|  |  |  | @ -19,11 +19,13 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:NONE:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	Need some excuse why the spatter is water-resistant: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:FAT][UNROTTEN] | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_WEAPON_EXTRACT] | 
		
	
	
		
			
				
					|  |  |  | @ -38,6 +40,7 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 		[CONTAINS:extract] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:WEAPON:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
	
		
			
				
					|  |  |  | @ -47,6 +50,7 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_AMMO_EXTRACT] | 
		
	
	
		
			
				
					|  |  |  | @ -61,6 +65,7 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 		[CONTAINS:extract] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:AMMO:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
	
		
			
				
					|  |  |  | @ -71,6 +76,7 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_WEAPON_GCS] | 
		
	
	
		
			
				
					|  |  |  | @ -87,10 +93,12 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:WEAPON:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	Need some excuse why the spatter is water-resistant: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_AMMO_GCS] | 
		
	
	
		
			
				
					|  |  |  | @ -107,10 +115,12 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:AMMO:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	Need some excuse why the spatter is water-resistant: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_WEAPON_GDS] | 
		
	
	
		
			
				
					|  |  |  | @ -127,10 +137,12 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:WEAPON:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	Need some excuse why the spatter is water-resistant: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | [REACTION:SPATTER_ADD_AMMO_GDS] | 
		
	
	
		
			
				
					|  |  |  | @ -147,8 +159,10 @@ Reaction name must start with 'SPATTER_ADD_': | 
		
	
		
			
				|  |  |  |  | 	The object to improve must be after the input mat, so that it is known: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:object:1:AMMO:NONE:NONE:NONE] | 
		
	
		
			
				|  |  |  |  | 		[PRESERVE_REAGENT] | 
		
	
		
			
				|  |  |  |  | 		[CAN_USE_ARTIFACT] | 
		
	
		
			
				|  |  |  |  | 	Need some excuse why the spatter is water-resistant: | 
		
	
		
			
				|  |  |  |  | 	[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN] | 
		
	
		
			
				|  |  |  |  | 	The probability is used as spatter size; Legendary gives +90%: | 
		
	
		
			
				|  |  |  |  | 	COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder | 
		
	
		
			
				|  |  |  |  | 	[TRANSFER_ARTIFACT_STATUS] | 
		
	
		
			
				|  |  |  |  | 	[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE] | 
		
	
	
		
			
				
					|  |  |  | 
 |