DayZ 1.24
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PatchItem.c
Go to the documentation of this file.
1class PatchItem extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#STR_PatchItem0";
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
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, "LeatherSewingKit"); //you can insert multiple ingredients this way
28 InsertIngredient(0, "SewingKit"); //you can insert multiple ingredients this way
29 InsertIngredient(0, "TireRepairKit"); //you can insert multiple ingredients this way
30
31 m_IngredientAddHealth[0] = 0;// 0 = do nothing
32 m_IngredientSetHealth[0] = -1; // -1 = do nothing
33 m_IngredientAddQuantity[0] = 0;// 0 = do nothing
34 m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
35 m_IngredientUseSoftSkills[0] = true;// set 'true' to allow modification of the values by softskills on this ingredient
36
37 //ingredient 2
38 InsertIngredient(1, "Inventory_Base"); //you can insert multiple ingredients this way
39
40 m_IngredientAddHealth[1] = 0;// 0 = do nothing
41 m_IngredientSetHealth[1] = -1; // -1 = do nothing
42 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
43 m_IngredientDestroy[1] = false;// false = do nothing
44 m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
45
46 //----------------------------------------------------------------------------------------------------------------------
47
48 //result1
49 //AddResult("");//add results here
50
51 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
52 m_ResultSetQuantity[0] = -1;//-1 = do nothing
53 m_ResultSetHealth[0] = -1;//-1 = do nothing
54 m_ResultInheritsHealth[0] = -1;// (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)
55 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)
56 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)
57 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
58 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
59
60 //----------------------------------------------------------------------------------------------------------------------
61 }
62
73
74 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
75 {
84 module_repairing.Repair(playerPB, ingredient1, ingredient2, m_Specialty); //TODO repair all damage zones if packed? Design pending
85 }
86};
string m_Name
PluginBase GetPlugin(typename plugin_type)
Super root of all classes in Enforce script.
Definition EnScript.c:11
override bool CanDo(ItemBase ingredients[], PlayerBase player)
Definition PatchItem.c:63
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
Definition PatchItem.c:74
override void Init()
Definition PatchItem.c:3
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.