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woid177

Создание кастомного рецепта

Приветствую всех!
Проблема состоит в следующем, я сделал рецепт, где есть два ингредиента и результат крафта, после крафта один из предметов изнашивается и теряет прочность, когда один из предметов уже уничтожен, с помощью него все равно можно крафтить. Вопрос какую переменную нужно поменять, чтобы нельзя было уже использовать в крафте уничтоженный предмет. Заранее спасибо!
P.S. код крафта ниже
P.S.S если возможно подскажите, как сделать, чтобы было несколько камней после одного крафта, то есть несколько result добавить.
 

class MineOreSilver extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Mine";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		// m_AnimationLength = 20;//animation length in relative time units
		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,"Ore_Silver");//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] = false;//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,"Pickaxe");//you can insert multiple ingredients this way
		
		m_IngredientAddHealth[1] = -25;// 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("Stone");//add results here
        
		m_ResultSetFullQuantity[0] = true;//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[1] = -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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m_MaxDamageIngredient[0] = -1;//-1 = disable check попробуй поставть 3 вместо -1. -1 типо ничего неделать а 3 нельзя уничтоженное. и в ингредиенте 1 тоже самое соответственно

 

 

 

Edited by WiLDman (see edit history)

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28.08.2023 в 17:22, alex_good_kaban сказал:

В override bool CanDo добавь проверку на состояние предмета

Можно предоставить пример со сломанной киркой?

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02.09.2023 в 19:36, WiLDman сказал:

m_MaxDamageIngredient[0] = -1;//-1 = disable check попробуй поставть 3 вместо -1. -1 типо ничего неделать а 3 нельзя уничтоженное. и в ингредиенте 1 тоже самое соответственно

 

 

 

Спасибо, протестирую

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