My first: Recipe: Difference between revisions

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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.
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).
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).


First, let's set the base properties:
First, let's set the base properties:

Revision as of 13:19, 21 September 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

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

2 ItemCombination stats entries for our 2 new recipes


Next, open the 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.

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:

Name 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)
Name Type 1 Object 1 Transform 1
_01 Object CON_Food_Pepper_A Transform
_02 Object CON_Food_Pepper_A Transform


Ingredient 2 (4)
Name Type 2 Object 2 Transform 2
_01 Object CON_Herb_Whisperwood_A Consume
_02 Object CON_Herb_Whisperwood_A Consume


Ingredient 3 (5)
Name Type 3 Object 3 Transform 3
_01
_02 Object LOOT_Skull_Human_A None

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


Step 3: testing our recipes

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


The first recipe we created


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