DayZ 1.24
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SharpenBroom.c
Go to the documentation of this file.
1class SharpenBroom extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#sharpen";
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 //conditions
11 m_MinDamageIngredient[0] = -1;
12 m_MaxDamageIngredient[0] = 3;
13 m_MinQuantityIngredient[0] = 1;
14 m_MaxQuantityIngredient[0] = -1;
15
16 m_MinDamageIngredient[1] = -1;
17 m_MaxDamageIngredient[1] = 3;
18 m_MinQuantityIngredient[1] = -1;
19 m_MaxQuantityIngredient[1] = -1;
20
21
22 //ingredient 1
23 InsertIngredient(0, "Broom"); //you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0;
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = -1;
28 m_IngredientDestroy[0] = 1;
29 m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
30
31 //ingredient 2
32 InsertIngredient(1, "Sickle"); //you can insert multiple ingredients this way
33 InsertIngredient(1, "KukriKnife");
34 InsertIngredient(1, "FangeKnife");
35 InsertIngredient(1, "Hacksaw");
36 InsertIngredient(1, "KitchenKnife");
37 InsertIngredient(1, "SteakKnife");
38 InsertIngredient(1, "HayHook");
39 InsertIngredient(1, "StoneKnife");
40 InsertIngredient(1, "Cleaver");
41 InsertIngredient(1, "CombatKnife");
42 InsertIngredient(1, "HuntingKnife");
43 InsertIngredient(1, "Machete");
44 InsertIngredient(1, "CrudeMachete");
45 InsertIngredient(1, "OrientalMachete");
46 InsertIngredient(1, "Screwdriver");
47 InsertIngredient(1, "Crowbar");
48 InsertIngredient(1, "Pickaxe");
49 InsertIngredient(1, "WoodAxe");
50 InsertIngredient(1, "Hatchet");
51 InsertIngredient(1, "FirefighterAxe");
52 InsertIngredient(1, "Sword");
53 InsertIngredient(1, "AK_Bayonet");
54 InsertIngredient(1, "M9A1_Bayonet");
55 InsertIngredient(1, "Mosin_Bayonet");
56 InsertIngredient(1, "SKS_Bayonet");
57 InsertIngredient(1, "BoneKnife");
58
59 m_IngredientAddHealth[1] = -12;
60 m_IngredientSetHealth[1] = -1; // -1 = do nothing
61 m_IngredientAddQuantity[1] = 0;
62 m_IngredientDestroy[1] = 0;
63 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
64
65 // crafting multiple results
66 //AddResult("CombatKnife");//additional results, must be processed individually in Do method (as "results" parameter)
67
68 //result1
69 AddResult("WoodenStick");//add results here
70
71 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
72 m_ResultSetQuantity[0] = 3;//-1 = do nothing
73 m_ResultSetHealth[0] = -1;//-1 = do nothing
74 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)
75 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)
76 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)
77 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
78 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
79
80 //result2
81 AddResult("SharpWoodenStick");//single result
82
83 m_ResultSetFullQuantity[1] = 0;
84 m_ResultSetQuantity[1] = 1;
85 m_ResultSetHealth[1] = -1;
86 m_ResultInheritsHealth[1] = 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)
87 m_ResultInheritsColor[1] = -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)
88 m_ResultToInventory[1] = -2;
89 m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result
90 m_ResultReplacesIngredient[1] = 0;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
91 }
92
94 {
96
97 if (broom.GetCompEM().IsWorking())
98 return false;
99 return true;
100 }
101
103 {
105
106 for (int i = 0; i < results.Count(); i++)
107 {
110
111 MiscGameplayFunctions.TransferItemProperties(broom, item_result);
112 }
113
115 }
116};
string m_Name
Super root of all classes in Enforce script.
Definition EnScript.c:11
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
Definition SharpenBroom.c:3
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.