Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
preparecarp.c
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1 class PrepareCarp extends PrepareFish
2 {
3  override void Init()
4  {
5  m_Name = "#STR_gutandprepare0";
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 = 0.02;// 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,"Carp");//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,"SKS_Bayonet");
57  InsertIngredient(1,"BoneKnife");
58  InsertIngredient(1,"Screwdriver");
59 
60  m_IngredientAddHealth[1] = -12;// 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("CarpFilletMeat");//add results here
69 
70  m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
71  m_ResultSetQuantity[0] = -1;//-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] = -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)
76  m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
77  m_ResultReplacesIngredient[0] = 0;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
78 
79  //result2
80  AddResult("CarpFilletMeat");//add results here
81 
82  m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
83  m_ResultSetQuantity[1] = -1;//-1 = do nothing
84  m_ResultSetHealth[1] = -1;//-1 = do nothing
85  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)
86  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)
87  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)
88  m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result
89  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
90 /*
91  //result3
92  AddResult("SmallGuts");//add results here
93 
94  m_ResultSetFullQuantity[2] = true;//true = set full quantity, false = do nothing
95  m_ResultSetQuantity[2] = -1;// -1 = do nothing
96  m_ResultSetHealth[2] = -1;// -1 = do nothing
97  m_ResultInheritsHealth[2] = 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)
98  m_ResultInheritsColor[2] = -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)
99  m_ResultToInventory[2] = -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)
100  m_ResultUseSoftSkills[2] = false;// set 'true' to allow modification of the values by softskills on this result
101  m_ResultReplacesIngredient[2] = 0;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
102 */
103  //----------------------------------------------------------------------------------------------------------------------
104  }
105 
106  override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
107  {
108  return true;
109  }
110 };
ItemBase
Definition: inventoryitem.c:730
m_Name
string m_Name
Definition: bioslobbyservice.c:35
PlayerBase
Definition: playerbaseclient.c:1
Init
class InventoryGridController extends ScriptedWidgetEventHandler Init
Definition: uihintpanel.c:46
CanDo
override protected bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
Definition: spookyareamisc.c:8
PrepareFish
Definition: preparecarp.c:1