Elder Scrolls: Open Rpg, Alchemy

Bunnyburn

New Member
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8
OK, I am working on a huge project, an rpg based of the elder scrolls series, but also very original, and one thing i want to add is alchemy, i have no clue how to do it, but what i am looking for is basically this: when the heroes clicks on a mortar and pestle in their inventory, if the correct ingridients are in inventory slots 1 and 2, that the potion those 2 ingredients make is added to the heroes ionventory, and the 2 ingridients removed, i tried some stuff, but didnt get it to work, plz help!!! :(
 

Deathbedeli2

New Member
Reaction score
18
Code:
Event
Item is manipulated
Condition
Manipulated item-type equal to Mortar
Actions
If/Then/Else Multiple Actions 
If-
Triggering unit has Item-Type(Ingredient1)in slot 1
Triggering unit has Item-Type(Ingredient2)in slot 2
Then-
Create one potion at position of triggering unit
Order triggering unit to pick-up last created item
Remove item in slot 1 of triggering units inventory
Remove item in slot 2 of triggering units inventory
Else-
Display Message: Missing some ingredients
Remove item in slot 1 of triggering units inventory (Only if you want ingrediants to fail)
Remove item in slot 2 of triggering units inventory (Only if you want ingrediants to fail)

This wasn't done with editor but it should work
If you have trouble ill post the editor version
 

Bunnyburn

New Member
Reaction score
8
ty this would should work, but would it cause any items the hero is carrying in slots 1 and 2 to be removed if the hero used the mortar without any ingridients in slots 1/2 but weapons etc.?
:confused:
 

Bunnyburn

New Member
Reaction score
8
Thanx a lot, :) it works perfect, by the way, here is the trigger i used:


Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Mortar and Pestle
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Item-type of (Item carried by (Hero manipulating item) in slot 1)) Equal to Saltrice) and ((Item-type of (Item carried by (Hero manipulating item) in slot 2)) Equal to Marshermerrow)
Then - Actions
Hero - Create Potion of Health and give it to (Triggering unit)
Item - Remove (Item carried by (Hero manipulating item) in slot 1)
Item - Remove (Item carried by (Hero manipulating item) in slot 2)
Floating Text - Create floating text that reads Success! at (Position of (Hero manipulating item)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Wait 3.00 seconds
Floating Text - Destroy (Last created floating text)
Else - Actions
Floating Text - Create floating text that reads Failed! at (Position of (Hero manipulating item)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Wait 3.00 seconds
Floating Text - Destroy (Last created floating text)
 
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