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Crafting UI edits?


hoarous

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So Im making a mod for an item that functions like a grenade but which revives fallen party members and restores a lesser health poultice worth of health. That part is working precisely as intended.

 

I also added a recipe for it, however, and... well, functionally, it works fine: it shows the ingredients, it displays in the correct category, it produces the correct item. But I cannot for the life of me figure out how to get the crafting interface to display a name, description, and icon for this thing. Anyone have any insights?

Edited by hoarous
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in the toolset with the item, when it is open there should be a part that says icon, use that to put your picture in, for description there should be a part that says description, there type in the name, for name there should be a part called name where you can list your name, the toolset set should look like this,

 

https://imgur.com/a/EoJNw

 

also here's a chat that might help https://discord.gg/bU3Svxa

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The item itself displays fine, actually! Iâm trying to figure out how to get at the item crafting display, which evidently wonât just yoink the item strings directly. But thank you.
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here's some other info that while not entirely related might help

 

NameStrref: 15000000 (String ID referencing the class name)

PluralStrref: 15000001 (String ID referencing the class in plural)

DescStrref: 15000002 (String ID referencing the class description)

TooltipStrref: 15000003 (String ID referencing the class description)

Icon: classico_spirithealer (You can create a new icon and put that icon's name in here too. For this tutorial, we are reusing the Spirithealer specialization icon)

The ABI_base.xls file contains all the information concerning abilities and the ID numbers that pertain to them. This is also where we will get the information to update the icons and tooltip descriptions for the abilities on the action bar in game.

 

The shapechange.xls file determines what models are used for the different shapes as well as the abilities and base attributes of the assumed shape.

 

The APR_base.xls governs the appearance of all objects and creatures in game by referencing the object id with the appropriate models. This is the file we will use to find our creature ID for use our custom shapechange 2da file.

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