halfrose Posted May 15, 2018 Share Posted May 15, 2018 (edited) Right so the current state: I have a character that has a different ingredient requirement for items that are already in the game, this is actually done and it works...kind of, the icons on the recipe tab are messed up, but hey it works! The issue: One of those items is the Telltale Heart, so called 'reviver' in the prefab. What happens is that, that item has skins, and once i made the duplicate recipe, well, skins don't want to follow along so can't seem to use skins on the duplicate recipe. This is the code I'm using at the moment. local function GenerateFuelbuilderRecipe(prefab, count) local fuelbuilder_prefab = prefab.."_kingofscience" local fuelbuilder_recipe = AddRecipe( fuelbuilder_prefab, { Ingredient(CHARACTER_INGREDIENT.HEALTH, count) }, sciencemaster_tab, TECH.NONE, nil, nil, nil, 1, "fuelbuilder", "images/inventoryimages.xml", prefab) fuelbuilder_recipe.product = prefab fuelbuilder_recipe.sortkey = GLOBAL.AllRecipes[prefab].sortkey + 0.5 local upper_fuelbuilder_prefab = string.upper(fuelbuilder_prefab) local upper_prefab = string.upper(prefab) local STRINGS = GLOBAL.STRINGS STRINGS.NAMES[upper_fuelbuilder_prefab] = STRINGS.NAMES[upper_prefab] STRINGS.RECIPE_DESC[upper_fuelbuilder_prefab] = STRINGS.RECIPE_DESC[upper_prefab] end GenerateFuelbuilderRecipe("reviver", 100) GenerateFuelbuilderRecipe("nightmarefuel", 40) Is there anyway that I can implement the skins on this duplicate recipe? of course, if not, it ain't a grave issue, its just kind of a, mini compromise if not possible. Ay, I appreciate any help! Edited May 15, 2018 by halfrose Link to comment Share on other sites More sharing options...
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