Hi,

I see items have a Use Count that can be set to a maximum. Is there a way to see the uses left in a description or shortname - and can these uses be found in a node for additional uses, example crafting requirement e.g. Heal Scroll +4 required.?

Alternative, is it possible to have items levels, so use cost can be 1 level? Then each level can have a new item name that displays uses left.

This will be for magic scrolls or something of that nature. Example, Heal scroll + 2. Use: cast Heal on target, and changes to Heal Scroll +1. Then level 1 has consume item enabled to destroy once it's been used.

I guess I could use item stacks if that's not possible, or possible in updates, the only minor issue with that would be selling example 10 or 4 items, instead of just a single one - and crafting requirements, or example being able to teach a combatant the ability, but only if the scroll is level 10 (or has 10 uses available).
  • edited October 31
    @fourscoopsplease I would make an item for each "level" of the item, Heal Scroll 1 through 10 each their own item, and use schematics to upgrade/downgrade them with add and remove from inventory nodes.

    I realize that means 10 schematics for 10 scroll types, or 10 item type checks in a massive schematic(if each scroll type had it's own item type as a sub type of scrolls item type)

    You can use Item Variables for the numbering and stuff but then for crafting you'd need schematics involved, would be another way.

    Or make them equipment instead, to a separate menu with Equipment part that only shows Scroll slots. Then you'd be able to use the equipment level and Consume on use mechanics, but they still plug straight in to crafting recipes






    Post edited by GeneralK on
  • Content Layouts in your menus (e.g. inventory menu part) can display that information via text codes. HUDs can also display this via text codes.

    Crafting recipes can't require a specific/full use count for an item to allow it as ingredient.

    As for item levels, that's currently not available.
    Depending on what you need it for, you can use item variables for that, or as @GeneralK said, using separate items.
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