Difference between revisions of "My first: Recipe"

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To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named "Stats".
 
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named "Stats".
  
 +
<br />
 +
=== Step 2: the stats editor ===
 +
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.
  
=== Step 2: the stats editor ===
+
In the stats editor, locate the "ItemCombos" document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.
 +
 
 +
<br />
 
[[File:Step2_StatsItemCombinations.png|none]]
 
[[File:Step2_StatsItemCombinations.png|none]]
 
<sub>2 ItemCombination stats entries for our 2 new recipes</sub>
 
<sub>2 ItemCombination stats entries for our 2 new recipes</sub>
  
  
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.
+
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 <span style="color:#FCFF27">(1)</span> and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 <span style="color:#FCFF27">(2)</span>. The former will be our base recipe and the latter will be the augmented version (with the skull).
 
 
In the stats editor, locate the "ItemCombos" document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.
 
  
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 <span style="color:#FCFF27">(1)</span> and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 <span style="color:#FCFF27">(2)</span>. The former will be our base recipe and the former will be the augmented version (with the skull).
 
  
 
First, let's set the base properties:
 
First, let's set the base properties:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|''Name''
+
|
 
|''RecipeCategory''
 
|''RecipeCategory''
 
|''Result 1''
 
|''Result 1''
 
|''PreviewStatsID''
 
|''PreviewStatsID''
 
|-
 
|-
|01
+
|''_01''
 
|Potions
 
|Potions
 
|CON_Potion_Fire_Res_Medium_A
 
|CON_Potion_Fire_Res_Medium_A
 
|CON_Potion_Fire_Res_Medium_A
 
|CON_Potion_Fire_Res_Medium_A
 
|-
 
|-
|02
+
|''_02''
 
|Potions
 
|Potions
 
|CON_Potion_Fire_Res_Large_A
 
|CON_Potion_Fire_Res_Large_A
Line 55: Line 57:
 
|}
 
|}
  
 +
These properties define the type of item combination, the crafting result and the crafting result preview.
  
These properties define the type of item combination, the crafting result and the crafting result preview.
 
  
 
Next, we will configure the ingredients for the item combination:
 
Next, we will configure the ingredients for the item combination:
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="4"|Ingredient 1
+
!colspan="4"|Ingredient 1 <span style="color:#FCFF27">(3)</span>
 
|-
 
|-
|''Name''
+
|
 
|''Type 1''
 
|''Type 1''
 
|''Object 1''
 
|''Object 1''
 
|''Transform 1''
 
|''Transform 1''
 
|-
 
|-
|01
+
|''_01''
 
|Object
 
|Object
 
|CON_Food_Pepper_A
 
|CON_Food_Pepper_A
 
|Transform
 
|Transform
 
|-
 
|-
|02
+
|''_02''
 
|Object
 
|Object
 
|CON_Food_Pepper_A
 
|CON_Food_Pepper_A
 
|Transform
 
|Transform
 
|}
 
|}
 
<br />
 
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="4"|Ingredient 2
+
!colspan="4"|Ingredient 2 <span style="color:#FCFF27">(4)</span>
 
|-
 
|-
|''Name''
+
|
 
|''Type 2''
 
|''Type 2''
 
|''Object 2''
 
|''Object 2''
 
|''Transform 2''
 
|''Transform 2''
 
|-
 
|-
|01
+
|''_01''
 
|Object
 
|Object
 
|CON_Herb_Whisperwood_A
 
|CON_Herb_Whisperwood_A
 
|Consume
 
|Consume
 
|-
 
|-
|02
+
|''_02''
 
|Object
 
|Object
 
|CON_Herb_Whisperwood_A
 
|CON_Herb_Whisperwood_A
 
|Consume
 
|Consume
 
|}
 
|}
 
<br />
 
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="4"|Ingredient 3
+
!colspan="4"|Ingredient 3 <span style="color:#FCFF27">(5)</span>
 
|-
 
|-
|''Name''
+
|
 
|''Type 3''
 
|''Type 3''
 
|''Object 3''
 
|''Object 3''
 
|''Transform 3''
 
|''Transform 3''
 
|-
 
|-
|01
+
|''_01''
 
|
 
|
 
|
 
|
 
|
 
|
 
|-
 
|-
|02
+
|''_02''
 
|Object
 
|Object
 
|LOOT_Skull_Human_A
 
|LOOT_Skull_Human_A
Line 118: Line 116:
 
|}
 
|}
  
 +
Important to note are the different ''Transform'' types:
 +
* '''Transform''': the object will be transformed into the result
 +
* '''Consume''': the object will be consumed after crafting
 +
* '''None''': the object will remain intact after crafting
  
