KyoParadox Posted January 30, 2010 Share Posted January 30, 2010 Hi, I've been trying to make a script to remove or unlearn a crafting recipe but I cannot get it to work. From my limited knowledge they are just like any other item, yet at the same time they aren't. Anyways, here's the code. I've add a few lines so I knew the script itself ran without problems. I can add a crafting recipe with UT_AddItemToInventory but I cannot remove them with UT_RemoveItemFromInventory (I tried both 1 and -1 as the amount to remove). #include "utility_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); // We will watch for every event type and if the one we need // appears we will handle it as a special case. We will ignore the rest // of the events switch ( nEventType ) { // This event happenes every time the module loads // This usually happenes when creating a new game // or loading a savegame case EVENT_TYPE_MODULE_LOAD: { UT_RemoveItemFromInventory(R"gen_im_wep_rng_lbw_wlf.uti", 1); UT_RemoveItemFromInventory(R"gen_im_cft_psn_102.uti", -1); UT_AddItemToInventory(R"gen_im_wep_rng_lbw_eye.uti", 1); UT_AddItemToInventory(R"gen_im_cft_psn_205.uti", 1); // We have dealt with the event we were waiting for. // At this point we can stop looking for other events break; } default: break; } }So my question is, I guess, how to remove a crafting recipe once it is learned? There must be a way to do it. :( -kyoma Link to comment Share on other sites More sharing options...
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