id ITNO base object_template templatename .* serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template version 0 // // shared info needed by draft and manufacturing schematics // // this enum list must be reflected in MessageQueueIngredients.h enum IngredientType { IT_none no item (for empty/unused slots) IT_item a specific item (Skywalker barrel mark V) IT_template any item created from a template (any small_blaster_barrel) IT_resourceType a specific resource type (iron type 5) IT_resourceClass any resource of a resource class (ferrous metal) } struct SimpleIngredient { id SING stringId name name of ingredient that is given to players string ingredient name of ingredient used to match the resource/component name int count number of ingredients } struct Ingredient { id INGR enumIngredientType ingredientType type of ingredient required list structSimpleIngredient ingredients ingredients to be used/being used float complexity adjustment to complexity by using this ingredient string skillCommand skill command needed to use this ingredient } struct SchematicAttribute { id ITAT stringId name name of the attribute int value value of the attribute - a range for draft schematics and a single value for manufacture schematics } version 1 // // shared info needed by draft and manufacturing schematics // // this enum list must be reflected in MessageQueueIngredients.h enum IngredientType { IT_none no item (for empty/unused slots) IT_item a specific item (Skywalker barrel mark V) IT_template any item created from a template (any small_blaster_barrel) IT_resourceType a specific resource type (iron type 5) IT_resourceClass any resource of a resource class (ferrous metal) IT_templateGeneric same as IT_template, but if multiple components are required, they don't have to be the same exact type as the first component used IT_schematic item crafted from a draft schematic IT_schematicGeneric same as IT_schematic, but if multiple components are required, they don't have to be the same exact type as the first component used } struct SimpleIngredient { id SING stringId name name of ingredient that is given to players string ingredient name of ingredient used to match the resource/component name int count number of ingredients } struct Ingredient { id INGR enumIngredientType ingredientType type of ingredient required list structSimpleIngredient ingredients ingredients to be used/being used float complexity adjustment to complexity by using this ingredient string skillCommand skill command needed to use this ingredient } struct SchematicAttribute { id ITAT stringId name name of the attribute int value value of the attribute - a range for draft schematics and a single value for manufacture schematics } int count generic counter