dsayers19851985 3 Posted June 11, 2020 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"); } }; Share this post Link to post Share on other sites