DayZ 1.24
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CraftArmbandRaincoat.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_craftarmband0";
6 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7 m_AnimationLength = 1.8;//animation length in relative time units
8 m_Specialty = 0.01;// value > 0 for roughness, value < 0 for precision
9
10 //conditions
11 m_MinDamageIngredient[0] = -1;
12 m_MaxDamageIngredient[0] = 3;
13 m_MinQuantityIngredient[0] = -1;
14 m_MaxQuantityIngredient[0] = -1;
15
16 m_MinDamageIngredient[1] = -1;
17 m_MaxDamageIngredient[1] = 3;
18 m_MinQuantityIngredient[1] = -1;
19 m_MaxQuantityIngredient[1] = -1;
20
21
22 //ingredient 1
23 InsertIngredient(0, "Raincoat_ColorBase"); //you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0;
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = 0;
28 m_IngredientDestroy[0] = 1;
29 m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
30
31 //ingredient 2
32 InsertIngredient(1, "Sickle"); //you can insert multiple ingredients this way
33 InsertIngredient(1, "KukriKnife");
34 InsertIngredient(1, "FangeKnife");
35 InsertIngredient(1, "Hacksaw");
36 InsertIngredient(1, "HandSaw");
37 InsertIngredient(1, "KitchenKnife");
38 InsertIngredient(1, "SteakKnife");
39 InsertIngredient(1, "HayHook");
40 InsertIngredient(1, "StoneKnife");
41 InsertIngredient(1, "Cleaver");
42 InsertIngredient(1, "CombatKnife");
43 InsertIngredient(1, "HuntingKnife");
44 InsertIngredient(1, "Machete");
45 InsertIngredient(1, "CrudeMachete");
46 InsertIngredient(1, "OrientalMachete");
47 InsertIngredient(1, "Screwdriver");
48 InsertIngredient(1, "Crowbar");
49 InsertIngredient(1, "Pickaxe");
50 InsertIngredient(1, "WoodAxe");
51 InsertIngredient(1, "Hatchet");
52 InsertIngredient(1, "FirefighterAxe");
53 InsertIngredient(1, "Sword");
54 InsertIngredient(1, "AK_Bayonet");
55 InsertIngredient(1, "M9A1_Bayonet");
56 InsertIngredient(1, "Mosin_Bayonet");
57 InsertIngredient(1, "SKS_Bayonet");
58 InsertIngredient(1, "BoneKnife");
59
60 m_IngredientAddHealth[1] = -5;
61 m_IngredientSetHealth[1] = -1; // -1 = do nothing
62 m_IngredientAddQuantity[1] = 0;
63 m_IngredientDestroy[1] = 0;
64 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
65
66 // crafting multiple results
67 //result1
68 AddResult("Armband_");
69 m_ResultSetFullQuantity[0] = false;
70 m_ResultSetQuantity[0] = -1;
71 m_ResultSetHealth[0] = -1;
72 m_ResultInheritsHealth[0] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
73 m_ResultInheritsColor[0] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
74 m_ResultToInventory[0] = -2;
75 m_ResultUseSoftSkills[0] = true;// set 'true' to allow modification of the values by softskills on this result
76 m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
77
78 //result2
79 AddResult("Armband_");//single result
80 m_ResultSetFullQuantity[1] = false;
81 m_ResultSetQuantity[1] = -1;
82 m_ResultSetHealth[1] = -1;
83 m_ResultInheritsHealth[1] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
84 m_ResultInheritsColor[1] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
85 m_ResultToInventory[1] = -2;
86 m_ResultUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this result
87 m_ResultReplacesIngredient[1] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
88
89 //result3
90 AddResult("Armband_");//single result
91 m_ResultSetFullQuantity[2] = false;
92 m_ResultSetQuantity[2] = -1;
93 m_ResultSetHealth[2] = -1;
94 m_ResultInheritsHealth[2] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
95 m_ResultInheritsColor[2] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
96 m_ResultToInventory[2] = -2;
97 m_ResultUseSoftSkills[2] = true;// set 'true' to allow modification of the values by softskills on this result
98 m_ResultReplacesIngredient[2] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
99
100 //result4
101 AddResult("Armband_");//single result
102 m_ResultSetFullQuantity[3] = false;
103 m_ResultSetQuantity[3] = -1;
104 m_ResultSetHealth[3] = -1;
105 m_ResultInheritsHealth[3] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
106 m_ResultInheritsColor[3] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
107 m_ResultToInventory[3] = -2;
108 m_ResultUseSoftSkills[3] = true;// set 'true' to allow modification of the values by softskills on this result
109 m_ResultReplacesIngredient[3] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
110
111 //result5
112 AddResult("Armband_");//single result
113 m_ResultSetFullQuantity[4] = false;
114 m_ResultSetQuantity[4] = -1;
115 m_ResultSetHealth[4] = -1;
116 m_ResultInheritsHealth[4] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
117 m_ResultInheritsColor[4] = 0;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
118 m_ResultToInventory[4] = -2;
119 m_ResultUseSoftSkills[4] = true;// set 'true' to allow modification of the values by softskills on this result
120 m_ResultReplacesIngredient[4] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
121 }
122
124 {
125 return ingredients[0].IsEmpty();
126 }
127
132};
string m_Name
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()