Use 1.8.7 fishing

The fishing models, pictures, etc. in 1.8.7 are identical to the ones in
dayz_epoch, so we should use them instead of having duplicate classes.
This commit is contained in:
ebaydayz
2016-03-10 22:30:19 -05:00
parent 6a2b135ac9
commit 09b656abc3
23 changed files with 336 additions and 1087 deletions

View File

@@ -39,8 +39,8 @@ class CfgMagazines
//EPOCH ADDITIONS
#include "VehicleAmmo.hpp"
// Gems
#include "DZE\Gems.hpp"
#include "DZE\Ores.hpp"
@@ -56,26 +56,14 @@ class CfgMagazines
#include "DZE\Currency\AluminumBar.hpp"
#include "DZE\Currency\TinBar.hpp"
// Waterbottle
//#include "ItemWaterbottle.hpp" //Moved to WaterBottle.hpp in consumables and items folders
#include "DZE\ItemWaterbottle.hpp"
//#include "MeleeSwing.hpp" //MOVED TO \MAGAZINES
#include "Planting.hpp"
// Building Stuff
#include "DZE\ModularBuilding.hpp"
#include "DZE\Misc.hpp"
//#include "Parts.hpp" //MOVED TO VehicleParts.hpp
//#include "Skins.hpp"//MOVED TO CLOTHING
// Food
//#include "Food.hpp"
// Consumables
#include "DZE\Food.hpp"
// EPOCH SODA
//#include "ItemSoda.hpp" //Moved to Consumables
#include "DZE\ItemSoda.hpp"
};

View File

@@ -21,13 +21,6 @@ class SkinBase : CA_Magazine
text = "Tear Clothes";
script = "spawn player_tearClothes;";
};
};
/*
class ItemActions {
class Use {
text = $STR_EPOCH_PLAYER_268;
script = "spawn player_wearClothes;";
};
class Crafting {
text = $STR_EPOCH_PLAYER_269b;
script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;";
@@ -45,7 +38,7 @@ class SkinBase : CA_Magazine
input[] = {{"SkinBase",1},{"ItemTrashToiletpaper",1}};
};
};
*/
weight = 1;
};
#include "Ghillie.hpp"

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@@ -9,7 +9,7 @@ class ItemWaterBottle : FoodDrink
Nutrition[] = {0,0,1000,0};
infectionChance = 0;
infectionChance = 0.3;
consumeOutput = "ItemWaterBottleUnfilled";
@@ -27,6 +27,7 @@ class ItemWaterBottle : FoodDrink
script = "spawn player_emptyContainer";
};
};
wateroz = 10; //Custom Epoch value
};
class ItemWaterBottleInfected : ItemWaterBottle

