Tavi007 Posted July 19, 2021 Posted July 19, 2021 Hey all, A little bit of context first: I'm trying to implement the Materia system from Final Fantasy 7. Basically the player can equip and combine items, that can result in some effect. I already have the effects in place (Each effect is a class which implements certain interfaces, that I defined previously), but now I would like to have some sort of 'crafting' system for the effects. I need a mapping, that maps up to 4 items to an effect. Short example to clear things up: I have the FireMateria and the AreaMateria. Equipping the FireMateria on a pick will result in an autosmelt, while the AreaMateria will increase the amount of mined blocks (like TC hammer). Combining these 2 materias will result in a hammer-like mining with autosmelt. For each of these effect I have seperate classes (FireEffect, AreaEffect, FireAreaEffect) These are necessary, because some effects will be more abstract then just an autosmelt Should I write my own recipe type or can those only map items to a resulting item? If a recipe type is not the answer, what could I do instead? Some kind of HashMap<customKey, Effect>? I just need some general direction and maybe some example code (for a custom recipe type) that I could analyze Quote
Lily Faerose Posted July 19, 2021 Posted July 19, 2021 this is the best example code I've found for custom recipes. and no. custom recipes are not locked to items. it's not to hard to pull a string out of the json object. those can easily be turned into a resource location or whatever else you need. Quote
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