Method for specifying alternate resource in item-crafting
Posted: Sun Aug 14, 2005 4:07 pm
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).
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).