This uses the default HP potion and you can swap out the buffs at your will, (note some don't work)
Code:
"life_potion_lvl1"
{
"type" "status_effect_potion"
"max_draft" "1"
"pre_sequence" "potion_begin"
"post_sequence" "potion_end"
"moving_sequence" "potion_run"
"status_effect" "buff_exp 1"
"apply_party" "1"
"can_double_up" "1"
//"moving_penalty" "0.33"
"moving_penalty"
{
"load" "running_drinking_recovery_rate $skill_life_potion_mastery****nning_drinking_recovery_rate"
"eval" "0.33 + (running_drinking_recovery_rate/100.0)"
}
"doubleup_bonus"
{
"load" "double_up_bonus $skill_life_potion_mastery.double_up_bonus"
"eval" "double_up_bonus/100.0"
}
"efx_normal" "effects/health_potion.efx"
"efx_moving" "effects/health_potion_run.efx"
"efx_doubleup" "effects/health_potion_double_up.efx"
"message_delay" "0.2"
}
The list of possible buffs can be found in (Not all will work)
heroes_status_effect_name_koreana.txt (8052A9274E2D4EF91411D294ABA86A1B43A4422F_)
Example:
Code:
"Heroes_Status_Name_buff_exp_1" "보너스 전투 경험치"
You grab the line after "_Name_" and turn the _# into <space> #
like so:
buff_exp 10 is just 5% bonus. so test and post what they do guys and I'll update a list here.
Code:
buff_exp 1 == 50% combat exp for 30 mins
buff_exp 10 == 5% combat exp for 30 mins