C#:
// Все права принадлежат дискорд сообществу https://discord.gg/VgNHPpNrz6
using System.Collections.Generic;
using Newtonsoft.Json;
namespace Oxide.Plugins {
[Info("AdvanceCraft", "Default", "1.0.0")]
// Not made by Default.I don't know the original creator, but I modified the plugin to work with workbenches and added more items.[Description("Allows the crafting of some uncraftable items")]
internal class AdvanceCraft : RustPlugin {
private readonly HashSet<ulong> _crafting = new HashSet<ulong>();
[ChatCommand("craft")]
private void CmdCraftUser(BasePlayer player, string command, string[] args) {
if (args.Length == 0) {
player.ChatMessage($"<b><color=#ff0000ff>Craft a variety of otherwise uncraftable items!</color></b>\n" + $"<b><color=#ce422b> <size=15>Use a valid item name to craft them:</size></color></b>" + $"\n<b>/craft lr300</b>" + $"\n/craft m249" + $"\n/craft m92" + $"\n/craft spas" + $"\n/craft l96" + $"\n/craft coffin" + $"\n/craft supply" + $"\nWith more items coming soon!");
}
if (_crafting.Contains(player.userID)) {
player.ChatMessage($"<color=#ff0000ff>You are already crafting something, please wait before crafting something else.</color>");
}
else if (args.Length == 1) {
switch (args[0].ToLower()) {
case "lr300" : {
int hqm = player.inventory.GetAmount(317398316);
//317398316 metal.refined
int metal = player.inventory.GetAmount(69511070);
//69511070 metal.fragments
int rifle = player.inventory.GetAmount(176787552);
//176787552 riflebody
int spring = player.inventory.GetAmount(-1021495308);
//-1021495308 metalspring
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
if (hqm >= _configData.Cc.Lr300.Comp1 & metal >= _configData.Cc.Lr300.Comp2 & rifle >= _configData.Cc.Lr300.Comp3 & spring >= _configData.Cc.Lr300.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.Lr300.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.Lr300.Comp2);
player.inventory.Take(null, 176787552, _configData.Cc.Lr300.Comp3);
player.inventory.Take(null, -1021495308, _configData.Cc.Lr300.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>You need these to craft:</size></color></b>\n<b>High qual:<color=#ce422b>{_configData.Cc.Lr300.Comp1}</color>.</b>\nMetal frags <color=#ce422b>{_configData.Cc.Lr300.Comp2}</color>.\n<b>Rifle bodies <color=#ce422b>{_configData.Cc.Lr300.Comp3}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.Lr300.Comp4}</color>.</b>");
return;
}
_crafting.Add(player.userID);
player.ChatMessage("Crafting an LR will take 180 seconds.Please wait.");
timer.Once(180f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-1812555177));
player.Command("note.inv", -1812555177, 1);
player.ChatMessage($"<b>Sir yes sir.You done crafted an LR.</b>");
_crafting.Remove(player.userID);
}
);
return;
}
player.ChatMessage("You require workbench 3 to craft this item.");
return;
}
case "m249" : {
int hqm = player.inventory.GetAmount(317398316);
int metal = player.inventory.GetAmount(69511070);
int rifle = player.inventory.GetAmount(176787552);
int spring = player.inventory.GetAmount(-1021495308);
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
if (hqm >= _configData.Cc.M249.Comp1 & metal >= _configData.Cc.M249.Comp2 & rifle >= _configData.Cc.M249.Comp3 & spring >= _configData.Cc.M249.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.M249.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.M249.Comp2);
player.inventory.Take(null, 176787552, _configData.Cc.M249.Comp3);
player.inventory.Take(null, -1021495308, _configData.Cc.M249.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>\n<b>High qual <color=#ce422b>{_configData.Cc.M249.Comp1}</color>.</b>\nMetal frags <color=#ce422b>{_configData.Cc.M249.Comp2}</color>.\n<b>Rifle bodies <color=#ce422b>{_configData.Cc.M249.Comp3}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.M249.Comp4}</color>.</b>");
return;
}