Important to note are the different ''Transform'' types:
 
* '''Transform''' means the object will be transformed into the result
 
* '''Consume''' means the object will be consumed after crafting
 
* '''None''' means the object will remain intact after crafting
 
  
 +
The first recipe does not hard a third ingredient, so we leave those fields blank.
  
 
<br />
 
<br />
 
=== Step 3: testing our recipes ===
 
=== Step 3: testing our recipes ===
 +
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!
 +
 +
<br />
 +
[[File:Step3_Recipe1Pre.png|border|none]]
 +
[[File:Step3_Recipe1Post.png|border|none]]
 +
<sub>The first recipe we created</sub>
 +
 +
<br />
 +
[[File:Step3_Recipe2Pre.png|border|none]]
 +
[[File:Step3_Recipe2Post.png|border|none]]
 +
<sub>The second recipe we created; notice the human skull stays in our inventory</sub>
 +
 +
<br />

Latest revision as of 11:09, 2 October 2017

Description

Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.

In this guide we will be creating 2 new recipes:

  • Combining a red pepper and whisperwood to create a fire resistance potion
  • Combining a red pepper, whisperwood and augmenting it with a human skull


What this guide will not be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.


Creating a new recipe

Step 1: setting up your level

Step1 Setup.png

Setting up a test scene


The first thing we will need to do is to set up a test scene. I placed the following templates:

  • LOOT_Skull_Human_A (1)
  • 2x CON_Food_Pepper_A (2)
  • 2x CON_Herb_Whisperwood_A (3)


To reference these object types we will need the name of the stats object, not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named "Stats".


Step 2: the stats editor

Next, open the StatsEditor Icon.png Stats editor. The Stats editor is where we will be defining our recipes.

In the stats editor, locate the "ItemCombos" document in your project. If it does not yet exist, click the + icon next to ItemCombos and create it.


Step2 StatsItemCombinations.png

2 ItemCombination stats entries for our 2 new recipes


I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 (1) and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 (2). The former will be our base recipe and the latter will be the augmented version (with the skull).


First, let's set the base properties:

RecipeCategory Result 1 PreviewStatsID
_01 Potions CON_Potion_Fire_Res_Medium_A CON_Potion_Fire_Res_Medium_A
_02 Potions CON_Potion_Fire_Res_Large_A CON_Potion_Fire_Res_Large_A

These properties define the type of item combination, the crafting result and the crafting result preview.


Next, we will configure the ingredients for the item combination:

Ingredient 1 (3)
Type 1 Object 1 Transform 1
_01 Object CON_Food_Pepper_A Transform
_02 Object CON_Food_Pepper_A Transform
Ingredient 2 (4)
Type 2 Object 2 Transform 2
_01 Object CON_Herb_Whisperwood_A Consume
_02 Object CON_Herb_Whisperwood_A Consume
Ingredient 3 (5)
Type 3 Object 3 Transform 3
_01
_02 Object LOOT_Skull_Human_A None

Important to note are the different Transform types:

  • Transform: the object will be transformed into the result
  • Consume: the object will be consumed after crafting
  • None: the object will remain intact after crafting


The first recipe does not hard a third ingredient, so we leave those fields blank.


Step 3: testing our recipes

After saving the itemcombos document in the stats editor, we are ready to test our new recipe!


Step3 Recipe1Pre.png
Step3 Recipe1Post.png

The first recipe we created


Step3 Recipe2Pre.png
Step3 Recipe2Post.png

The second recipe we created; notice the human skull stays in our inventory