How are craftable items restricted by player skill?

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How are craftable items restricted by player skill?

For the items that require a skill before they can be crafted, where is this check made? It looks like it is in the recipe, hpwever I may be reading this wrong.

For example, the trapping skill is needed for friction fires.

From the recipe for a small friction campfire:



I've figured out that the 2x50+1x16 means that you need two items of ingredient 50 (medium flammable, rigid shaft) and one item of ingredient type 16(trapping skill), but where is the kindling item in that list? The recipe calls for trapping, 2 sticks, and 1 kindling.

Literary in the part you cited :D

name="strTools">2x50+1x16 <-- two "tools" which are items that will remain after the recipe is completed (2 sticks and the skill)

name="strConsumed">1x2 <-- items that will be consumed (destroyed) 1 x ingredient 2 (kindling).

Items consumed disappear and tools remain - that's the difference. So this recipe will "eat" the kindling and leave 2 sticks and a skill (although the sticks will degrade, as their DegradePerUse dictates).

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Great, thanks!

Can you have OR's in the non-consumed ingredient list?

If I make a new ingredient, such as beginner-trapping-training, with an ingredient id of 200 can I have:

"strTools">2x50+1x16 | strTools">2x50+1x200 (can you have spaces in the list?)

or if parenthesis work, perhaps "strTools">2x50+(1x16|1x200) ?

Also, is there any way to have comments in the XML file?

There are no "ORs" in the recipes sadly. You can, however, make a second, hidden, recipe with alternate ingredient set. You do it by using nHiddenID and vAlso try commands, like here:

<table name="recipes"> <column name="nID">29</column> <column name="strName">mulligan stew</column> <column name="strSecretName">edible</column> <column name="strTools">1x0:6+1x0:7</column> <column name="strConsumed">1x0:4+1x0:9+2x23</column> <column name="strDestroyed"></column> <column name="nTreasureID">113</column> <column name="fHours">1</column> <column name="nReverse">0</column> <column name="nHiddenID">0:0</column> <column name="bIdentify">0</column> <column name="bTransferComponents">0</column> <column name="vAlsoTry">30</column> [color=red]<-- Here, points to the next one[/color] <column name="nTempTreasureID">0:3</column> <column name="bDegradeOutput">0</column> <column name="strType">food</column> </table> <table name="recipes"> <column name="nID">30</column> <column name="strName">mulligan stew</column> <column name="strSecretName">poisonous</column> <column name="strTools">1x0:6+1x0:7</column> <column name="strConsumed">1x0:4+1x0:9+2x24</column> <column name="strDestroyed"></column> <column name="nTreasureID">114</column> <column name="fHours">1</column> <column name="nReverse">0</column> <column name="nHiddenID">29</column> [color=red]<-- Won't show as separate recipe, but hide under previous one[/color] <column name="bIdentify">0</column> <column name="bTransferComponents">0</column> <column name="vAlsoTry">29</column> [color=red]<-- Points back to the previous one, cycling the whole deal[/color] <column name="nTempTreasureID">0:3</column> <column name="bDegradeOutput">0</column> <column name="strType">food</column> </table>

And yeah, use this tag to comment: <!-- Anything here is comment -->

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errr, what tag?

Tags do funny things to posts...

How are you pasting in the code with all the tags? Just copy/pasting XML code in these messages doesn't work too well.

Sorry, didn't realize it will treat it as a code too :D
That is how you make comments:
<!-- This is the comment -->

And to place code unaffected, you need to use the [co de] [/co de] tags around it (without the spaces in the middle, of course).

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