HAH! It worked. Although I'd rather the GUMP close. But this is still a lot better than what I had.
I did have to tweak it though, your script worked like a charm, but couldnt detect when the recipe was in your pack, so I still had to do the original RESTEST:
Code:
IF (<SRC.RESTEST i_mortar_pestle>) && (<SRC.RESTEST 3 i_reag_nightshade>) && (<SRC.RESTEST i_bottle_small_water>) && ((<SRC.near_alchemy_scroll i_alchemy_recipe_weak_poison>) || (<SRC.RESTEST i_alchemy_recipe_weak_poison>))
Once I complete my new alchemy system I plan on posting in here, it completely rewrites the entire system. I think a lot of people will like it, and it's a solid base for remaking other similar could-be recipe based skills, like Cooking for example.
But, in my new Alchemy system I have:
- 3 Bottle sizes (Small, Medium, Large. I made custom art for these.)
- You have to fill the bottles in a water source somewhere (Any water tile)
- You have to find the recipe for the potion you'd like to make
- Opening the recipe's GUMP will tell you what you need, and the skill requirements.
- Once you have the recipe, the correct bottle size (and filled with water), you click on the recipe and click "Mix"
- Checks and makes sure you have everything required, Triggers MAKEITEM
- The GUMP stays open once you click "Mix", so you just have to re-click "Mix" again to make a second potion. Making the process a little smoother too.
I also disabled @DCLICK on all the reagents, the mortar and t_empty_bottle, so people can't bring up the old skillmenu in any way shape or form. The only way to trigger MAKEITEM is via the recipe's mix button.
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