Title was too short to fully explain what I mean, but basically when antimagic, you can use arcane items that are useable from inventory with this bug, even though you can't normally. I'm talking about items like Burning Star, Rod of Entropy and Gwai's Burninator(might be some others but that's the only ones that come to mind).
Basically if you use the m key menu(ability list menu) and use the activeable shortcuts there(the ones that look like green necklaces or whatever), they bypass the check. You can put these on your bars and they'll work fine. If you try to put the items directly on your bar or use them from the use menu/inventory, they'll return the proper "you can't use this because it's arcane" error thing.
[1.7.2] Arcane items working with antimagic from inventory
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Re: [1.7.2] Arcane items working with antimagic from invento
this probably means that swift hands will allow you to use items like zemykks' hourglass and morrigor if you're antimagic
though, in the latter case, you'd need to use it to get an talent first
though, in the latter case, you'd need to use it to get an talent first
Re: [1.7.2] Arcane items working with antimagic from invento
No it doesn't, Swift Hands uses different code, or at least double checks for antimagic. First you can't even see arcane items in the Manage list if you're antimagic, and if you Manage an arcane item then go antimagic after, it'll remove it from the list.Zeyphor wrote:this probably means that swift hands will allow you to use items like zemykks' hourglass and morrigor if you're antimagic
though, in the latter case, you'd need to use it to get an talent first