1. Hi again guys.

    I was looking into the Assembly-CSharp for a way to detect the ingredients from a blueprint and then reduce the needed ingredients.

    What I will do is create a Skill in my RPG plugin where players have a chance of using half the resources to craft the item or receive double the craft result.
     
  2. There is a hook that's called when an item is crafted, you could just use that hook and run the code for your skill in that and refund half the item or give an extra item.
    Code:
    == OnItemCraft(Assembly-CSharp/ItemCraftTask item)
        - Called from Assembly-CSharp/ItemCrafter
        - Return a Assembly-CSharp/ItemCraftTask object to modify behaviour
        - Is called right after an item has started crafting
     
  3. ItemConfig already does that
     
  4. He wants it as a skill Reneb in his RPG system so he can just use the OnItemCraft hook :)
     
  5. n00b feelings... :(

    Guys, when you find a namespace with a decompiler on Assembly-CSharp, how do we "read" that namespace in order to know if we could use it with a hook? I hate to disturb you all with my questions, so want to understand that process to stop depending on u...