vonVile Posted August 28, 2013 Share Posted August 28, 2013 I just discovered the programmers changed the way crafting works on worn down weapons with versions after 2.9.9.10. When you craft a nailed bat it keeps the old bat's health. It doesn't go back to 10. This change screws up my recipe to make a Stake Bat, which should turn the broken bat into a completely new weapon. Is there a way to craft a weapon and restore the item's meter? Thanx! Link to comment Share on other sites More sharing options...
kinyoshi Posted August 28, 2013 Share Posted August 28, 2013 hmm I can't think off hand how to do it, would have to be home on the computer, to test stuff out to get it to work. Too bad the scripting for the bats don't have the ReplaceOnDeplete tag ehh? That way they it could replace with a broken bat item, that could be used by mods to make a new or fixed bat. or just ad that into the game too.. and.. maybe in lua? Link to comment Share on other sites More sharing options...
kinyoshi Posted August 28, 2013 Share Posted August 28, 2013 I think I figured it out!! Do a recipe to turn the bat, broken or not, to a new normal item, not a weapon, then a recipe to turn that normal item into a new weapon, your mods weapons. That should bypass the durability tracker. Link to comment Share on other sites More sharing options...
vonVile Posted August 28, 2013 Author Share Posted August 28, 2013 I looked at the recipe.txt and I think I found what to use. There's a recipe command called 'destroy', which is used to turn a Full Whiskey Bottle into an empty one. I'll have to see if it works for weapons. Link to comment Share on other sites More sharing options...
vonVile Posted August 28, 2013 Author Share Posted August 28, 2013 I tried the 'destroy' idea and it didn't work. Look like I have to turn the bat into a Sawed-Off Bat and then a Stake Bat. Link to comment Share on other sites More sharing options...
RoboMat Posted August 28, 2013 Share Posted August 28, 2013 I'm pretty sure it still is possible with the scripting, but I have no idea how (I'm looking more into scripts lately though). You could make a lua script which checks the condition on every hit and simply replaces the bat with your other item. Shouldn't be too much hassle. Link to comment Share on other sites More sharing options...
vonVile Posted August 28, 2013 Author Share Posted August 28, 2013 I'm a newb at lua script, so I don't have a clue where to look. Turning it into an item and back into a weapon looks to be the quick fix. Link to comment Share on other sites More sharing options...
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