Recipe system is done! It may not look like much, but the amount of background stuff going on is ridicolous. Have some ss:
Recipe Book, shows your recipes: (npc layout will probably change), the book npc is also still a bit misplaced
Recipe for an item: (it doesnt exactly match "Alchemy", I just put this item in for testing)
How the recipe system works:
When getting your crafting profession or leveling it, you will get 4 new default recipes you can try.
Other than that, all monsters have a chance to drop a recipe. There are 3 different itemids (smithing, crafting, alchemy) and you will only get (actually: see) a drop that matches your profession. When picking up the recipe, the monsters level is used to calculate the recipe level (same as profession level, newbie to master) and you will get a random recipe from that level's pool. Recipes are consume on pickup, so they won't fill your inventory but you'll get a message in chat telling you what you got.
I'll probably put some recipes in quests or bosses too but that'll be later.
Recipes have a scope of one char. They can't expire or be used up. However having the recipe is neccessary to craft something, even if you tell someone else the materials. I'll probably come up with some bs lore reason for that.
Other than that there will also be recipeless items, which can be found by trying out random materials (easter eggs).
In general there will be two types of recipes: Ones made up of materials from ardentmill, and others that require etc drops from monsters or similiar. The former are sort of the standard items and the latter special items.
As for coding, I tried to make the system as general as possible so there's really no restrictions on what I could put in. I also added a new xml file just with recipeinfo (for preloading) because there will probably be hundreds of recipes to put in.
With that in mind: If anyone has a cool idea for a recipe or a secret item or whatever or just an item you'd like to see in crafting, please throw it at me because coming up with hundreds of recipes is going to be hard.
Recipe Book, shows your recipes: (npc layout will probably change), the book npc is also still a bit misplaced
Recipe for an item: (it doesnt exactly match "Alchemy", I just put this item in for testing)
How the recipe system works:
When getting your crafting profession or leveling it, you will get 4 new default recipes you can try.
Other than that, all monsters have a chance to drop a recipe. There are 3 different itemids (smithing, crafting, alchemy) and you will only get (actually: see) a drop that matches your profession. When picking up the recipe, the monsters level is used to calculate the recipe level (same as profession level, newbie to master) and you will get a random recipe from that level's pool. Recipes are consume on pickup, so they won't fill your inventory but you'll get a message in chat telling you what you got.
I'll probably put some recipes in quests or bosses too but that'll be later.
Recipes have a scope of one char. They can't expire or be used up. However having the recipe is neccessary to craft something, even if you tell someone else the materials. I'll probably come up with some bs lore reason for that.
Other than that there will also be recipeless items, which can be found by trying out random materials (easter eggs).
In general there will be two types of recipes: Ones made up of materials from ardentmill, and others that require etc drops from monsters or similiar. The former are sort of the standard items and the latter special items.
As for coding, I tried to make the system as general as possible so there's really no restrictions on what I could put in. I also added a new xml file just with recipeinfo (for preloading) because there will probably be hundreds of recipes to put in.
With that in mind: If anyone has a cool idea for a recipe or a secret item or whatever or just an item you'd like to see in crafting, please throw it at me because coming up with hundreds of recipes is going to be hard.