Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
upgradetorchwithliquidfuel.c
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1 class UpgradeTorchWithLiquidFuel extends RecipeBase
2 {
3  override void Init()
4  {
5  m_Name = "#str_upgrade_torch_fuel";
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] = -1;//-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] = -1;//-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,"Bottle_Base");
27  InsertIngredient(0,"Barrel_ColorBase");
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] = 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,"Torch");//you can insert multiple ingredients this way
37  InsertIngredient(1,"LongTorch");//you can insert multiple ingredients this way
38 
39  m_IngredientAddHealth[1] = 0;// 0 = do nothing
40  m_IngredientSetHealth[1] = -1; // -1 = do nothing
41  m_IngredientAddQuantity[1] = -1;// 0 = do nothing
42  m_IngredientDestroy[1] = false;// false = do nothing
43  m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
44  //----------------------------------------------------------------------------------------------------------------------
45 
46  //result1
47  //AddResult("Torch");//add results here
48 
49  m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
50  m_ResultSetQuantity[0] = -1;//-1 = do nothing
51  m_ResultSetHealth[0] = -1;//-1 = do nothing
52  m_ResultInheritsHealth[0] = -2;// (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)
53  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)
54  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)
55  m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
56  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
57  }
58 
59  override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
60  {
61  ItemBase vessel = ItemBase.Cast(ingredients[0]);
62  FlammableBase item = Torch.Cast(ingredients[1]);
63 
64  if (item && vessel && vessel.GetQuantity() > 0 && vessel.IsLiquidContainer()) // Check if torch already has rag and if vessel has liquid in it
65  {
66  if (vessel.GetLiquidType() == LIQUID_GASOLINE || vessel.GetLiquidType() == LIQUID_DIESEL)
67  {
68  return item.CanReceiveUpgrade();
69  }
70  }
71 
72  return false;
73  }
74 
75  override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
76  {
77  ItemBase vessel = ItemBase.Cast(ingredients[0]);
78  FlammableBase item = Torch.Cast(ingredients[1]);
79 
80  //torch.ConsumeRag();
81 
82  if (item && vessel)
83  {
84  item.Upgrade(vessel);
85  }
86  }
87 };
ItemBase
Definition: inventoryitem.c:730
Do
override protected void Do(PlayerBase player)
Definition: spookyareamisc.c:13
m_Name
string m_Name
Definition: bioslobbyservice.c:35
RecipeBase
Definition: recipebase.c:4
LIQUID_GASOLINE
const int LIQUID_GASOLINE
Definition: constants.c:509
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 >
LIQUID_DIESEL
const int LIQUID_DIESEL
Definition: constants.c:510
FlammableBase
Definition: torch.c:1