Healing Fountains make Healing Potions

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Knight Captain
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Healing Fountains make Healing Potions

Post by Knight Captain »

In SI, if you use a healing fountain on any bottle shape, it turns it into a yellow healing potion.
Knight Captain
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Joined: Thu May 14, 2020 1:34 pm

Re: Healing Fountains make Healing Potions

Post by Knight Captain »

Fountain qualities 2-7 make the following potions:

2 Yellow
3 Red
4 Green
5 Orange
6 Purple
7 White
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

And if the potion is not used within 500 ticks, it disappears. Very clever.
agentorangeguy
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Re: Healing Fountains make Healing Potions

Post by agentorangeguy »

WOW.... did not know that! was it that way in the original too or just Exult?

when you say bottle shape, do you mean potion shapes or actual bottle like ale/wine etc?
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agentorangeguy
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Re: Healing Fountains make Healing Potions

Post by agentorangeguy »

Just tried it out with the "bottle" shape... very cool!
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Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

Exult uses the original Usecode so it should be the same. I didn't know it either!
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

Also, after the Banes are released, any non-healing fountain will turn blood-red when used.
agentorangeguy
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Re: Healing Fountains make Healing Potions

Post by agentorangeguy »

yeah i remembered the red fountain thing, but had no clue about the bottle thing. great find!
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TDI

Re: Healing Fountains make Healing Potions

Post by TDI »

Are you serious? I can't believe how cool this is! Never tried it. XD
Alexander

Re: Healing Fountains make Healing Potions

Post by Alexander »

Yep, just tried it a few days ago with the healing fountain in Moonshade. That was pretty awesome. Almost 25 years of owning this game and I'm still discovering new things about it. :-)

I wonder if the red fountains can also be tweaked to turn bottles into poison potions, since that's essentially what happens if you drink from them.
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

The post-Batlin fountains, if not healing, will turn red and allow you to make poison potions.
Alexander

Re: Healing Fountains make Healing Potions

Post by Alexander »

Neat, I'll have to try that when I get to the post-Batlin part of the game.
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

Another new finding today. If you have slimes nearby when you use phosphor to turn on serpent lamp posts, they die.
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

I've also fixed the reagent code for FRAME_PHOSPHOR so when used on the unlit serpent lamp posts the same light effect and placement used in the Dark Path is also created.
Dominus
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Re: Healing Fountains make Healing Potions

Post by Dominus »

WHAT? Slimes, phosphor? I'm stumped;)
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Gotcha!
Posts: 354
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Re: Healing Fountains make Healing Potions

Post by Gotcha! »

As am I. For over a decade I thought I knew everything about these games, but people just keep on going giving new interesting information. :)
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

I'm stumped how shapes that have bodies connected don't use them. Sea serpents, slime, bats, etc. Exult must have special case code for them?
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

The slimes now leave green blood behind when killed this way.
Knight Captain
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Re: Healing Fountains make Healing Potions

Post by Knight Captain »

Bumping this "research" thread again with a scroll:
else if (quality == 63)
{
say(" I know I did evil things whilst I was under the control of the Bane. In order to atone for the harm I have caused, I shall sacrifice myself to the Crematorium. If mine ashes can help restore the balance, then I might be partially redeemed for mine evil acts.~~");
say(" Farewell,~");
say(" Dupre");
I'm glad they didn't hide this scene as planned!
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