Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
splitstones.c
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1 class SplitStones extends RecipeBase
2 {
3  override void Init()
4  {
5  m_Name = "#STR_split0";
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,"Stone");//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] = -1;// 0 = do nothing
32  m_IngredientDestroy[0] = false;//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,"Pickaxe");//you can insert multiple ingredients this way
37  InsertIngredient(1,"SledgeHammer");//you can insert multiple ingredients this way
38  InsertIngredient(1,"Hammer");//you can insert multiple ingredients this way
39  InsertIngredient(1,"Mace");//you can insert multiple ingredients this way
40 
41  m_IngredientAddHealth[1] = -4;// 0 = do nothing
42  m_IngredientSetHealth[1] = -1; // -1 = do nothing
43  m_IngredientAddQuantity[1] = 0;// 0 = do nothing
44  m_IngredientDestroy[1] = false;// false = do nothing
45  m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
46  //----------------------------------------------------------------------------------------------------------------------
47 
48  //result1
49  AddResult("SmallStone");//add results here
50 
51  m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
52  m_ResultSetQuantity[0] = -1;//-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("SmallStone");//add results here
62 
63  m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
64  m_ResultSetQuantity[1] = -1;//-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  //result3
73  AddResult("SmallStone");//add results here
74 
75  m_ResultSetFullQuantity[2] = false;//true = set full quantity, false = do nothing
76  m_ResultSetQuantity[2] = -1;//-1 = do nothing
77  m_ResultSetHealth[2] = -1;//-1 = do nothing
78  m_ResultInheritsHealth[2] = -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)
79  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)
80  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)
81  m_ResultUseSoftSkills[2] = false;// set 'true' to allow modification of the values by softskills on this result
82  m_ResultReplacesIngredient[2] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
83  }
84 
85  override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
86  {
87  return true;
88  }
89 
90  override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
91  {
92  Debug.Log("Recipe Do method called","recipes");
93  }
94 };
ItemBase
Definition: inventoryitem.c:730
Do
override protected void Do(PlayerBase player)
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m_Name
string m_Name
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RecipeBase
Definition: recipebase.c:4
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
array< ItemBase >
Debug
Definition: debug.c:13