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dsayers19851985

Crafting Times Increase Help

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I would like to know how to mod a file to increase crafting times. I have found the file within the Scripts.pbo, (\scripts\4_World\Classes\Recipes\Recipes)

I want to test firstly how to extend the time of crafting a stoneknife (craftstoneknife.c) 

I see the line (  m_AnimationLength = 1.5;//animation length in relative time units)

and the rest of the text it as follows (below)

How can I apply this or script it to working for a mod?

Please help me people

 

class CraftStoneKnife extends RecipeBase
{    
    override void Init()
    {
        m_Name = "#STR_CraftStoneKnife0";
        m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
        m_AnimationLength = 1.5;//animation length in relative time units
        m_Specialty = 0.02;// value > 0 for roughness, value < 0 for precision
        
        
        //conditions
        m_MinDamageIngredient[0] = -1;//-1 = disable check
        m_MaxDamageIngredient[0] = 3;//-1 = disable check
        
        m_MinQuantityIngredient[0] = 1;//-1 = disable check
        m_MaxQuantityIngredient[0] = -1;//-1 = disable check
        
        m_MinDamageIngredient[1] = -1;//-1 = disable check
        m_MaxDamageIngredient[1] = 3;//-1 = disable check
        
        m_MinQuantityIngredient[1] = 1;//-1 = disable check
        m_MaxQuantityIngredient[1] = -1;//-1 = disable check
        //----------------------------------------------------------------------------------------------------------------------
        
        //INGREDIENTS
        //ingredient 1
        InsertIngredient(0,"SmallStone");//you can insert multiple ingredients this way

        m_IngredientAddHealth[0] = 0;// 0 = do nothing
        m_IngredientSetHealth[0] = -1; // -1 = do nothing
        m_IngredientAddQuantity[0] = -1;// 0 = do nothing
        m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
        m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
        
        //ingredient 2
        InsertIngredient(1,"SmallStone");//you can insert multiple ingredients this way
        
        m_IngredientAddHealth[1] = 0;// 0 = do nothing
        m_IngredientSetHealth[1] = -1; // -1 = do nothing
        m_IngredientAddQuantity[1] = -1;// 0 = do nothing
        m_IngredientDestroy[1] = false;// false = do nothing
        m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
        //----------------------------------------------------------------------------------------------------------------------
        
        //result1
        AddResult("StoneKnife");//add results here

        m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
        m_ResultSetQuantity[0] = -1;//-1 = do nothing
        m_ResultSetHealth[0] = -1;//-1 = do nothing
        m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
        m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
        m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
        m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
        m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
    }

    override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
    {
        return true;
    }

    override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
    {
        Debug.Log("Recipe Do method called","recipes");
    }
};

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