggest we use the buff effect as name in every pot/food -- like 'speed' instead of 'unbrindledenthusiasm' -- also replaced potID with just ID, not all are pots :P itemTable ={ --potions --lvl 1+ giant = {ID = 207199, buffName = "Fullness", castTime = 0}, speed = {ID = 207200, buffName = "Unbridled Enthusiasm", castTime = 0}, frog = {ID = 207201, buffName = "Princely Look", castTime = 1000}, --lvl 31+ casting = {ID = 207202, buffName = "Clear Thought", castTime = 0}, --lvl 41+ luck = {ID = 207203, buffName = "Turn of Luck Powder Dust", castTime = 0}, --lvl 51+ riding = {ID = 207204, buffName = "Galloping Gale", castTime = 0}, --lvl 61+ jump = {ID = 207205, buffName = "", castTime = 1000}, --crazy breakout --lvl 71+ defense = {ID = 207206, buffName = "Scarlet Love", castTime = 0}, --guessed but should hav castTime --lvl 81+ aggro = {ID = 207207, buffName = "Volatile Stench", castTime = 0}, --guessed but should hav castTime --lvl 91+ godspeed = {ID = 207208, buffName = "Godspeed", castTime = 0}, --guessed but should hav castTime --foods --lvl 1-20 pdmg = {ID = 207209, buffName = "Salted Fish with Sauce", castTime = 0}, mdmg = {ID = 207210, buffName = "Smoked Bacon with Herbs", castTime = 0}, --lvl 21-40 critp = {ID = 207211, buffName = "Caviar Sandwich", castTime = 0}, matt = {ID = 207212, buffName = "Deluxe Seafood", castTime = 0}, --guessed --lvl 41-80 matt2 = {ID = 207213, buffName = "Spicy Meatsauce Burrito", castTime = 0}, mdmg2 = {ID = 207214, buffName = "Delicious Swamp Mix", castTime = 0}, --lvl 81-100 patt = {ID = 207215, buffName = "Unimaginable Salad", castTime = 0}, matt3 = {ID = 207216, buffName = "Cheese Fishcake", castTime = 0} --guessed } function useGoodie(_itemName,_buffName) --ofc I came up with a silly name local option = itemTable[_itemName] if not option then if not _buffName then option.buffName = _itemName --Assume both have same name like in mounts else option.buffName = _buffName end option.ID = _itemName --luckily the inventory functions use Name Or ID option.castTime = 0 end if inventory:itemTotalCount(option.ID) >= 1 and not player:hasBuff(option.buffName) then inventory:useItem(option.ID); cprintf(cli.yellow,"Yum! Had %s.\n",_itemName) if option.castTime > 0 then yrest(option.castTime); end inventory:update(); yrest(750); end end