player.ChatMessage("Crafting an M249 will take 210 seconds.Please wait.");
_crafting.Add(player.userID);
timer.Once(210f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-2069578888));
player.Command("note.inv", -2069578888, 1);
player.ChatMessage($"<b>Uh oh, we got a badass here.Got themselves an M249.</b>");
_crafting.Remove(player.userID);
}
);
return;
}
player.ChatMessage("You require workbench 3 to craft this item.");
return;
}
case "m92" : {
int hqm = player.inventory.GetAmount(317398316);
int pipe = player.inventory.GetAmount(95950017);
int semi = player.inventory.GetAmount(573926264);
int spring = player.inventory.GetAmount(-1021495308);
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench2) != 0) {
if (hqm >= _configData.Cc.M92.Comp1 & pipe >= _configData.Cc.M92.Comp2 & semi >= _configData.Cc.M92.Comp3 & spring >= _configData.Cc.M92.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.M92.Comp1);
player.inventory.Take(null, 95950017, _configData.Cc.M92.Comp2);
player.inventory.Take(null, 573926264, _configData.Cc.M92.Comp3);
player.inventory.Take(null, -1021495308, _configData.Cc.M92.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>\n<b>High qual <color=#ce422b>{_configData.Cc.M92.Comp1}</color>.</b>\nPipes <color=#ce422b>{_configData.Cc.M92.Comp2}</color>.\n<b>Semi bodies <color=#ce422b>{_configData.Cc.M92.Comp3}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.M92.Comp4}</color>.</b>");
return;
}
player.ChatMessage("Crafting an M92 will take 60 seconds.Please wait.");
_crafting.Add(player.userID);
timer.Once(60f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-852563019));
player.Command("note.inv", -852563019, 1);
player.ChatMessage($"<b>Done got yourself an M92.All acting like a scientist now?</b>");
_crafting.Remove(player.userID);
}
);
return;
}
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
if (hqm >= _configData.Cc.M92.Comp1 & pipe >= _configData.Cc.M92.Comp2 & semi >= _configData.Cc.M92.Comp3 & spring >= _configData.Cc.M92.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.M92.Comp1);
player.inventory.Take(null, 95950017, _configData.Cc.M92.Comp2);
player.inventory.Take(null, 573926264, _configData.Cc.M92.Comp3);
player.inventory.Take(null, -1021495308, _configData.Cc.M92.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>\n<b>High qual <color=#ce422b>{_configData.Cc.M92.Comp1}</color>.</b>\nPipes <color=#ce422b>{_configData.Cc.M92.Comp2}</color>.\n<b>Semi bodies <color=#ce422b>{_configData.Cc.M92.Comp3}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.M92.Comp4}</color>.</b>");
return;
}
player.ChatMessage("Crafting an M92 will take 45 seconds.Please wait.");
_crafting.Add(player.userID);
timer.Once(45f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-852563019));
player.Command("note.inv", -852563019, 1);
player.ChatMessage($"<b>Done got yourself an M92.All acting like a scientist now?</b>");
_crafting.Remove(player.userID);
}
);
return;
}
player.ChatMessage("You require workbench 2 to craft this item.");
return;
}
case "spas" : {
int hqm = player.inventory.GetAmount(317398316);
int pipe = player.inventory.GetAmount(95950017);
int metal = player.inventory.GetAmount(69511070);
int spring = player.inventory.GetAmount(-1021495308);
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
if (hqm >= _configData.Cc.Spas.Comp1 & pipe >= _configData.Cc.Spas.Comp2 & metal >= _configData.Cc.Spas.Comp3 & spring >= _configData.Cc.Spas.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.Spas.Comp1);
player.inventory.Take(null, 95950017, _configData.Cc.Spas.Comp2);
player.inventory.Take(null, 69511070, _configData.Cc.Spas.Comp3);
player.inventory.Take(null, -1021495308, _configData.Cc.Spas.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>\n<b>High qual <color=#ce422b>{_configData.Cc.Spas.Comp1}</color>.</b>\npipes <color=#ce422b>{_configData.Cc.Spas.Comp2}</color>.\n<b>Metal frags <color=#ce422b>{_configData.Cc.Spas.Comp3}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.Spas.Comp4}</color>.</b>");
