Hi,
in cs file i have edit this line
return amt <= 0 || gatherRate <= 0 ? 0 : (int)Math.Max(1, Math.Floor(amt * gatherRate));
to
return amt <= 0 || gatherRate <= 0 ? 0 : (int)Math.Max(5, Math.Floor(amt * gatherRate));
to increase the amount.
You also can play around with these lines
{
roll = UnityEngine.Random.Range(1, 10);
amt = roll >= 9 ? 3 : (roll >= 4 ? 2 : 1);
GiveItemByShortName(basePlayer, STONE_ITEM, RoundGatherAmount(amt, gatherRate));
}
var chances = GetItemsFromMaterial(hitMaterial);
foreach (var itemChance in chances)
{
roll = UnityEngine.Random.Range(1, 100);
amt = roll >= 100 - itemChance.Chance ? 1 : 0;
GiveItemByShortName(basePlayer, itemChance.ItemShortName, RoundGatherAmount(amt, gatherRate));
}
and
ItemChance[] GetItemsFromMaterial(HitMaterial material)
{
switch (material)
{
case HitMaterial.Grass:
return new ItemChance[]
{
new ItemChance(GRUB_ITEM, 5, config.GainBait),
new ItemChance(PLANT_FIBER_ITEM, 40, config.GainPlantFiber)
};
case HitMaterial.SnowGrass:
return new ItemChance[]
{
new ItemChance(PLANT_FIBER_ITEM, 10, config.GainPlantFiber)
};
case HitMaterial.Sand:
return new ItemChance[]
{
new ItemChance(SULPHUR_ITEM, 10, config.GainMetalAndSulfur)
};
case HitMaterial.Dirt:
return new ItemChance[]
{
new ItemChance(WORM_ITEM, 5, config.GainBait),
};
case HitMaterial.Riverbed:
return new ItemChance[]
{
new ItemChance(METAL_ITEM, 10, config.GainMetalAndSulfur),
new ItemChance(GRUB_ITEM, 2, config.GainBait),
};
case HitMaterial.Gravel:
return new ItemChance[]
{
new ItemChance(METAL_ITEM, 30, config.GainMetalAndSulfur),
};
default:
return new ItemChance[0];
}