Can anyone help me on this please? I am trying to redo the whole DM3 assets pack for modding.
RE: Mortar
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
RE: Mortar
Has anyone made a Mortar into another object? I am trying to do some of Germmanys DM3 objects and the Toolbox would be awesome as a way of making new item(s). There of course would be recipes like the Mortar does in the game. With LOG 1 you just cloned the Mortar and renamed it to what you wanted and then just define new recipes.
Can anyone help me on this please? I am trying to redo the whole DM3 assets pack for modding.
Can anyone help me on this please? I am trying to redo the whole DM3 assets pack for modding.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: RE: Mortar
Ok here is a Test I am trying but it's not working, I believe the Mortar is hard coded with the Herbs as you seen on the game screen when you use the Mortar. I have to say why did they do this? The old Mortars system in LOG 1 was good and at least you could change the Mortar to something else eg: Dm_toolbox.
The code below is more than likely way of but I gave it a shot. So if anyone can help out on this much appreciated ahy 
Just testing the waters here that's all:
Just testing the waters here that's all:
Code: Select all
--- Toolbox Item ---
defineObject{
name = "tool_box",
baseObject = "base_item",
components = {
{
class = "Model",
model = "mod_assets/dmcsb_pack/models/items/dm_toolbox.fbx",
},
{
class = "Item",
uiName = "Toolbox",
gfxAtlas = "mod_assets/textures/gui/dm_icoatlas.tga",
gfxIndex = 144,
weight = 1.0,
description = "An toolbox with some tools used to create basic items.",
traits = { "usable" },
},
{
class = "CraftPotion",
requirements = { "alchemy", 1 },
},
},
}
--- Recipe to make a torch ---
defineRecipe{
potion = "torch",
level = 1,
ingredients = 7, --is the herb number for: "t_box_drywood but does not register--
}
--- Herb 7 --- --- I assume you just add a new herb number 7 next in line on the list, but not sure if this right? ---
defineObject{
name = "t_box_drywood",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/branch.fbx",
},
{
class = "Item",
uiName = "Dry Wood",
description = "Dry wood can be used to create items.",
gfxIndex = 273,
stackable = true,
weight = 0.05,
traits = { "herb" },
},
},
tags = { "herb" },
}