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@@ -1,95 +0,0 @@
class Melee_Swing : CA_Magazine {
// scopeWeapon = protected;
// scopeMagazine = protected;
// magazineType = WeaponNoSlot;
type = VSoft;
flash = "";
flashSize = 0;
initSpeed = 100;
maxLeadSpeed = 15; //20
dexterity = 2; //20
picture = "\dayz_weapons\textures\equip_shells_ca.paa";
displayName = "crt";
displayNameMagazine = "crt";
shortNameMagazine = "crt";
optics = false;
distanceZoomMin = 0;
distanceZoomMax = 0;
reloadTime = 0.1;
magazineReloadTime = 0.01;
drySound[] = {"", 0, 1};
reloadMagazineSound[] = {"", 0, 1};
modes[] = {"Single"};
sound[] = {"Weapons\grenade_launch", 0.0031623, 1};
reloadSound[] = {"", 0.0003162, 1};
showEmpty = 0;
autoReload = true;
count = 100000;
canLock = LockNo;
//
burst = 1;
multiplier = 1;
ffMagnitude = 0.1;
ffFrequency = 1;
ffCount = 1;
recoil = "Empty";
dispersion = 0.2;
class HitEffects {
hit_blood = "ImpactBlood";
hit_concrete = "ImpactConcrete";
hit_foliage = "ImpactLeaves";
hit_foliage_green = "ImpactLeavesGreen";
hit_glass = "ImpactGlass";
hit_glass_thin = "ImpactGlassThin";
hit_metal = "ImpactMetal";
hit_plaster = "ImpactPlaster";
hit_rubber = "ImpactRubber";
hit_wood = "ImpactWood";
};
};
class Machete_Swing : Melee_Swing {
displayName = Machete;
displayNameMagazine = Machete;
shortNameMagazine = Machete;
ammo = "Machete_Swing_Ammo";
};
class crowbar_swing : Melee_Swing {
displayName = Crowbar;
displayNameMagazine = Crowbar;
shortNameMagazine = Crowbar;
ammo = "Crowbar_Swing_Ammo";
};
class Fishing_Swing : Melee_Swing {
displayName = Fishing;
displayNameMagazine = Fishing;
shortNameMagazine = Fishing;
ammo = "Fishing_Swing_Ammo";
};
class Hatchet_Swing : Melee_Swing {
displayName = Hatchet;
displayNameMagazine = Hatchet;
shortNameMagazine = Hatchet;
ammo = "Hatchet_Swing_Ammo";
};
/*
class Bat_Swing : Melee_Swing {
displayName = BaseBallBat;
displayNameMagazine = BaseBallBat;
shortNameMagazine = BaseBallBat;
ammo = Bat_Swing_Ammo;
};
class BatBarbed_Swing : Melee_Swing {
displayName = BaseBallBatBarbed;
displayNameMagazine = BaseBallBatBarbed;
shortNameMagazine = BaseBallBatBarbed;
ammo = BatBarbed_Swing_Ammo;
};
class BatNails_Swing : Melee_Swing {
displayName = BaseBallBatNails;
displayNameMagazine = BaseBallBatNails;
shortNameMagazine = BaseBallBatNails;
ammo = BatNailed_Swing_Ammo;
};
*/

View File

@@ -1,51 +1,3 @@
class ItemTrout : FoodEdible {
scope = public;
displayName = "Rainbow Trout";
descriptionShort = "Rainbow Trout: A small fish that can be fairly easy to catch.";
model = "\z\addons\dayz_epoch\models\trout.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_rainbowtrout_CA.paa";
bloodRegen = 400;
};
class ItemSeaBass : FoodEdible {
scope = public;
displayName = "Sea Bass";
descriptionShort = "Sea Bass: A medium sized fish that is fairly rare.";
model = "\z\addons\dayz_epoch\models\seabass.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_seabass_CA.paa";
bloodRegen = 800;
};
class ItemTuna : FoodEdible {
scope = public;
displayName = "Blue Fin Tuna";
descriptionShort = "Blue Fin Tuna: A very large and hard to catch fish. Sushi anyone?";
model = "\z\addons\dayz_epoch\models\tuna.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_tuna_CA.paa";
bloodRegen = 2500;
};
class ItemTroutCooked : FoodEdible {
scope = public;
displayName = "Rainbow Trout (Cooked)";
descriptionShort = "Rainbow Trout: A small fish that can be fairly easy to catch.";
model = "\z\addons\dayz_epoch\models\trout_cooked.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_trout_cooked_CA.paa";
bloodRegen = 800;
};
class ItemSeaBassCooked : FoodEdible {
scope = public;
displayName = "Sea Bass (Cooked)";
descriptionShort = "Sea Bass: A medium sized fish that is fairly rare.";
model = "\z\addons\dayz_epoch\models\seabass_cooked.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_seabass_cooked_CA.paa";
bloodRegen = 1600;
};
class ItemTunaCooked : FoodEdible {
scope = public;
displayName = "Blue Fin Tuna (Cooked)";
descriptionShort = "Blue Fin Tuna: A very large and hard to catch fish. Sushi anyone?";
model = "\z\addons\dayz_epoch\models\tuna_cooked.p3d";
picture = "\z\addons\dayz_epoch\pictures\equip_tuna_cooked_CA.paa";
bloodRegen = 5000;
};
class FoodBioMeat: FoodEdible {
scope = public;
displayName = "Bio Meat";

