As it stands, we can only use specific item-IDs as the wanted resource during item-crafting, using RESOURCE=0x#### amount.
We can specify more than one resource-tag like that per item, if an item requires multiple types of resources to be created.
What we CAN'T do, is enter "alternate" resources. There are, for instance, 12 different item-ids for cut or folded cloth. Only ONE can be used by the tailoring skill. Sure, they're all listed as valid resources in tailoring.js (which initializes the crafting code) - but the crafting code only accepts the single resource specified in the crafting-DFNs as a valid resource.
We need some way of entering multiple possible resource IDs. Like for instance RESOURCE=0x175D,0x175E,0x175F 20. UOX3 could pick the first valid resource it finds in player's backpack, then skip to the amount value (if present).
Method for specifying alternate resource in item-crafting
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giwo
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It is worth noting that my idea is as follows.
For each RESOURCE= tag in create, that is a resource we must use some of. Thus you don't want multiple RESOURCE tags. Secondly, for every entry to have RESOURCE=0xblah,0xbla2,0xbla3,0xbla4 and so on, is long and ugly. Thus I was thinking something like this:
SECTION RESOURCE METAL
{
ID=0xblah
ID=0xbla2
ID=0xbla3
}
SECTION RESOURCE WOOD
{
ID=0xbla4
ID=0xbla5
ID=0xbla6
}
And so on.
Then in the create entry, you simply have
RESOURCE=WOOD
If you had multiple resource types (Wood and Iron, say, to make a pickpocket dip)
RESOURCE=WOOD
RESOURCE=IRON
For each RESOURCE= tag in create, that is a resource we must use some of. Thus you don't want multiple RESOURCE tags. Secondly, for every entry to have RESOURCE=0xblah,0xbla2,0xbla3,0xbla4 and so on, is long and ugly. Thus I was thinking something like this:
SECTION RESOURCE METAL
{
ID=0xblah
ID=0xbla2
ID=0xbla3
}
SECTION RESOURCE WOOD
{
ID=0xbla4
ID=0xbla5
ID=0xbla6
}
And so on.
Then in the create entry, you simply have
RESOURCE=WOOD
If you had multiple resource types (Wood and Iron, say, to make a pickpocket dip)
RESOURCE=WOOD
RESOURCE=IRON
Scott
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Maarc
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Insufficient detail!
While I think the idea of grouping like that is interesting, it lacks detail. Can we say... coloured ore?
At a minimum, you want to be looking at an ID/colour pairing. You may even want to go beyond that, potentially, to include name, or type, or script ID, or...
You get the picture.
While I think that's a useful idea, I do think you need to expand the criteria of what is considered in regards to data comparisons.
But coloured ore, or coloured ingots, are a minimum bench to compare against as to whether the system is good. And by allowing more flexible resource types, you potentially open the way for some interesting crafting skills (we already have the idea of using multiple skills in creation). Especially with the crafting menus being accessible via JS
While I think the idea of grouping like that is interesting, it lacks detail. Can we say... coloured ore?
At a minimum, you want to be looking at an ID/colour pairing. You may even want to go beyond that, potentially, to include name, or type, or script ID, or...
While I think that's a useful idea, I do think you need to expand the criteria of what is considered in regards to data comparisons.
But coloured ore, or coloured ingots, are a minimum bench to compare against as to whether the system is good. And by allowing more flexible resource types, you potentially open the way for some interesting crafting skills (we already have the idea of using multiple skills in creation). Especially with the crafting menus being accessible via JS