DayZ 1.30
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PeelPotato.c
См. документацию.
1class PeelPotato extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#PeelPotato";
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 = 0.01;// value > 0 for roughness, value < 0 for precision
9
10 m_AnywhereInInventory = false;//is this recipe valid even when neither of the items is in hands
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,"PotatoSeed");//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");
37 InsertIngredient(1,"KukriKnife");
38 InsertIngredient(1,"FangeKnife");
39 InsertIngredient(1,"Hacksaw");
40 InsertIngredient(1,"KitchenKnife");
41 InsertIngredient(1,"SteakKnife");
42 InsertIngredient(1,"StoneKnife");
43 InsertIngredient(1,"Cleaver");
44 InsertIngredient(1,"CombatKnife");
45 InsertIngredient(1,"Jambiya");
46 InsertIngredient(1,"HuntingKnife");
47 InsertIngredient(1,"Machete");
48 InsertIngredient(1,"CrudeMachete");
49 InsertIngredient(1,"OrientalMachete");
50 InsertIngredient(1,"AK_Bayonet");
51 InsertIngredient(1,"M9A1_Bayonet");
52 InsertIngredient(1,"Mosin_Bayonet");
53 InsertIngredient(1,"SKS_Bayonet");
54 InsertIngredient(1,"Sword");
55 InsertIngredient(1,"Screwdriver");
56 InsertIngredient(1,"Hatchet");
57 InsertIngredient(1,"HandSaw");
58 InsertIngredient(1,"BoneKnife");
59 InsertIngredient(1,"Scimitar");
60 InsertIngredient(1,"DonerKnife");
61 InsertIngredient(1,"BrickTrowel");
62 InsertIngredient(1,"Akinaka");
63
64 m_IngredientAddHealth[1] = -0.5;// 0 = do nothing
65 m_IngredientSetHealth[1] = -1; // -1 = do nothing
66 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
67 m_IngredientDestroy[1] = false;// false = do nothing
68 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
69 //----------------------------------------------------------------------------------------------------------------------
70
71 //result1
72 AddResult("Potato");//add results here
73
74 m_ResultSetFullQuantity[0] = true;//true = set full quantity, false = do nothing
75 m_ResultSetQuantity[0] = -1;//-1 = do nothing
76 m_ResultSetHealth[0] = -1;//-1 = do nothing
77 m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means thi s 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)
78 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)
79 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)
80 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
81 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
82
83 //----------------------------------------------------------------------------------------------------------------------
84 }
85
86 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
87 {
88 return true;
89 }
90
91 override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
92 {
93 ItemBase ingredient = ingredients[0];
94
95 for (int i=0; i < results.Count(); i++)
96 {
97 ItemBase item_result;
98 Class.CastTo(item_result, results.Get(i));
99
100 MiscGameplayFunctions.TransferItemProperties(ingredient, item_result);
101
102 float quantityMultiplier = ingredient.GetHealth01("","");
103 item_result.SetQuantityNormalized(quantityMultiplier);
104
105 //temperature check
106 if (!ingredient.CanHaveTemperature())
107 item_result.SetTemperatureDirect(GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE);
108
109 if (!ingredient.CanFreeze())
110 item_result.SetFrozen(false);
111 }
112 }
113};
string m_Name
Определения 3_Game/DayZ/InventoryItemType.c:34
int m_ResultReplacesIngredient[MAXIMUM_RESULTS]
Определения RecipeBase.c:62
int m_ResultToInventory[MAXIMUM_RESULTS]
Определения RecipeBase.c:59
bool m_IngredientUseSoftSkills[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:48
float m_IngredientAddHealth[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:49
bool m_IsInstaRecipe
Определения RecipeBase.c:40
float m_IngredientSetHealth[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:51
int m_ResultInheritsHealth[MAXIMUM_RESULTS]
Определения RecipeBase.c:60
float m_Specialty
Определения RecipeBase.c:39
void AddResult(string item)
Определения RecipeBase.c:198
int m_ResultInheritsColor[MAXIMUM_RESULTS]
Определения RecipeBase.c:61
float m_MinDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:45
float m_MaxQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:44
bool m_AnywhereInInventory
Определения RecipeBase.c:41
float m_ResultSetQuantity[MAXIMUM_RESULTS]
Определения RecipeBase.c:56
bool m_ResultSetFullQuantity[MAXIMUM_RESULTS]
Определения RecipeBase.c:55
void InsertIngredient(int index, string ingredient, DayZPlayerConstants uid=BASE_CRAFT_ANIMATION_ID, bool showItem=false)
Определения RecipeBase.c:159
float m_ResultSetHealth[MAXIMUM_RESULTS]
Определения RecipeBase.c:57
float m_AnimationLength
Определения RecipeBase.c:38
float m_MaxDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:46
float m_IngredientAddQuantity[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:50
float m_MinQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:43
bool m_IngredientDestroy[MAX_NUMBER_OF_INGREDIENTS]
Определения RecipeBase.c:52
bool m_ResultUseSoftSkills[MAXIMUM_RESULTS]
Определения RecipeBase.c:63
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения PlayerBaseClient.c:2
override bool CanDo(ItemBase ingredients[], PlayerBase player)
Определения PeelPotato.c:86
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
Определения PeelPotato.c:91
override void Init()
Определения PeelPotato.c:3
Определения AttachHolster.c:2
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Определения 3_Game/DayZ/constants.c:856