Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
bloodtest.c
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1 class BloodTest extends RecipeBase
2 {
3  override void Init()
4  {
5  m_Name = "#test_blood";
6  m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7  m_AnimationLength = 1.5;//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,"BloodTestKit");//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,"BloodSyringe");//you can insert multiple ingredients this way
37  InsertIngredient(1,"BloodBagFull");//you can insert multiple ingredients this way
38  InsertIngredient(1,"BloodBagIV");//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  //result1
48  //AddResult("");//add results here
49 
50  m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
51  m_ResultSetQuantity[0] = -1;//-1 = do nothing
52  m_ResultSetHealth[0] = -1;//-1 = do nothing
53  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)
54  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)
55  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)
56  m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
57  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
58  }
59 
60  override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
61  {
62  return true;
63  }
64 
65  override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
66  {
67  ItemBase ingredient2;
68  Class.CastTo(ingredient2, ingredients[1]);
69  string type;
70  bool positive
71  string blood_type_name = BloodTypes.GetBloodTypeName(ingredient2.GetLiquidType(), type, positive);
72  string message = "#blood_type_result " + blood_type_name;
73  PlayerBase pb_Player;
74  Class.CastTo(pb_Player, player);
75  BloodContainerBase blood_container = BloodContainerBase.Cast(ingredient2);
76  blood_container.SetBloodTypeVisible( true );
77  }
78 };
ItemBase
Definition: inventoryitem.c:730
Do
override protected void Do(PlayerBase player)
Definition: spookyareamisc.c:13
BloodContainerBase
Definition: bloodbagempty.c:1
m_Name
string m_Name
Definition: bioslobbyservice.c:35
RecipeBase
Definition: recipebase.c:4
PlayerBase
Definition: playerbaseclient.c:1
Init
class InventoryGridController extends ScriptedWidgetEventHandler Init
Definition: uihintpanel.c:46
BloodTypes
Definition: bloodtype.c:1
CanDo
override protected bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
Definition: spookyareamisc.c:8
array< ItemBase >
Class
Super root of all classes in Enforce script.
Definition: enscript.c:10