Two ideas (for Crafting) #31


  • Enhancment
  • Replied
Open
Assigned to shampaggon
  • _ForgeUser10284759 created this issue Jun 29, 2013

    Could you add:
    1.The possibility of using Crackshot weapons as crafting ingredients for other Crackshot weapons.
    2.The possibility of having attachments as separate items that, on their own, serve no purpose, but can be used for crafting weapons.

  • _ForgeUser10284759 added the tags New Enhancment Jun 29, 2013
  • Shampaggon posted a comment Jun 29, 2013

    For number two, you can simply make a weapon that has no function. The issue here is that there is currently no practical method of making recipes differentiate custom items from ones that are ordinary.

    I'm afraid you're going to have to use secondary data values to achieve your proposals.

  • Shampaggon removed a tag New Jun 29, 2013
  • Shampaggon added a tag Waiting Jun 29, 2013
  • _ForgeUser10284759 posted a comment Jun 29, 2013

    @Shampaggon: Go

    Ah. That's a shame. Still, I understand completely that adding attachment items is unneccesary. How would I do this with secondary data values? I'm not sure how secondary data values help me make crafting recipes that include weapons...

    Edit: Do you mean set the item id of a weapon to have a secondary data value, then add that id (including the secondary value) to the ingredients for another weapon?


    Edited Jun 29, 2013
  • _ForgeUser10284759 removed a tag Waiting Jun 29, 2013
  • _ForgeUser10284759 added a tag Replied Jun 29, 2013
  • Shampaggon posted a comment Jun 29, 2013

    @TimothyGM: Go

    Precisely. I'll give you a quick example.

    Hunting_Rifle:
        Item_Information:
            Item_Type: 280~1
    
    Hunting_Rifle_Part:
        Item_Information:
            Item_Type: 280~2
    
    Uber_Hunting_Rifle:
        Item_Information:
            Item_Type: 280~3
        Crafting:
            Enable: true
            Shaped: false
            Ingredients: 280~1,280~2
    

    From the example above, you will be able to craft an Uber_Hunting_Rifle using Hunting_Rifle_Part and Hunting_Rifle. There are very few people who know how use sec-dats in this manner.

    A small reminder though, if you're going to use secondary data values to individualize weapons, avoid block items (unless you know what you're doing) and durability items. You will find information about those types of items in the Item_Type section of the guide.


    Edited Jul 13, 2013
  • _ForgeUser10284759 posted a comment Jun 29, 2013

    @Shampaggon: Go

    Ok. Thanks for the help and the quick response! Unfortunately, most of my weapons are block items or durability items, due to not using a texturepack to get realistic looks. This is a great plugin, so flexible that it could be used for magic spells instead of guns. It's a shame that there's no practical way to mark weapons as special items though. Oh well, maybe that will be added at some point XD


    Edited Jun 29, 2013
  • _ForgeUser11600700 posted a comment Jul 15, 2013

    or you use craftbook like i

  • _ForgeUser1573474 posted a comment Sep 22, 2013

    Is it possible to have more than 1 quantity for crafting output

    For example: I want have an ammo recipe as below, but instead of crafting only 1 item from the recipe below, it is able to give me 16 ammo from a single recipe. Is it possible to add that in?

    44:
        Item_Information:
            Item_Name: "&a.44 Magnum"
            Item_Type: 383~1000
            Item_Lore: "&eLarge-bore cartridge originally designed for revolvers"
            Sounds_Acquired: BAT_TAKEOFF-1-1-0
        Crafting:
            Enable: true
            Shaped: true
            Ingredients: 0,0,0,0,0,0,0,265,289


    Edited Sep 26, 2013

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