Include an optional feature where the player is required to have a specific item, or set of items, in their inventory before they can scan an entry into their field guide.
By default, I'd imagine this would cost ink sacs and paper, but pack developers could be given configurable options for adding their own item costs. This could be split into three different methods*:
-
Consume
One or more specified items are removed from the player's inventory upon completing a scan.
-
Deplete
A specified item's durability is reduced by a configured amount upon completing a scan
(Can be combined with either "Consume" or "Retain.")
-
Retain
When the player completes a scan; or "Depletes" a specified item to 0 durability, the specified item is replaced with its container item (or otherwise configured item), as if it were used in a crafting recipe. (e.g. Buckets, Bottles)
*These could potentially be marked as either "Required" or "Interchangeable" via a true/false boolean as well, allowing for multiple means of scanning entries within a single pack.
Example:
The pack includes an "ink vial" item, which has a durability of 10, and loses 1 durability when the player completes a scan as part of the "Deplete" method. If the "vial" is reduced to 0 durability, it gets replaced by an empty bottle as a result of the "Retain" method.
In addition to the ink, 1 paper is removed from the player's inventory as part of the "Consume" method when the scan is completed.
Alternatively, in this pack, the player can "Consume" 1 coal (or charcoal) in place of using an "ink vial," but they still require 1 paper due to it being marked as a "Required" item in contrast to the "Interchangeable" coals and "vials."
Edit:
Alternatively, however; another (and much more simple) method of implementing this feature would be to give the Field Guide item a configurable durability, which depletes as the player scans for entries, and can be refilled in a shapeless crafting recipe with an item of a specified tag.
Include an optional feature where the player is required to have a specific item, or set of items, in their inventory before they can scan an entry into their field guide.
By default, I'd imagine this would cost ink sacs and paper, but pack developers could be given configurable options for adding their own item costs. This could be split into three different methods*:
Consume
One or more specified items are removed from the player's inventory upon completing a scan.
Deplete
A specified item's durability is reduced by a configured amount upon completing a scan
(Can be combined with either "Consume" or "Retain.")
Retain
When the player completes a scan; or "Depletes" a specified item to 0 durability, the specified item is replaced with its container item (or otherwise configured item), as if it were used in a crafting recipe. (e.g. Buckets, Bottles)
*These could potentially be marked as either "Required" or "Interchangeable" via a true/false boolean as well, allowing for multiple means of scanning entries within a single pack.
Example:
The pack includes an "ink vial" item, which has a durability of 10, and loses 1 durability when the player completes a scan as part of the "Deplete" method. If the "vial" is reduced to 0 durability, it gets replaced by an empty bottle as a result of the "Retain" method.
In addition to the ink, 1 paper is removed from the player's inventory as part of the "Consume" method when the scan is completed.
Alternatively, in this pack, the player can "Consume" 1 coal (or charcoal) in place of using an "ink vial," but they still require 1 paper due to it being marked as a "Required" item in contrast to the "Interchangeable" coals and "vials."
Edit:
Alternatively, however; another (and much more simple) method of implementing this feature would be to give the Field Guide item a configurable durability, which depletes as the player scans for entries, and can be refilled in a shapeless crafting recipe with an item of a specified tag.