DayZ 1.24
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CraftMetalWire.c
Go to the documentation of this file.
1class CraftMetalWire extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#STR_craftMetalWire";
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 m_AnywhereInInventory = false;//is this recipe valid even when neither of the items is in hands
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, "BarbedWire"); //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, "Pliers");
37
38 m_IngredientAddHealth[1] = -0.5;// 0 = do nothing
39 m_IngredientSetHealth[1] = -1; // -1 = do nothing
40 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
41 m_IngredientDestroy[1] = false;// false = do nothing
42 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
43 //----------------------------------------------------------------------------------------------------------------------
44
45 //result1
46 AddResult("MetalWire");//add results here
47
48 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
49 m_ResultSetQuantity[0] = 1;//-1 = do nothing
50 m_ResultSetHealth[0] = -1;//-1 = do nothing
51 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)
52 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)
53 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)
54 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
55 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
56
57 //----------------------------------------------------------------------------------------------------------------------
58 }
59
60 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
61 {
62 // We will save the wire type for decrafting
63 MetalWire wire = MetalWire.Cast(results[0]);
64 if (wire)
65 {
66 int health = wire.GetHealthLevel();
67 health++;
69 wire.SetHealth01("", "", 1 - 0.3 * health);
70 }
71 }
72};
string m_Name
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
proto void Print(void var)
Prints content of variable to console/log.