DayZ 1.24
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DeCraftArmband.c
Go to the documentation of this file.
1//redundant in addition to 'CraftRag' recipe
2
3class DeCraftArmband extends RecipeBase
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, "Armband_ColorBase"); //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] = 0;
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, "Sickle"); //you can insert multiple ingredients this way
35 InsertIngredient(1, "KukriKnife");
36 InsertIngredient(1, "FangeKnife");
37 InsertIngredient(1, "Hacksaw");
38 InsertIngredient(1, "HandSaw");
39 InsertIngredient(1, "KitchenKnife");
40 InsertIngredient(1, "SteakKnife");
41 InsertIngredient(1, "HayHook");
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, "Screwdriver");
50 InsertIngredient(1, "Crowbar");
51 InsertIngredient(1, "Pickaxe");
52 InsertIngredient(1, "WoodAxe");
53 InsertIngredient(1, "Hatchet");
54 InsertIngredient(1, "FirefighterAxe");
55 InsertIngredient(1, "Sword");
56 InsertIngredient(1, "AK_Bayonet");
57 InsertIngredient(1, "M9A1_Bayonet");
58 InsertIngredient(1, "Mosin_Bayonet");
59 InsertIngredient(1, "SKS_Bayonet");
60 InsertIngredient(1, "BoneKnife");
61
62 m_IngredientAddHealth[1] = -5;
63 m_IngredientSetHealth[1] = -1; // -1 = do nothing
64 m_IngredientAddQuantity[1] = 0;
65 m_IngredientDestroy[1] = 0;
66 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
67
68 // crafting multiple results
69
70
71 AddResult("Rag");//single result
72
73 m_ResultSetFullQuantity[0] = 0;
74 m_ResultSetQuantity[0] = 1;
75 m_ResultSetHealth[0] = -1;
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;
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
84 {
85 return true;
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()