DayZ 1.24
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CutOutPumpkinSeeds.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_prepare0";
6 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7 m_AnimationLength = 1;//animation length in relative time units
8 m_Specialty = -0.01;// value > 0 for roughness, value < 0 for precision
9
10
11 //conditions
12 m_MinDamageIngredient[0] = -1;//-1 = disable check
13 m_MaxDamageIngredient[0] = 3;//-1 = disable check
14
15 m_MinQuantityIngredient[0] = -1;//-1 = disable check
16 m_MaxQuantityIngredient[0] = -1;//-1 = disable check
17
18 m_MinDamageIngredient[1] = -1;//-1 = disable check
19 m_MaxDamageIngredient[1] = 3;//-1 = disable check
20
21 m_MinQuantityIngredient[1] = -1;//-1 = disable check
22 m_MaxQuantityIngredient[1] = -1;//-1 = disable check
23 //----------------------------------------------------------------------------------------------------------------------
24
25 //INGREDIENTS
26 //ingredient 1
27 InsertIngredient(0, "Pumpkin"); //you can insert multiple ingredients this way
28
29 m_IngredientAddHealth[0] = 0;// 0 = do nothing
30 m_IngredientSetHealth[0] = -1; // -1 = do nothing
31 m_IngredientAddQuantity[0] = 0;// 0 = do nothing
32 m_IngredientDestroy[0] = true;//true = destroy, false = do nothing
33 m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
34
35 //ingredient 2
36 InsertIngredient(1, "Sickle"); //you can insert multiple ingredients this way
37 InsertIngredient(1, "KukriKnife");
38 InsertIngredient(1, "FangeKnife");
39 InsertIngredient(1, "Hacksaw");
40 InsertIngredient(1, "KitchenKnife");
41 InsertIngredient(1, "SteakKnife");
42 InsertIngredient(1, "StoneKnife");
43 InsertIngredient(1, "Cleaver");
44 InsertIngredient(1, "CombatKnife");
45 InsertIngredient(1, "HuntingKnife");
46 InsertIngredient(1, "Machete");
47 InsertIngredient(1, "CrudeMachete");
48 InsertIngredient(1, "OrientalMachete");
49 InsertIngredient(1, "AK_Bayonet");
50 InsertIngredient(1, "M9A1_Bayonet");
51 InsertIngredient(1, "Mosin_Bayonet");
52 InsertIngredient(1, "SKS_Bayonet");
53 InsertIngredient(1, "FarmingHoe");
54 InsertIngredient(1, "Shovel");
55 InsertIngredient(1, "Crowbar");
56 InsertIngredient(1, "Hammer");
57 InsertIngredient(1, "Mace");
58 InsertIngredient(1, "Wrench");
59 InsertIngredient(1, "LugWrench");
60 InsertIngredient(1, "Screwdriver");
61 InsertIngredient(1, "SledgeHammer");
62 InsertIngredient(1, "BaseballBat");
63 InsertIngredient(1, "Pickaxe");
64 InsertIngredient(1, "Sword");
65 InsertIngredient(1, "WoodAxe");
66 InsertIngredient(1, "FirefighterAxe");
67 InsertIngredient(1, "Hatchet");
68 InsertIngredient(1, "HandSaw");
69 InsertIngredient(1, "BoneKnife");
70
71 m_IngredientAddHealth[1] = -0.5;// 0 = do nothing
72 m_IngredientSetHealth[1] = -1; // -1 = do nothing
73 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
74 m_IngredientDestroy[1] = false;// false = do nothing
75 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
76 //----------------------------------------------------------------------------------------------------------------------
77
78 //result1
79 AddResult("PumpkinSeeds");//add results here
80
81 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
82 m_ResultSetQuantity[0] = 12;//-1 = do nothing
83 m_ResultSetHealth[0] = -1;//-1 = do nothing
84 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)
85 m_ResultInheritsColor[0] = -1;// (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)
86 m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
87 m_ResultUseSoftSkills[0] = true;// set 'true' to allow modification of the values by softskills on this result
88 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
89
90
91 //result2
92 AddResult("SlicedPumpkin");//add results here
93
94 m_ResultSetFullQuantity[1] = true;//true = set full quantity, false = do nothing
95 m_ResultSetQuantity[1] = -1;//-1 = do nothing
96 m_ResultSetHealth[1] = -1;//-1 = do nothing
97 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)
98 m_ResultInheritsColor[1] = -1;// (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)
99 m_ResultToInventory[1] = 1;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
100 m_ResultUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this result
101 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
102
103 AddResult("SlicedPumpkin");//add results here
104
105 m_ResultSetFullQuantity[2] = true;//true = set full quantity, false = do nothing
106 m_ResultSetQuantity[2] = -1;//-1 = do nothing
107 m_ResultSetHealth[2] = -1;//-1 = do nothing
108 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)
109 m_ResultInheritsColor[2] = -1;// (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)
110 m_ResultToInventory[2] = 1;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
111 m_ResultUseSoftSkills[2] = true;// set 'true' to allow modification of the values by softskills on this result
112 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
113 }
114
115 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
116 {
117 if (player.IsPlacingLocal())
118 return false;
119
120 return true;
121 }
122
123 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
124 {
126
129
130 float quantityMultiplier = pumpkin.GetHealth01("", "");
131 float quantityNorm = pumpkin.GetQuantity() / pumpkin.GetQuantityMax();
132
134
135 if (pumpkin)
136 {
137 if (slice1)
138 {
139 slice1.SetQuantityNormalized(quantityMultiplier);
140 MiscGameplayFunctions.TransferItemProperties(pumpkin, slice1);
141 }
142
143 if (slice2)
144 {
145 slice2.SetQuantityNormalized(quantityMultiplier);
146 MiscGameplayFunctions.TransferItemProperties(pumpkin, slice2);
147 }
148 }
149 }
150};
string m_Name
override void Init()
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)