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So i started to play around with consumables today...


I am not a big fan of it.


In the long run, if I have say... 100 consumable items (cake, pumpkin pie, whatever)

I will need to have 100 Abilities named after that consumable as well.


Is this the best way to go about this?


If it is, I'm fine with that.

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I agree it's cumbersome, but I can't think of an easier way to do it. It needs to run through the ability system to allow features such as cooldowns and other activation requirement checks. It would make a huge mess of the server side inventory code to copy in half of the ability system to it just to allow easier creation of consumable items.

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