Need help?
Create a topic in the appropriate section
Don't write everything in the chat!Take a look at the marketplace
There you can buy
everything related to game serversDon't want a ban?
Please read our rules
Don't disturb the order!Sell or buy?
Use services of the guarantor
We will make your deal safe
- 0
-
Our picks
Всем доброго времени суток. Пишу рецепт на спаренный магазин. Как сделать так, что бы спарка наследовала количество патронов от обоих ингредиентов?. Как ни кручу, 30 получается. При двух магазинах по 30
class CraftMJ_Double101 extends RecipeBase
{
override void Init()
{
m_Name = "Сделать спаренный магазин";
m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
m_AnimationLength = 2;//animation length in relative time units
m_Specialty = -0.01;// 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,"MJ_Mag_101");
m_IngredientAddHealth[0] = 0;// 0 = do nothing
m_IngredientSetHealth[0] = -1; // -1 = do nothing
m_IngredientAddQuantity[0] = 1;// 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,"MJ_Mag101_Tape");//you can insert multiple ingredients this way
m_IngredientAddHealth[1] = 0;// 0 = do nothing
m_IngredientSetHealth[1] = -1; // -1 = do nothing
m_IngredientAddQuantity[1] = -50;// 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
//----------------------------------------------------------------------------------------------------------------------
//result4
AddResult("MJ_Double101");//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] = 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] = true;// set 'true' to allow modification of the values by softskills on this result
m_ResultReplacesIngredient[0] = 0;// 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");
}
};
Share this post
Link to post
Share on other sites