splitfirewood.c 3.4 KB

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  1. class SplitFirewood 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; // animation length in relative time units
  8. //conditions
  9. m_MinDamageIngredient[0] = -1; // -1 = disable check
  10. m_MaxDamageIngredient[0] = 3; // -1 = disable check
  11. m_MinQuantityIngredient[0] = -1; // -1 = disable check
  12. m_MaxQuantityIngredient[0] = -1; // -1 = disable check
  13. m_MinDamageIngredient[1] = -1;
  14. m_MaxDamageIngredient[1] = 3;
  15. m_MinQuantityIngredient[1] = -1;
  16. m_MaxQuantityIngredient[1] = -1;
  17. //----------------------------------------------------------------------------------------------------------------------
  18. //INGREDIENTS
  19. //ingredient 1
  20. InsertIngredient(0,"Firewood"); // you can insert multiple ingredients this way
  21. m_IngredientAddHealth[0] = 0; // 0 = do nothing
  22. m_IngredientSetHealth[0] = -1; // -1 = do nothing
  23. m_IngredientAddQuantity[0] = -1; // 0 = do nothing
  24. m_IngredientDestroy[0] = false; // true = destroy, false = do nothing
  25. //ingredient 2
  26. InsertIngredientEx(1,"Hacksaw" , "FirewoodSplit_Saw", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  27. InsertIngredientEx(1,"HandSaw" , "FirewoodSplit_Saw", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  28. InsertIngredientEx(1,"Pickaxe" , "FirewoodSplit_Axe", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  29. InsertIngredientEx(1,"WoodAxe" , "FirewoodSplit_Axe", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  30. InsertIngredientEx(1,"Hatchet" , "FirewoodSplit_Axe", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  31. InsertIngredientEx(1,"FirefighterAxe" , "FirewoodSplit_Axe", DayZPlayerConstants.CMD_ACTIONFB_SPLITTING_FIREWOOD, true);
  32. m_IngredientAddHealth[1] = -6;
  33. m_IngredientSetHealth[1] = -1;
  34. m_IngredientAddQuantity[1] = 0;
  35. m_IngredientDestroy[1] = false;
  36. //----------------------------------------------------------------------------------------------------------------------
  37. //RESULTS
  38. //result1
  39. AddResult("WoodenStick"); // add results here
  40. m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
  41. m_ResultSetQuantity[0] = 3; // -1 = do nothing
  42. m_ResultSetHealth[0] = -1; // -1 = do nothing
  43. 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)
  44. 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)
  45. 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)
  46. 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
  47. }
  48. //final check for recipe's validity
  49. override bool CanDo(ItemBase ingredients[], PlayerBase player)
  50. {
  51. return true;
  52. }
  53. };