FCS Restrict bag contents, dialogue "Take item" effect, and more!!

Post Reply
Lhama
Posts: 10
Joined: Fri Apr 13, 2018 11:26 pm

Sat Apr 14, 2018 5:13 am

I'm trying to make a mod that would feel similar to the way trade packs in ArcheAge work. Having a "take item" effect in the FCS would allow me to take "trade packs" from the player and give them money/items in return.

Couple other requests, an option to restrict contents for bags, i.e. so only my trade pack items would be able to go into my trade pack back packs. balance reasons. trying to make the packs feel hefty. This would also allow me to make a "medkit" bag that would only accept medical items.

and hey, on that note, how about "lock slot and restock" so characters can save space in their inventory for an item (medkit) when they use it all up and automatically restock it when they can, whether from another squad mates bag or base stockpile

And finally, (and this one is kind of a stretch from the others as it probably requires some extra framework) some way to tag what zone an item was crafted in. That way i could have different dialogue options/rewards depending on distance traveled.

the goal is for the packs to feel burdensome but profitable. The plan is to be able to vendor them for a fair sum of cats (this i can do already but it would be the same gameplay as all the trade goods/equipment sales you can do in game currently) or turn them into "Artifact vendors" that will trade them for research stuff. Multiple tiers and types of packs(e.g. construction pack, food pack, etc.)

I just found this game a couple days ago and i'm hooked. It's been scratching an itch archeage left me with a long time ago.

Keep up the great work, and i hope you guys can help me out with these requests.

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Sat Apr 14, 2018 7:47 pm

Since I never tried and I'm curious too, did you try using negatives on a give item dialog action? It's probably not how it works, but worth a try i guess.

Lhama
Posts: 10
Joined: Fri Apr 13, 2018 11:26 pm

Sat Apr 14, 2018 8:59 pm

that might work... my only concern would be it would "negative give" the trade pack from the character even if it doesn't have the trade pack. i could work around that with some fancy dialogue nesting though, make the trader check for the item before showing the negative give option. thanks for the idea :D

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 6 guests