DayZ 1.24
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DeCraftDetonator.c
Go to the documentation of this file.
1//redundant in addition to 'CraftRag' recipe
2
4{
5 override void Init()
6 {
7 m_Name = "#STR_breakdown0";
8 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
9 m_AnimationLength = 1;//animation length in relative time units
10 m_Specialty = 0.02;// value > 0 for roughness, value < 0 for precision
11
12 //conditions
13 m_MinDamageIngredient[0] = -1;
14 m_MaxDamageIngredient[0] = 3;
15 m_MinQuantityIngredient[0] = -1;
16 m_MaxQuantityIngredient[0] = -1;
17
18 m_MinDamageIngredient[1] = -1;
19 m_MaxDamageIngredient[1] = 3;
20 m_MinQuantityIngredient[1] = -1;
21 m_MaxQuantityIngredient[1] = -1;
22
23
24 //ingredient 1
25 InsertIngredient(0, "RemoteDetonator"); //you can insert multiple ingredients this way
26
27 m_IngredientAddHealth[0] = 0;
28 m_IngredientSetHealth[0] = -1; // -1 = do nothing
29 m_IngredientAddQuantity[0] = -1;
30 m_IngredientDestroy[0] = 1;
31 m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
32
33 //ingredient 2
34 InsertIngredient(1, "Screwdriver"); //you can insert multiple ingredients this way
35
36
37 m_IngredientAddHealth[1] = -5;
38 m_IngredientSetHealth[1] = -1; // -1 = do nothing
39 m_IngredientAddQuantity[1] = 0;
40 m_IngredientDestroy[1] = 0;
41 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
42
43 // crafting multiple results
44
45
46 AddResult("Battery9V");//single result
47
48 m_ResultSetFullQuantity[0] = 0;
49 m_ResultSetQuantity[0] = 1;
50 m_ResultSetHealth[0] = -1;
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] = -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)
53 m_ResultToInventory[0] = -2;
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
59 {
60 return true;
61 }
62
63 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
64 {
66 if (results.IsValidIndex(0))
67 battery = Battery9V.Cast(results[0]);
68 if (battery)
69 {
70 if (battery.GetCompEM())
71 battery.GetCompEM().SetEnergy0To1(Math.RandomFloatInclusive(0.25, 1));
72 }
73 }
74};
string m_Name
Definition EnMath.c:7
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106