Witch
Malady's dialog is long and tedious. Items can only be purchased one by
one, and may only be cooked one . Cooking one thing means going through
6 or 5 dialogue boxes (and selecting an option in each, which means
that you can not actually junk the NPC
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Chat key). And you have to cook up a dozen intermediate items until you
can make a solitary Stew, which is pretty much the only one of Malady's
concoctions that is still helpful.
The approach is long and it's
painful and it provides an advantage to people that are willing to
violate the rules and macro the process in their keyboards or
controllers.
I believe that collecting the required materials is
already tedious enough, so the crafting process can be streamlined
without creating the entire occasion a "freebie."
The simplest
fix would be to add a "how many would you like to buy/make?" Question to
Malady's conversation right before she takes your items and provides
you your reward and exp. She will have to check that you have enough
materials, and that you have sufficient space in your stock for the
rewards, until she performs the transaction.
The cooler fix would
be to alter Malady to use the crafting system, similar to Beefy's
Kitchen. Give her a Sack (shop NPC for buying things with Dark Tokens)
and a Cauldron (crafting NPC for cooking items based on her recipes),
and also the built-in functionality of these types of NPCs will care for
the quantity issue. The only tricky bit is that some of her items can
be crafted two different ways. I'm not certain if the crafting system
can manage two recipes which yield the exact same item. Additionally,
using this system will not offer exp (but may provide Diligence
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