return;
}
player.ChatMessage("Crafting the Spas 12 will take 120 seconds.Please wait.");
_crafting.Add(player.userID);
timer.Once(120f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-41440462));
player.Command("note.inv", -41440462, 1);
player.ChatMessage($"<b>Noice, ya made a spas.Happy killings!");
_crafting.Remove(player.userID);
}
);
return;
}
player.ChatMessage("You require workbench 3 to craft this item.");
return;
}
case "l96" : {
int hqm = player.inventory.GetAmount(317398316);
int metal = player.inventory.GetAmount(69511070);
int rifle = player.inventory.GetAmount(176787552);
int spring = player.inventory.GetAmount(-1021495308);
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
if (hqm >= _configData.Cc.L96.Comp1 & rifle >= _configData.Cc.L96.Comp2 & metal >= _configData.Cc.L96.Comp3 & spring >= _configData.Cc.L96.Comp4) {
player.inventory.Take(null, 317398316, _configData.Cc.L96.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.L96.Comp3);
player.inventory.Take(null, 176787552, _configData.Cc.L96.Comp2);
player.inventory.Take(null, -1021495308, _configData.Cc.L96.Comp4);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>\n<b>High qual <color=#ce422b>{_configData.Cc.L96.Comp1}</color>.</b>\nMetal frags <color=#ce422b>{_configData.Cc.L96.Comp3}</color>.\n<b>Rifle bodies <color=#ce422b>{_configData.Cc.L96.Comp2}</color>.</b>\n<b>Springs <color=#ce422b>{_configData.Cc.L96.Comp4}</color>.</b>");
return;
}
_crafting.Add(player.userID);
player.ChatMessage("Crafting an L96 will take 180 seconds.Please wait.");
timer.Once(180f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(-778367295));
player.Command("note.inv", -778367295, 1);
player.ChatMessage("You just made a L96, nobody is gonna know what hit them.");
_crafting.Remove(player.userID);
}
);
return;
}
player.ChatMessage("You require workbench 3 to craft this item.");
return;
}
case "supply" : {
// Getting item id for crafting
int flare = player.inventory.GetAmount(304481038);
int smoke = player.inventory.GetAmount(1263920163);
int powder = player.inventory.GetAmount(-265876753);
// Workbench requirement
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) == 0) {
// Let the player know the workbench requirement
player.ChatMessage($"You require workbench 3 to craft this item.");
return;
}
// Check if the player has enough resources
if (flare >= _configData.Cc.Supply.Comp1 & smoke >= _configData.Cc.Supply.Comp2 & powder >= _configData.Cc.Supply.Comp3) {
// Take the resources if player has enough
player.inventory.Take(null, 1263920163, _configData.Cc.Supply.Comp2);
player.inventory.Take(null, 304481038, _configData.Cc.Supply.Comp1);
player.inventory.Take(null, -265876753, _configData.Cc.Supply.Comp3);
}
else {
// Tell the player they don't have enough resources
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>" + $"\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>" + $"\n<b>Flares <color=#ce422b>{_configData.Cc.Supply.Comp1}</color>.</b>" + $"\n<b>Smoke grenades <color=#ce422b>{_configData.Cc.Supply.Comp2}</color>.</b>" + $"\n<b>Gunpowder <color=#ce422b>{_configData.Cc.Supply.Comp3}</color></b>");
return;
}
// Craft the supply drop
player.ChatMessage($"Crafting a supply drop will take 30 seconds.Please wait.");
_crafting.Add(player.userID);
timer.Once(30f, () => {
// Giving the supply drop to the player
player.inventory.GiveItem(ItemManager.CreateByItemID(1397052267));
player.Command($"note.inv", 1397052267, 1);
player.ChatMessage($"Time for that air support.You just made a supply signal.");
_crafting.Remove(player.userID);
}
);
return;
}
case "coffin" : {
// Getting the id for crafting
int wood = player.inventory.GetAmount(-151838493);
int frags = player.inventory.GetAmount(69511070);
