/** local BLUEPRINT = Clockwork.item:New("blueprint_base"); BLUEPRINT.name = "Flashlight Blueprint"; -- The name of the blueprint. BLUEPRINT.model = "models/flashlight/flashlight.mdl"; -- The model of the blueprint image. BLUEPRINT.weight = 1; -- Used to "represent" the weight of the item to be crafted. BLUEPRINT.category = "Blueprints"; -- The catagory the blueprint will belong to. BLUEPRINT.crafting = true; -- Whether or not this blueprint is used for crafting. BLUEPRINT.overrideDesc = false; -- Whether or not automatic requirements won't be used. BLUEPRINT.description = "A simple flashlight."; -- Can only be assigned if overrideDesc is set to true. --[[MULTI-CTG (Check Take Give)]]-- --To check/take/give multiples of any given item, use this formating: {"item_id", #} where the item_id is the ID of the item you wish to check/take/give and # is the amount to check/take/give. -- A function to check for the required material(s) for a craft. function BLUEPRINT:HasMaterials(player) -- The name of the item is in quotations. If you want more than 1 of those items as a requirement, read MULTI-CTG (see above). return { {"item_id1", 1}, {"item_id2", 2}, {"item_id3", 1} } end; -- A function to take the required material(s) for a craft. function BLUEPRINT:TakeMaterials(player) -- Not all items that are requirements need to be taken. If you want more of the same item taken, read MULTI-CTG (see above). return { {"item_id1", 1}, {"item_id2", 2} } end; -- A function to give a player the crafted item(s). function BLUEPRINT:GiveCraft(player) -- You can give as many items as you want after the player has crafted. If you more of the same item given, read MULTI-CTG (see above). return { {"item_id4", 1}, {"item_id5", 2} } end; BLUEPRINT:Register(); **/