RegisterResourceGenerationFunction("PvPRewardsGenerateResource");
void PvPRewardsGenerateResource(ChecklistEntry [int] resource_entries)
{
string [int] USdescription;
string [int] LoAdescription;
int univerSeasoningUses = (get_property_int("_universalSeasoningsUsed"));
int univerSeasoningUsesLeft = $item[universal seasoning].available_amount() - univerSeasoningUses;
if (univerSeasoningUsesLeft > 0) {
string url = invSearch("universal seasoning");
USdescription.listAppend("+1 random buff or fite");
resource_entries.listAppend(ChecklistEntryMake("__item universal seasoning", url, ChecklistSubentryMake(pluralise(univerSeasoningUsesLeft, "Universal Seasoning use", "Universal Seasoning uses"), "", USdescription), 998).ChecklistEntrySetIDTag("PvP Reward resource"));
}
int lawOfAverageUses = (get_property_int("_lawOfAveragesUsed"));
int lawOfAverageUsesLeft = $item[law of averages].available_amount() - lawOfAverageUses;
if (lawOfAverageUsesLeft > 0) {
string url = invSearch("law of averages");
LoAdescription.listAppend("+1 adv and buffs if used below 200 advs");
resource_entries.listAppend(ChecklistEntryMake("__effect phairly balanced", url, ChecklistSubentryMake(pluralise(lawOfAverageUsesLeft, "Law of Averages", "Laws of Averages"), "", LoAdescription), 998).ChecklistEntrySetIDTag("PvP Reward resource"));
}
}```
What's the request?
for those pesky rewards that gain uses when you get more of them