Thing is, that code works but it's a rather poor study: it's not properly designed. To be more exact, it slowly evolved from my initial trials and errors, and there are unnecessary / obsolete stuff here and there. But for several reasons
(retrocompatiblity, and me being a lazy sod) I never redesigned those parts. For instance, the vanilla crafting_recipes table is expanded while it'd much simpler to have a single stand-alone table.
(because we " can't " use the vanilla crafting GUI anyway)In the end, the main decision you'll have to take is : " How will the scripts recognize the recipe ?"
Meaning you have to decide whether you want the recipes to be guessed...
- ... from the selection of ingredients placed in your container by the players
- ... from a specific ingredient unique to each recipe. (e.g. my TWF scrolls)
- ... from the skill/talent/spell used to trigger the script. (e.g. NwN2 : cast Barkskin and the script checks reags against the natural armor recipes)
Those two last methods are the easiest to code, while the first one
(which I actually used at first) is harder to get right.
If you choose to use the second method, you can easily browse your container inventory for the recipe-specific item. If you decide on the last one, you can even more easily retrieve which talent/spell/skill was used from the ability structure in the triggered script. In both cases, those two tasks are not that hard
(or long) and people here will be able to help through any issue once you're clear on what you wish to do.

I could provide a framework for custom crafting skills, tho. Never thought of that, but well, why not since it's mostly copy & paste for me. But I wouldn't be able to promise it'd be available soon, or even soonerish, and it's always more satisfying to do such things on your own.
Modifié par Phaenan, 15 juin 2010 - 04:41 .