// Workbench requirement
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench1) != 0) {
// Check if the player has enough resources
if (wood >= _configData.Cc.Coffin.Comp1 & frags >= _configData.Cc.Coffin.Comp2) {
player.inventory.Take(null, -151838493, _configData.Cc.Coffin.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.Coffin.Comp2);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>" + $"\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>" + $"\n<b>Wood <color=#ce422b>{_configData.Cc.Coffin.Comp1}</color>.</b>" + $"\n<b>Metal frags <color=#ce422b>{_configData.Cc.Coffin.Comp2}</color>.</b>");
return;
}
// Crafting
player.ChatMessage($"Crafting a coffin will take 30 seconds.");
_crafting.Add(player.userID);
timer.Once(30f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(573676040));
player.Command("note.inv", 573676040, 1);
player.ChatMessage($"It's either you or your items getting stored.You just made a coffin.");
_crafting.Remove(player.userID);
}
);
return;
}
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench2) != 0) {
// Check if the player has enough resources
if (wood >= _configData.Cc.Coffin.Comp1 & frags >= _configData.Cc.Coffin.Comp2) {
player.inventory.Take(null, -151838493, _configData.Cc.Coffin.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.Coffin.Comp2);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>" + $"\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>" + $"\n<b>Wood <color=#ce422b>{_configData.Cc.Coffin.Comp1}</color>.</b>" + $"\n<b>Metal frags <color=#ce422b>{_configData.Cc.Coffin.Comp2}</color>.</b>");
return;
}
// Crafting
player.ChatMessage($"Crafting a coffin will take 20 seconds.");
_crafting.Add(player.userID);
timer.Once(20f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(573676040));
player.Command("note.inv", 573676040, 1);
player.ChatMessage($"It's either you or your items getting stored.You just made a coffin.");
_crafting.Remove(player.userID);
}
);
return;
}
if ((player.playerFlags & BasePlayer.PlayerFlags.Workbench3) != 0) {
// Check if the player has enough resources
if (wood >= _configData.Cc.Coffin.Comp1 & frags >= _configData.Cc.Coffin.Comp2) {
player.inventory.Take(null, -151838493, _configData.Cc.Coffin.Comp1);
player.inventory.Take(null, 69511070, _configData.Cc.Coffin.Comp2);
}
else {
player.ChatMessage($"<b><color=#ff0000ff>Not enough resources!</color></b>" + $"\n<b><color=#ce422b> <size=15>What you need to craft:</size></color></b>" + $"\n<b>Wood <color=#ce422b>{_configData.Cc.Coffin.Comp1}</color>.</b>" + $"\n<b>Metal frags <color=#ce422b>{_configData.Cc.Coffin.Comp2}</color>.</b>");
return;
}
// Crafting
player.ChatMessage($"Crafting a coffin will take 10 seconds.");
_crafting.Add(player.userID);
timer.Once(10f, () => {
player.inventory.GiveItem(ItemManager.CreateByItemID(573676040));
player.Command("note.inv", 573676040, 1);
player.ChatMessage($"It's either you or your items getting stored.You just made a coffin.");
_crafting.Remove(player.userID);
}
);
return;
}
// Let player know workbench is required.player.ChatMessage(lang.GetMessage("Tier1", this));
return;
}
}
}
}
private ConfigData _configData;
#region lang
Dictionary<string, string> Messages = new Dictionary<string, string>() {
{
"Tier1", "You require workbench 1 to craft this item!"
}
, {
"Tier2", "<color=#FF0000>{0}</color> You're already crafting a blood bag!"
}
, {
"Tier3", "Crafting the blood bags will take {0} seconds"
}
, {
"NoResources", "<color=#FF0000>{0}</color> You lack the required resources."
}
, {
"IncorrectFormat", "<color=#FF0000>{0}</color> Incorrect format! Use /{0} craft"
}
, {
"CraftCost", "To craft blood bags you will need {0} bandages and {1} med syringes"
}
, {
"HUsage", "<color=#FF0000>{0}</color> You have just used a blood bag and have gained {1} health as well as {2} max health for {3} seconds!"