View File

@@ -1,359 +0,0 @@
class FoodEdible;
class FoodCanFrankBeans: FoodEdible {
scope = public;
// displayName = $STR_EQUIP_NAME_28;
displayName = "Can (Frank n Beans)"; // addactions cannot have &
model = "\dayz_equip\models\food_fbtin.p3d";
picture = "\dayz_equip\textures\equip_fbtin_ca.paa";
descriptionShort = $STR_EQUIP_DESC_28;
};
class FoodmeatRaw : FoodEdible {
scope = public;
count = 1;
type = 256;
displayName = $STR_FOOD_EQIP_CODE_NAME_0;
model = "\dayz_equip\models\food_steak_gear.p3d";
picture = "\dayz_equip\textures\equip_steak_ca.paa";
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_0;
bloodRegen = 100;
};
class FoodmuttonRaw : FoodmeatRaw {
displayName = $STR_FOOD_EQIP_CODE_NAME_1;
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_1;
bloodRegen = 100;
};
class FoodchickenRaw : FoodmeatRaw {
displayName = $STR_FOOD_EQIP_CODE_NAME_2;
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_2;
bloodRegen = 100;
};
class FoodrabbitRaw : FoodmeatRaw {
displayName = $STR_FOOD_EQIP_CODE_NAME_3;
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_3;
bloodRegen = 400;
};
class FoodbaconRaw : FoodmeatRaw {
displayName = $STR_FOOD_EQIP_CODE_NAME_4;
model = "z\addons\dayz_communityassets\models\bacon_raw.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_bacon_raw_CA.paa";
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_4;
bloodRegen = 150;
};
class FoodbeefRaw : FoodmeatRaw {
displayName = $STR_FOOD_EQIP_CODE_NAME_6;
descriptionShort = $STR_FOOD_EQUIP_CODE_DESC_6;
bloodRegen = 100;
};
class FoodmeatCooked : FoodEdible {
scope = public;
count = 1;
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_0;
model = "\dayz_equip\models\food_steak_cooked_gear.p3d";
picture = "\dayz_equip\textures\equip_steak_cooked_ca.paa";
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_0;
bloodRegen = 800;
};
class FoodmuttonCooked : FoodmeatCooked {
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_1;
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_1;
bloodRegen = 400;
};
class FoodchickenCooked : FoodmeatCooked {
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_2;
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_2;
bloodRegen = 400;
};
class FoodbaconCooked : FoodmeatCooked {
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_4;
model = "z\addons\dayz_communityassets\models\bacon_fried.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_bacon_fried_CA.paa";
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_4;
bloodRegen = 400;
};
class FoodrabbitCooked : FoodmeatCooked {
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_3;
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_3;
bloodRegen = 1600;
};
class FoodbeefCooked : FoodmeatCooked {
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_6;
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_6;
bloodRegen = 600;
};
class AngelCookies : FoodEdible {
scope = public;
count = 1;
displayName = $STR_FOODCOOKED_EQIP_CODE_NAME_5;
model = "z\addons\dayz_communityassets\models\buiscits_box.p3d";
picture = "z\addons\dayz_communityassets\pictures\i_buiscit_ca.paa";
descriptionShort = $STR_FOODCOOKED_EQUIP_CODE_DESC_5;
bloodRegen = 100;
};
class FoodMRE : FoodEdible {
scope = public;
count = 1;
bloodRegen = 800;
displayName = $STR_FOOD_NAME_MRE;
descriptionShort = $STR_FOOD_DESC_MRE;
model = "z\addons\dayz_communityassets\models\mre.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_mre_CA.paa";
};
class FoodPistachio : FoodEdible {
scope = public;
count = 1;
bloodRegen = 100;
displayName = $STR_FOOD_NAME_PISTACHIO;
descriptionShort = $STR_FOOD_DESC_PISTACHIO;
model = "z\addons\dayz_communityassets\models\pistachio.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_pistachios_CA.paa";
};
class FoodNutmix : FoodEdible {
scope = public;
count = 1;
bloodRegen = 100;
displayName = $STR_FOOD_NAME_NUTMIX;
descriptionShort = $STR_FOOD_DESC_NUTMIX;
model = "z\addons\dayz_communityassets\models\nutmix.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_nutmix_CA.paa";
};
class FoodCanGriff : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_GRIFF;
descriptionShort = $STR_FOOD_DESC_CAN_GRIFF;
model = "z\addons\dayz_communityassets\models\can_griff_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_griff_clean_full_ca.paa";
};
class FoodCanBadguy : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_BADGUY;
descriptionShort = $STR_FOOD_DESC_CAN_BADGUY;
model = "z\addons\dayz_communityassets\models\can_badguy_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_badguy_clean_full_ca.paa";
};
class FoodCanBoneboy : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_BONEBOY;
descriptionShort = $STR_FOOD_DESC_CAN_BONEBOY;
model = "z\addons\dayz_communityassets\models\can_boneboy_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_boneboy_clean_full_ca.paa";
};
class FoodCanCorn : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_CORN;
descriptionShort = $STR_FOOD_DESC_CAN_CORN;
model = "z\addons\dayz_communityassets\models\can_corn_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_corn_clean_full_ca.paa";
};
class FoodCanCurgon : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_CURGON;
descriptionShort = $STR_FOOD_DESC_CAN_CURGON;
model = "z\addons\dayz_communityassets\models\can_curgon_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_curgon_clean_full_ca.paa";
};
class FoodCanDemon : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_DEMON;
descriptionShort = $STR_FOOD_DESC_CAN_DEMON;
model = "z\addons\dayz_communityassets\models\can_demon_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_demon_clean_full_ca.paa";
};
class FoodCanFraggleos : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_FRAGGLEOS;
descriptionShort = $STR_FOOD_DESC_CAN_FRAGGLEOS;
