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Using formlists or Litems in crafting recipes. Which is better?


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This will get complex... I don't do simple!

 

Essentially, I have crafting recipes that allow the player to use a weapon, plus an ingot, and they can make higher versions of it, if their level is high enough.

 

It works but the way I've set it up I've seen a glitch.

 

Basically, the player gets weapon 1. They level up and reach a point that they can use an ingot and weapon 1 to make weapon 2. That works. If they level up further, without making weapon 2 my next recipe asks them to use a weapon 2 and an ingot to make weapon 3. It breaks. They can never progress further. They don't have one and the level conditions mean they can't go back. They're stuck with the crappy level 1 weapon forever! :ohdear:

 

I thought that the best way around this would be to use formlists or levelled items, based on the fact that I can choose either in CK as ingredients in the recipe.

 

Would this work? If so, which is better? To me, I can't see how a levelled item list is going to work. Going with formlists, I'd need to add several for each weapon, but that ought to work.

 

So to make a weapon4, the formlist ingredient has weapons 1, 2 and 3 on it. My simplistic logic says that if the player has any of weapons 1 to 3, they can use it to make weapon 4. Is that right?

 

Any ideas?

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If you rethink your conditions you shouldn't need to use formlists or leveled lists as recipes. In fact, I've never seen a formlist or leveled list used as a recipe ingredient before. How would that work anyway? Will it require the stated quantity for each item in the list or will it work with just one item in the list at the correct quantity?

 

Don't require the player to be inside a specified level range, instead just require that they be over a minimum level. That way, they can be any level higher and still craft the next level weapon.

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I see where you're going.

 

I was trying to avoid ending up with several options to craft a 'Hawkbill Sword' or an 'Eagle Eye Bow' at the forge.

I can just replace the upper level condition with a 'GetItemCount', so to make Hawkbill06, the player needs Hawkbill05 in their inventory. So 'GetItemCount, Hawkbill05, == 1.0, run on player'.

 

That way the only 'Hawkbill' recipe is the next available upgrade, if there is one available. That does mean if they get Hawkbill02 at level 10 and don't upgrade for ages, they'll have to go through each upgrade until they've got the best they are allowed, but that's fair enough I suppose.

 

Thanks.

 

Edit: it works a treat! I just need another load of recipes, now. I've just tested it for 'Hawkbill'. There's also 'Cleaver', 'Eagle Eye', 'Drevisa's Sword' and 'Drevisa's Bow, 'Mechanical Mayhem' and 'Death To The Dwemer!'*

 

* I liked that last name. It's a gift from some friendly Falmer. The description states: "Best of luck finding one! Does fire damage to elves, but not Falmer or Snow Elves. Fires quickly."

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