Rejd
07-Jul-16 09:07 PM
class BreachingChargeBigMomma: Exile_AbstractCraftingRecipe
{
name = "Breaching Charge (Big Momma)";
pictureItem = "ExileItemBreachingCharge_BigMomma";
returnedItems[] =
{
{1, "ExileItemBreachingCharge_BigMomma"}
};
tools[] =
{
"ExileItemFoolbox"
};
components[] =
{
{3, "ExileItemBreachingCharge_Metal"},
{1, "ExileItemMobilePhone"},
{1, "ExileItemDuctTape"},
{1, "ExileItemZipTie"}
};
};
class BreachingChargeMetal: Exile_AbstractCraftingRecipe
{
name = "Breaching Charge (Metal)";
pictureItem = "ExileItemBreachingCharge_Metal";
returnedItems[] =
{
{1, "ExileItemBreachingCharge_Metal"}
};
tools[] =
{
"ExileItemFoolbox"
};
components[] =
{
{1, "ExileItemDuctTape"},
{1, "SatchelChargeRemoteMag"}
};
};
class BreachingChargeWood: Exile_AbstractCraftingRecipe
{
name = "Breaching Charge (Wood)";
pictureItem = "ExileItemBreachingCharge_Wood";
returnedItems[] =
{
{1, "ExileItemBreachingCharge_Wood"}
};
tools[] =
{
"ExileItemFoolbox"
};
components[] =
{
{1, "ExileItemDuctTape"},
{1, "DemoChargeRemoteMag"}
};
};
Highest chance to find demochargeremotemag -> Radiation (0.95%)
Actually I think I understand the way the loot table works now
So for the factories class, the sum is 10000
It picks a random number between 0 and 10000 then
And checks against the number in the first column
So for example
items[] =
{
{1000, "ExileItemPlasticBottleEmpty"}, // 10.00%
{2000, "ExileItemCan_Empty"}, // 10.00%
{3000, "ExileItemToiletPaper"}, // 10.00%
{3723.68421052632, "ExileMeleeAxe"}, // 7.24%
if the random number is 500, it'd be between 0 and 1000, so you'd get a empty plastic bottle
1500 -> between 1000 and 2000 -> empty can
and so on