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I could have made it even shorter like half a second because your healing effect still gets removed. Could even just remove the cooldown altogether. I might do this if i feel it's necessary but for now 1 second seems reasonable. I'll probably change it to shorter if people get annoyed by the chance of wasted items.
Sorry for the long ramble lol, have a good night.
Regret at needing an update!
Maybe you want you to consider create a companion mod that removes Healing Items from crates and chests, while increasing the amount of items necessary for Crafting them.
This would amp up the challenge a lot.
I'm not sure about how the combat system works, but maybe make the Healing Item usable only after killing all enemies (what in theory should exclude the fall damage).
Anyway, just some suggestions for future updates. :D
So you can't really spam all of your healing items away in a second.
Making healing items unusable in combat would mean quite a long wait after taking damage which means even when you take fall damage, you'll be without heals for however long the "combat" effect lasts.
We were talking about stopping the player from beaming up while in combat for another mod because Worb has self control issues :P
The combat detection would basically be applying the restriction for X seconds when you've taken damage.
But were you able to detect whether the player is in combat/not? I was thinking if it'd be possible to detect that, then apply the same restriction that forbids player to teleport if underground.