model = "z\addons\dayz_communityassets\models\can_fraggleos_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_fraggleos_clean_full_ca.paa";
};
class FoodCanHerpy : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_HERPY;
descriptionShort = $STR_FOOD_DESC_CAN_HERPY;
model = "z\addons\dayz_communityassets\models\can_herpy_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_herpy_clean_full_ca.paa";
};
class FoodCanOrlok : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_ORLOK;
descriptionShort = $STR_FOOD_DESC_CAN_ORLOK;
model = "z\addons\dayz_communityassets\models\can_orlok_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_orlok_clean_full_ca.paa";
};
class FoodCanPowell : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_POWELL;
descriptionShort = $STR_FOOD_DESC_CAN_POWELL;
model = "z\addons\dayz_communityassets\models\can_powell_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_powell_clean_full_ca.paa";
};
class FoodCanTylers : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_TYLERS;
descriptionShort = $STR_FOOD_DESC_CAN_TYLERS;
model = "z\addons\dayz_communityassets\models\can_tylers_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_tylers_clean_full_ca.paa";
};
class FoodCanUnlabeled : FoodEdible {
scope = public;
count = 1;
bloodRegen = 200;
displayName = $STR_FOOD_NAME_CAN_UNLABELED;
descriptionShort = $STR_FOOD_DESC_CAN_UNLABELED;
model = "z\addons\dayz_communityassets\models\can_unlabeled_clean_full.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_unlabeled_clean_full_ca.paa";
};
class TrashTinCan: HandGrenade {
scope = public;
displayName = $STR_EQUIP_NAME_33;
model = "\dayz_equip\models\trash_tincan.p3d";
picture = "\dayz_equip\textures\equip_tincan_ca.paa";
descriptionShort = $STR_EQUIP_DESC_33;
ammo = "TinCan";
class ItemActions {
class Crafting {
text = "Melt into Bars";
script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;";
neednearby[] = {"fire"};
requiretools[] = {"ItemToolbox"};
output[] = {{"ItemTinBar",1}};
input[] = {{"TrashTinCan",6}};
};
};
};
class FoodCanGriffEmpty : TrashTinCan {
scope = public;
count = 1;
model = "z\addons\dayz_communityassets\models\can_griff_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_griff_clean_empty_ca.paa";
displayName = $STR_FOOD_NAME_CAN_GRIFF_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_GRIFF_EMPTY;
ammo = "TinCan";
};
class FoodCanBadguyEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_BADGUY_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_BADGUY_EMPTY;
model = "z\addons\dayz_communityassets\models\can_badguy_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_badguy_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanBoneboyEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_BONEBOY_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_BONEBOY_EMPTY;
model = "z\addons\dayz_communityassets\models\can_boneboy_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_boneboy_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanCornEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_CORN_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_CORN_EMPTY;
model = "z\addons\dayz_communityassets\models\can_corn_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_corn_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanCurgonEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_CURGON_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_CURGON_EMPTY;
model = "z\addons\dayz_communityassets\models\can_curgon_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_curgon_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanDemonEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_DEMON_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_DEMON_EMPTY;
model = "z\addons\dayz_communityassets\models\can_demon_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_demon_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanFraggleosEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_FRAGGLEOS_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_FRAGGLEOS_EMPTY;
model = "z\addons\dayz_communityassets\models\can_fraggleos_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_fraggleos_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanHerpyEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_HERPY_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_HERPY_EMPTY;
model = "z\addons\dayz_communityassets\models\can_herpy_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_herpy_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanOrlokEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_ORLOK_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_ORLOK_EMPTY;
model = "z\addons\dayz_communityassets\models\can_orlok_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_orlok_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanPowellEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_POWELL_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_POWELL_EMPTY;
model = "z\addons\dayz_communityassets\models\can_powell_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_powell_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanTylersEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_TYLERS_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_TYLERS_EMPTY;
model = "z\addons\dayz_communityassets\models\can_tylers_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_tylers_clean_empty_ca.paa";
ammo = "TinCan";
};
class FoodCanUnlabeledEmpty : TrashTinCan {
scope = public;
count = 1;
displayName = $STR_FOOD_NAME_CAN_UNLABELED_EMPTY;
descriptionShort = $STR_FOOD_DESC_CAN_UNLABELED_EMPTY;
model = "z\addons\dayz_communityassets\models\can_unlabeled_clean_empty.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_can_unlabeled_clean_empty_ca.paa";
ammo = "TinCan";
};

