DayZ 1.24
Loading...
Searching...
No Matches
CutOutPepperSeeds.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_cutoutseeds0";
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
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, "GreenBellPepper"); //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, "Sickle"); //you can insert multiple ingredients this way
37 InsertIngredient(1, "KukriKnife");
38 InsertIngredient(1, "FangeKnife");
39 InsertIngredient(1, "Hacksaw");
40 InsertIngredient(1, "HandSaw");
41 InsertIngredient(1, "KitchenKnife");
42 InsertIngredient(1, "SteakKnife");
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, "WoodAxe");
51 InsertIngredient(1, "Hatchet");
52 InsertIngredient(1, "FirefighterAxe");
53 InsertIngredient(1, "Sword");
54 InsertIngredient(1, "AK_Bayonet");
55 InsertIngredient(1, "M9A1_Bayonet");
56 InsertIngredient(1, "Mosin_Bayonet");
57 InsertIngredient(1, "SKS_Bayonet");
58 InsertIngredient(1, "BoneKnife");
59
60 m_IngredientAddHealth[1] = -5;// 0 = do nothing
61 m_IngredientSetHealth[1] = -1; // -1 = do nothing
62 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
63 m_IngredientDestroy[1] = false;// false = do nothing
64 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
65 //----------------------------------------------------------------------------------------------------------------------
66
67 //result1
68 AddResult("PepperSeeds");//add results here
69
70 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
71 m_ResultSetQuantity[0] = 12;//-1 = do nothing
72 m_ResultSetHealth[0] = -1;//-1 = do nothing
73 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)
74 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)
75 m_ResultToInventory[0] = -1;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
76 m_ResultUseSoftSkills[0] = true;// set 'true' to allow modification of the values by softskills on this result
77 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
78 }
79
80 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
81 {
82 return true;
83 }
84
85 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
86 {
88 }
89};
string m_Name
override void Init()
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)