DayZ 1.24
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DeCraftLeatherSack.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_DeCraftLeatherSack0";//"BREAK LEATHER SACK";
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 = 0.02;// value > 0 for roughness, value < 0 for precision
9
10 //conditions
11 m_MinDamageIngredient[0] = -1;//-1 = disable check
12 m_MaxDamageIngredient[0] = 3;//-1 = disable check
13
14 m_MinQuantityIngredient[0] = -1;//-1 = disable check
15 m_MaxQuantityIngredient[0] = -1;//-1 = disable check
16
17 m_MinDamageIngredient[1] = -1;//-1 = disable check
18 m_MaxDamageIngredient[1] = 3;//-1 = disable check
19
20 m_MinQuantityIngredient[1] = -1;//-1 = disable check
21 m_MaxQuantityIngredient[1] = -1;//-1 = disable check
22 //----------------------------------------------------------------------------------------------------------------------
23
24 //INGREDIENTS
25 //ingredient 1
26 InsertIngredient(0, "LeatherSack_ColorBase"); //you can insert multiple ingredients this way
27
28 m_IngredientAddHealth[0] = 0;// 0 = do nothing
29 m_IngredientSetHealth[0] = -1; // -1 = do nothing
30 m_IngredientAddQuantity[0] = 0;// 0 = do nothing
31 m_IngredientDestroy[0] = true;//true = destroy, false = do nothing
32 m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
33
34 //ingredient 2
35 InsertIngredient(1, "Sickle"); //you can insert multiple ingredients this way
36 InsertIngredient(1, "KukriKnife");
37 InsertIngredient(1, "FangeKnife");
38 InsertIngredient(1, "Hacksaw");
39 InsertIngredient(1, "HandSaw");
40 InsertIngredient(1, "KitchenKnife");
41 InsertIngredient(1, "SteakKnife");
42 InsertIngredient(1, "HayHook");
43 InsertIngredient(1, "StoneKnife");
44 InsertIngredient(1, "Cleaver");
45 InsertIngredient(1, "CombatKnife");
46 InsertIngredient(1, "HuntingKnife");
47 InsertIngredient(1, "Machete");
48 InsertIngredient(1, "CrudeMachete");
49 InsertIngredient(1, "OrientalMachete");
50 InsertIngredient(1, "Screwdriver");
51 InsertIngredient(1, "Crowbar");
52 InsertIngredient(1, "Pickaxe");
53 InsertIngredient(1, "WoodAxe");
54 InsertIngredient(1, "Hatchet");
55 InsertIngredient(1, "FirefighterAxe");
56 InsertIngredient(1, "Sword");
57 InsertIngredient(1, "AK_Bayonet");
58 InsertIngredient(1, "M9A1_Bayonet");
59 InsertIngredient(1, "Mosin_Bayonet");
60 InsertIngredient(1, "SKS_Bayonet");
61 InsertIngredient(1, "BoneKnife");
62
63 m_IngredientAddHealth[1] = -12;// 0 = do nothing
64 m_IngredientSetHealth[1] = -1; // -1 = do nothing
65 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
66 m_IngredientDestroy[1] = false;// false = do nothing
67 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
68
69 //----------------------------------------------------------------------------------------------------------------------
70
71 //result1
72 AddResult("TannedLeather");//add results here
73 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
74 m_ResultSetQuantity[0] = 1;//-1 = do nothing
75 m_ResultSetHealth[0] = -1;//-1 = do nothing
76 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)
77 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)
78 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)
79 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
80 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
81 }
82
83 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
84 {
85 return ingredients[0].IsEmpty();
86 }
87
88 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
89 {
90 Debug.Log("Recipe Do method called", "recipes");
91 }
92};
string m_Name
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:133
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()