View File

@@ -16,6 +16,14 @@ class ItemSodaEmpty : HandGrenade
text = "Drink";//TODO: move to stringtable
script = "spawn player_drinkWater;";
};
class Crafting {
text = "Melt into Bars";
script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;";
neednearby[] = {"fire"};
requiretools[] = {"ItemToolbox"};
output[] = {{"ItemAluminumBar",1}};
input[] = {{"ItemSodaEmpty",6}};
};
};
};
@@ -37,6 +45,14 @@ class TrashTinCan : HandGrenade
text = "Drink";//TODO: move to stringtable
script = "spawn player_drinkWater;";
};
class Crafting {
text = "Melt into Bars";
script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;";
neednearby[] = {"fire"};
requiretools[] = {"ItemToolbox"};
output[] = {{"ItemTinBar",1}};
input[] = {{"TrashTinCan",6}};
};
};
};

View File

@@ -1,44 +1,27 @@
class MeleeFishingPole: MeleeWeapon
class MeleeFishingPole : MeleeWeapon
{
scope = public;
autoreload=1;
magazineReloadTime=0;
model="\z\addons\dayz_epoch\models\fishing_rod_weaponized.p3d";
picture="\z\addons\dayz_epoch\pictures\equip_fishingpole_CA.paa";
displayName=$STR_EQUIP_FISHPOLE;
magazines[]=
{
"Fishing_Swing"
};
handAnim[]=
{
"OFP2_ManSkeleton",
"\dayz_weapons\anim\melee_hatchet_holding.rtm"
};
model = "\z\addons\dayz_communityassets\models\fishing_rod_weaponized.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_fishingpole_CA.paa";
displayName = $STR_ITEM_NAME_FISHINGPOLE;
descriptionShort = $STR_ITEM_DESC_FISHINGPOLE;
magazines[] = {"Fishing_Swing"};
class ItemActions
{
class Use
{
text=$STR_EPOCH_PLAYER_297;
script="spawn player_goFishing;";
};
class Toolbelt
{
text=$STR_EPOCH_PLAYER_296;
script="spawn player_addToolbelt;";
use[]=
{
"MeleeFishingPole"
};
output[]=
{
"ItemFishingPole"
};
text = $STR_ACTIONS_2TB;
script = "spawn player_addToolbelt";
use[] = {"MeleeFishingPole"};
output[] = {"ItemFishingPole"};
};
};
class Library
{
libTextDesc="";
libTextDesc = $STR_ITEM_DESC_FISHINGPOLE;
};
descriptionShort=$STR_EQUIP_FISHPOLE_DESC;
};
};