}
}
;
#endregion
private class ConfigData {
[JsonProperty(PropertyName = "Components needed to craft")]
public CrafterComponents Cc {
get;
set;
}
public class CrafterComponents {
[JsonProperty(PropertyName = "LR-300 resources needed")]
public CClr300 Lr300 {
get;
set;
}
[JsonProperty(PropertyName = "M249 resources needed")]
public CCm249 M249 {
get;
set;
}
[JsonProperty(PropertyName = "M92 resources needed")]
public CCm92 M92 {
get;
set;
}
[JsonProperty(PropertyName = "Spas 12 resources needed")]
public CCspas Spas {
get;
set;
}
[JsonProperty(PropertyName = "L96 resources needed")]
public CCl96 L96 {
get;
set;
}
[JsonProperty(PropertyName = "Supply Signal resources needed")]
public CCsupply Supply {
get;
set;
}
[JsonProperty(PropertyName = "Coffin crafting requirements")]
public CCcoffin Coffin {
get;
set;
}
/*[JsonProperty(PropertyName = "L96 resources needed")] TODO Reference for more
public CCl96 l96 { get; set; }*/
public class CClr300 {
[JsonProperty(PropertyName = "High qual")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "Metal frags")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "Rifle bodies")]
public int Comp3 {
get;
set;
}
[JsonProperty(PropertyName = "Springs")]
public int Comp4 {
get;
set;
}
}
public class CCm249 {
[JsonProperty(PropertyName = "High qual")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "Metal frags")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "Rifle bodies")]
public int Comp3 {
get;
set;
}
[JsonProperty(PropertyName = "Springs")]
public int Comp4 {
get;
set;
}
}
public class CCm92 {
[JsonProperty(PropertyName = "High qual")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "pipes")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "semi bodies")]
public int Comp3 {
get;
set;
}
[JsonProperty(PropertyName = "Springs")]
public int Comp4 {
get;
set;
}
}
public class CCspas {
[JsonProperty(PropertyName = "High qual")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "pipes")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "Metal frags")]
public int Comp3 {
get;
set;
}
[JsonProperty(PropertyName = "Springs")]
public int Comp4 {
get;
set;
}
}
public class CCl96 {
[JsonProperty(PropertyName = "High qual")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "Rifle bodies")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "Metal frags")]
public int Comp3 {
get;
set;
}
[JsonProperty(PropertyName = "Springs")]
public int Comp4 {
get;
set;
}
}
public class CCsupply {
[JsonProperty(PropertyName = "Flares")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "Smoke grenades")]
public int Comp2 {
get;
set;
}
[JsonProperty(PropertyName = "Gunpowder")]
public int Comp3 {
get;
set;
}
}
public class CCcoffin {
[JsonProperty(PropertyName = "Wood")]
public int Comp1 {
get;
set;
}
[JsonProperty(PropertyName = "Metal frags")]
public int Comp2 {
get;
set;
}
}
/*public class CCl96 TODO Reference for more
{
[JsonProperty(PropertyName = "High qual")]
public int comp1 { get; set; }
[JsonProperty(PropertyName = "Rifle bodies")]
public int comp2 { get; set; }
[JsonProperty(PropertyName = "Metal frags")]
public int comp3 { get; set; }
[JsonProperty(PropertyName = "Springs")]
public int comp4 { get; set; }
}*/
}
}
protected override void LoadConfig() {
base.LoadConfig();
_configData = Config.ReadObject<ConfigData>();
Config.WriteObject(_configData, true);
}
protected override void LoadDefaultConfig() {
_configData = GetBaseConfig();
}
protected override void SaveConfig() {
Config.WriteObject(_configData, true);
}
private ConfigData GetBaseConfig() {
return new ConfigData {
Cc = new ConfigData.CrafterComponents {
Lr300 = new ConfigData.CrafterComponents.CClr300 {
Comp1 = 60, Comp2 = 200, Comp3 = 2, Comp4 = 10
}
, M249 = new ConfigData.CrafterComponents.CCm249 {
Comp1 = 120, Comp2 = 400, Comp3 = 4, Comp4 = 20
}
, M92 = new ConfigData.CrafterComponents.CCm92 {
Comp1 = 15, Comp2 = 3, Comp3 = 1, Comp4 = 2
}
, Spas = new ConfigData.CrafterComponents.CCspas {
Comp1 = 15, Comp2 = 3, Comp3 = 200, Comp4 = 1
}
, L96 = new ConfigData.CrafterComponents.CCl96 {
Comp1 = 175, Comp2 = 3, Comp3 = 1500, Comp4 = 5
}
, Supply = new ConfigData.CrafterComponents.CCsupply {
Comp1 = 10, Comp2 = 3, Comp3 = 1000
}
, Coffin = new ConfigData.CrafterComponents.CCcoffin {
Comp1 = 400, Comp2 = 75
}
/*l96 = new ConfigData.CrafterComponents.CCl96 //TODO Reference for more
{
comp1 = 175,
comp2 = 3,
comp3 = 1500,
comp4 = 5
}*/
}
}
;
}
}
}