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- class ConstructSeaChest extends RecipeBase
- {
- override void Init()
- {
- m_Name = "Build Sea Chest";
- m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
- m_AnimationLength = 2;//animation length in relative time units
- m_Specialty = 0.02;// value > 0 for roughness, value < 0 for precision
- //conditions
- m_MinDamageIngredient[0] = -1;//-1 = disable check
- m_MaxDamageIngredient[0] = -1;//-1 = disable check
- m_MinQuantityIngredient[0] = -1;//-1 = disable check
- m_MaxQuantityIngredient[0] = -1;//-1 = disable check
- m_MinDamageIngredient[1] = -1;//-1 = disable check
- m_MaxDamageIngredient[1] = -1;//-1 = disable check
- m_MinQuantityIngredient[1] = -1;//-1 = disable check
- m_MaxQuantityIngredient[1] = -1;//-1 = disable check
- //----------------------------------------------------------------------------------------------------------------------
- //INGREDIENTS
- //ingredient 1
- InsertIngredient(0,"WoodenPlank");//you can insert multiple ingredients this way
- m_IngredientAddHealth[0] = 0;// 0 = do nothing
- m_IngredientSetHealth[0] = -1; // -1 = do nothing
- m_IngredientAddQuantity[0] = -20;// 0 = do nothing
- m_IngredientDestroy[0] = true;//true = destroy, false = do nothing
- m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
- //ingredient 2
- InsertIngredient(1,"Nail"); //you can insert multiple ingredients this way
- m_IngredientAddHealth[1] = 0;// 0 = do nothing
- m_IngredientSetHealth[1] = -1; // -1 = do nothing
- m_IngredientAddQuantity[1] = -70;// 0 = do nothing
- m_IngredientDestroy[1] = false;// false = do nothing
- m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
- //----------------------------------------------------------------------------------------------------------------------
- //result1
- AddResult("SeaChest");//add results here
- m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
- m_ResultSetQuantity[0] = 1;//-1 = do nothing
- m_ResultSetHealth[0] = -1;//-1 = do nothing
- 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)
- 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)
- 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)
- m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
- 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
- }
- override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
- {
- return true;
- }
- override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
- {
- Debug.Log("Recipe Do method called","recipes");
- }
- };
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