DayZ 1.24
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DeCraftWoodenCrate.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_breakdown0";
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, "WoodenCrate"); //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, "Crowbar");
36 InsertIngredient(1, "WoodAxe");
37 InsertIngredient(1, "Hatchet");
38 InsertIngredient(1, "FirefighterAxe");
39
40 m_IngredientAddHealth[1] = -20;// 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] = true;// set 'true' to allow modification of the values by softskills on this ingredient
45
46 //----------------------------------------------------------------------------------------------------------------------
47
48 //result1
49 AddResult("WoodenPlank");//add results here
50
51 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
52 m_ResultSetQuantity[0] = 2;//-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 //result2
61 AddResult("Nail");//add results here
62
63 m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
64 m_ResultSetQuantity[1] = 6;// -1 = do nothing
65 m_ResultSetHealth[1] = -1;// -1 = do nothing
66 m_ResultInheritsHealth[1] = 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)
67 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)
68 m_ResultToInventory[1] = -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)
69 m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result
70 m_ResultReplacesIngredient[1] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
71 //----------------------------------------------------------------------------------------------------------------------
72 }
73
74 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
75 {
78
79 if (crate.GetInventory().CountInventory() > 1)
80 return false;
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 {
89 int hp = crate.GetHealthLevel("");
90
91 switch (hp)
92 {
94 results[0].SetQuantity(Math.RandomIntInclusive(6, 8));
95 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.6, 0.8));
96 results[1].SetQuantity(Math.RandomIntInclusive(12, 16));
97 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.6, 0.8));
98 break;
99
101 results[0].SetQuantity(Math.RandomIntInclusive(5, 7));
102 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.5, 0.8));
103 results[1].SetQuantity(Math.RandomIntInclusive(9, 13));
104 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.5, 0.8));
105 break;
106
108 results[0].SetQuantity(Math.RandomIntInclusive(4, 6));
109 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.3, 0.6));
110 results[1].SetQuantity(Math.RandomIntInclusive(6, 10));
111 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.3, 0.6));
112 break;
113
115 results[0].SetQuantity(Math.RandomIntInclusive(3, 5));
116 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.1, 0.3));
117 results[1].SetQuantity(Math.RandomIntInclusive(3, 7));
118 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.1, 0.3));
119 break;
120
121 //unnescessary? We do not allow recipe crafting with ruined items?
123 results[0].SetQuantity(Math.RandomIntInclusive(1, 2));
124 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.05, 0.2));
125 results[1].SetQuantity(Math.RandomIntInclusive(1, 4));
126 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.05, 0.2));
127 break;
128
129 default:
130 results[0].SetQuantity(Math.RandomIntInclusive(1, 2));
131 results[0].SetHealth(results[0].GetMaxHealth() * Math.RandomFloat(0.05, 0.2));
132 results[1].SetQuantity(Math.RandomIntInclusive(1, 4));
133 results[1].SetHealth(results[1].GetMaxHealth() * Math.RandomFloat(0.05, 0.2));
134 break;
135 }
136
137 /*
138 float originalPlanks = 8;
139 float originalNails = 16;
140
141 float hp = crate.GetHealth01("","Health");
142 originalPlanks *= hp;
143 originalNails *= hp;
144
145 int newPlanks = Math.Round( originalPlanks );
146 int newNails = Math.Round( originalNails );
147
148 m_ResultSetQuantity[0] = newPlanks;
149 m_ResultSetQuantity[1] = newNails;
150 */
151 Debug.Log("Recipe Do method called", "recipes");
152 }
153};
string m_Name
Super root of all classes in Enforce script.
Definition EnScript.c:11
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
Definition EnMath.c:7
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Definition constants.c:757
const int STATE_WORN
Definition constants.c:760
const int STATE_DAMAGED
Definition constants.c:759
const int STATE_BADLY_DAMAGED
Definition constants.c:758
const int STATE_PRISTINE
Definition constants.c:761
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54