class DeCraftGhillieBushrag extends RecipeBase
{
override void Init()
{
m_Name = "#STR_breakdown0";
m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
m_AnimationLength = 1;//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] = 3;//-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] = 3;//-1 = disable check
m_MinQuantityIngredient[1] = -1;//-1 = disable check
m_MaxQuantityIngredient[1] = -1;//-1 = disable check
//----------------------------------------------------------------------------------------------------------------------
//INGREDIENTS
//ingredient 1
InsertIngredient(0,"GhillieBushrag_ColorBase");//you can insert multiple ingredients this way
m_IngredientAddHealth[0] = 0;// 0 = do nothing
m_IngredientSetHealth[0] = -1; // -1 = do nothing
m_IngredientAddQuantity[0] = 0;// 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,"Sickle");//you can insert multiple ingredients this way
InsertIngredient(1,"KukriKnife");
InsertIngredient(1,"FangeKnife");
InsertIngredient(1,"Hacksaw");
InsertIngredient(1,"HandSaw");
InsertIngredient(1,"KitchenKnife");
InsertIngredient(1,"SteakKnife");
InsertIngredient(1,"HayHook");
InsertIngredient(1,"StoneKnife");
InsertIngredient(1,"Cleaver");
InsertIngredient(1,"CombatKnife");
InsertIngredient(1,"HuntingKnife");
InsertIngredient(1,"Machete");
InsertIngredient(1,"CrudeMachete");
InsertIngredient(1,"OrientalMachete");
InsertIngredient(1,"Screwdriver");
InsertIngredient(1,"Crowbar");
InsertIngredient(1,"Pickaxe");
InsertIngredient(1,"WoodAxe");
InsertIngredient(1,"Hatchet");
InsertIngredient(1,"FirefighterAxe");
InsertIngredient(1,"Sword");
InsertIngredient(1,"AK_Bayonet");
InsertIngredient(1,"M9A1_Bayonet");
InsertIngredient(1,"Mosin_Bayonet");
InsertIngredient(1,"SKS_Bayonet");
InsertIngredient(1,"BoneKnife");
m_IngredientAddHealth[1] = -5;// 0 = do nothing
m_IngredientSetHealth[1] = -1; // -1 = do nothing
m_IngredientAddQuantity[1] = 0;// 0 = do nothing
m_IngredientDestroy[1] = false;// false = do nothing
m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
//----------------------------------------------------------------------------------------------------------------------
//result1
AddResult("Netting");//add results here
m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
m_ResultSetQuantity[0] = 2;//-1 = do nothing
m_ResultSetHealth[0] = -1;//-1 = do nothing
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)
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
//result2
AddResult("BurlapStrip");//add results here
m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
m_ResultSetQuantity[1] = 2;// -1 = do nothing
m_ResultSetHealth[1] = -1;// -1 = do nothing
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)
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)
m_ResultToInventory[1] = false;//(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[1] = false;// set 'true' to allow modification of the values by softskills on this result
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
//----------------------------------------------------------------------------------------------------------------------
}
override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
{
return true;
}
};