In skills, specifically. And if not, is there a way to prevent a type of booze from stocking in vending machines and other sorts of places? ETA: Also for that matter, does boozeBuff actually work on potions? The mod wiki says it does, but it's not triggering off of potions for me.
In skills, it should; if if doesn't, you can just use "boozeBuff" (or was it "drinkBuff", I don't remember now) and "foodBuff" at the same time and the result will be the same. And no, there's no way to stop booze from stocking in vending machines. That is, unless you just give it an insanely high level so that the algorithm won't try to place it because of level difference.
Would the special flag make it not stock? (For that matter, I assume the special flag is supposed to make them not show up laying around but that appears to not be working, so it might be SUPPOSED TO work but isn't currently?) Anyway it's not the worst thing; I can just make the item function like booze--or similar--if you DON'T have the appropriate skill. It's boozeBuff, but I'm not sure it's actually working on potions? Which the wiki says it would... Oh well again, not the worst loss.
While we're on it, does taxa even work on triggers? I put a taxa restriction on a list of six trigger (ie to cast something different for each monster type) aaand it triggered all of them. At once. Like ie <effect type="trigger" taxa="Undead" spell="Holy Smiting Fire"/> sort of thing. It seems like this would be a fairly serious issue since I seem to recall eg Egyptian Magic using that to put an effect on monsters but not the player.
"taxa" should work on trigger effects. They're laid out in the game's spellDB just like your example there. No reason I can think of why that wouldn't work.
try putting special="1" craftOutput="1" on the item. I don't believe it will spawn anywhere with both of those. Also, with taxa, unless you delay the trigger (which forces it onto a monster), it targets the tile and can't actually check the taxa (it can, but it would have been more annoying to code)
What would this more annoying code be? (I mean, I already redid the skill to work a different way but it'd be useful to know for future reference.) Also re: special and craftOutput; it appears to still be spawning, although I've been seeing other special items a lot (eg hemetic phylactories) so it may be a bug with the special command?.
Also regarding the original question, as far as I can tell consumeBuff is not working on skills. (I haven't tested on buffs or items though). The XML validator is throwing an error, and playing with the game anyway results in nothing triggering on eating or drinking anything (tested food, potions, booze, and mushrooms). Also in contradiction to what the mod wiki says, boozeBuff does not trigger on potions.