-- Instead of Item, create a HealItem, a convenient class for consumable healing items local item, super = Class(HealItem, "ultimate_candy") function item:init() super.init(self) -- Display name self.name = "UltimatCandy" -- Name displayed when used in battle (optional) self.use_name = "ULTIMATE CANDY" -- Item type (item, key, weapon, armor) self.type = "item" -- Item icon (for equipment) self.icon = nil -- Battle description self.effect = "Best\nhealing" -- Shop description self.shop = "Perfection" -- Menu description self.description = "Sparkles with perfection.\nMust be shared with everyone. +??HP" -- Amount healed (HealItem variable) self.heal_amount = 1 -- Default shop price (sell price is halved) self.price = 100 -- Whether the item can be sold self.can_sell = true -- Consumable target mode (ally, party, enemy, enemies, or none) self.target = "party" -- Where this item can be used (world, battle, all, or none) self.usable_in = "all" -- Item this item will get turned into when consumed self.result_item = nil -- Will this item be instantly consumed in battles? self.instant = false -- Equip bonuses (for weapons and armor) self.bonuses = {} -- Bonus name and icon (displayed in equip menu) self.bonus_name = nil self.bonus_icon = nil -- Equippable characters (default true for armors, false for weapons) self.can_equip = {} -- Character reactions (key = party member id) self.reactions = { susie = "Hey! It's hollow inside!", ralsei = "I like the texture!", noelle = "That was underwhelming...", } end return item