prefabs/rocks.lua
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"goldnugget",
}
local function baserock_fn(Sim)
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
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"goldnugget",
}
SetSharedLootTable( 'rock1',
{
{'rocks', 1.00},
{'rocks', 1.00},
{'rocks', 1.00},
{'nitre', 1.00},
{'flint', 1.00},
{'nitre', 0.25},
{'flint', 0.60},
})
SetSharedLootTable( 'rock2',
{
{'rocks', 1.00},
{'rocks', 1.00},
{'rocks', 1.00},
{'goldnugget', 1.00},
{'flint', 1.00},
{'goldnugget', 0.25},
{'flint', 0.60},
})
SetSharedLootTable( 'rock_flintless',
{
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 0.6},
})
SetSharedLootTable( 'rock_flintless_med',
{
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 0.4},
})
SetSharedLootTable( 'rock_flintless_low',
{
{'rocks', 1.0},
{'rocks', 1.0},
{'rocks', 0.2},
})
local function baserock_fn(Sim)
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
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inst.AnimState:SetBuild("rock")
inst.AnimState:PlayAnimation("full")
inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "nitre", "flint"})
inst.components.lootdropper:AddChanceLoot("nitre", 0.25)
inst.components.lootdropper:AddChanceLoot("flint", 0.6)
return inst
end
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inst.AnimState:SetBuild("rock")
inst.AnimState:PlayAnimation("full")
inst.components.lootdropper:SetChanceLootTable('rock1')
return inst
end
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inst.AnimState:SetBuild("rock2")
inst.AnimState:PlayAnimation("full")
inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "goldnugget", "flint"})
inst.components.lootdropper:AddChanceLoot("goldnugget", 0.25)
inst.components.lootdropper:AddChanceLoot("flint", 0.6)
return inst
end
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inst.AnimState:SetBuild("rock2")
inst.AnimState:PlayAnimation("full")
inst.components.lootdropper:SetChanceLootTable('rock2')
return inst
end
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inst.AnimState:PlayAnimation("full")
inst.MiniMapEntity:SetIcon( "rock_flintless.png" )
inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "rocks"})
inst.components.lootdropper:AddChanceLoot("rocks", 0.6)
return inst
end
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inst.AnimState:PlayAnimation("full")
inst.MiniMapEntity:SetIcon( "rock_flintless.png" )
inst.components.lootdropper:SetChanceLootTable('rock_flintless')
return inst
end
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inst.components.named:SetName(STRINGS.NAMES["ROCK_FLINTLESS"])
inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE_MED)
inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks"})
inst.components.lootdropper:AddChanceLoot("rocks", 0.4)
return inst
end
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inst.components.named:SetName(STRINGS.NAMES["ROCK_FLINTLESS"])
inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE_MED)
inst.components.lootdropper:SetChanceLootTable('rock_flintless_med')
return inst
end
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inst:AddComponent("named")
inst.components.named:SetName(STRINGS.NAMES["ROCK_FLINTLESS"])
inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE_LOW)
inst.components.lootdropper:SetLoot({"rocks", "rocks"})
inst.components.lootdropper:AddChanceLoot("rocks", 0.2)
return inst
end
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inst:AddComponent("named")
inst.components.named:SetName(STRINGS.NAMES["ROCK_FLINTLESS"])
inst.components.lootdropper:SetChanceLootTable('rock_flintless_low')
inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE_LOW)
return inst
end