View File

@@ -21,7 +21,7 @@ class MeleeSledge: MeleeWeapon
{
class Toolbelt
{
text=$STR_EPOCH_PLAYER_296;
text=$STR_ACTIONS_2TB;
script="spawn player_addToolbelt;";
use[]=
{

View File

@@ -1,10 +1,12 @@
class ItemFishingPole: ItemCore
class ItemFishingPole : ItemCore
{
scope = public;
displayName=$STR_EQUIP_FISHPOLE;
model="\z\addons\dayz_epoch\models\fishing_rod_loot_item.p3d";
picture="\z\addons\dayz_epoch\pictures\equip_fishingpole_CA.paa";
descriptionShort=$STR_EQUIP_FISHPOLE_DESC;
model = "\z\addons\dayz_communityassets\models\fishing_rod_loot_item.p3d";
picture = "\z\addons\dayz_communityassets\pictures\equip_fishingpole_CA.paa";
displayName = $STR_ITEM_NAME_FISHINGPOLE;
descriptionShort = $STR_ITEM_DESC_FISHINGPOLE;
class ItemActions
{
class Toolbelt
@@ -35,4 +37,4 @@ class ItemFishingPole: ItemCore
};
};
};
};
};

View File

@@ -12,7 +12,7 @@ switch (_type) do {
case 0: {
// expanded to allow all meats as input
_removed = 0;
_itemIn = "FoodmeatRaw";
_itemIn = "FoodRaw";
_countIn = 1;
{
if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {

View File

@@ -2,83 +2,159 @@
DayZ Fishing
Usage: spawn player_goFishing;
Made for DayZ Mod please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
fixed by facoptere@gmail.com for dayzmod
*/
private ["_itemOut","_position","_isOk","_counter","_rnd","_item","_itemtodrop","_vehicle","_inVehicle"];
private ["_linecastmax","_linecastmin","_num","_position","_ispond","_objectsPond","_isPondNearBy","_isOk","_counter",
"_vehicle","_inVehicle","_rnd","_itemOut","_text","_item","_itemtodrop","_result", "_elevation"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_65") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
//if (!isNil "faco_goFishing") exitWith { _this call faco_goFishing };
call gear_ui_init;
_vehicle = _this select 3;
_vehicle removeAction (_this select 2);
s_player_fishing = -1;
s_player_fishing_veh = -1;
// find position 5m in front of player
_position = player modeltoworld [0,5,0];
if(!(surfaceIsWater _position)) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_66") , "PLAIN DOWN"]; };
if(dayz_fishingInprogress) exitWith { cutText [localize "str_fishing_inprogress", "PLAIN DOWN"];};
dayz_fishingInprogress = true;
if((currentWeapon player) != "MeleeFishingPole") exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_67"), "PLAIN DOWN"]; };
//line distance
_linecastmax = 67;
if(dayz_isSwimming) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"]; };
if(player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_312"), "PLAIN DOWN"];};
_isOk = false;
_inBoat = (player != vehicle player) and {((vehicle player) isKindOf "Ship")};
for "_i" from 1 to 10 do {
_num = floor(random (2 * _linecastmax / 3) + _linecastmax / 3);
_position = if (_inBoat) then { (vehicle player) modeltoworld [-_num, 0 ,0] } else { player modeltoworld [0,_num,0] };
_elevation = _position select 2;
/*
_position set [ 2, 1 ];
_position = ASLToATL _position;
if (_position select 2 < 1) then { _position set [2, 1];};
if (isNil "tutu") then {
tutu = "Sign_sphere100cm_EP1" createVehicleLocal _position;
}
else {
tutu setPosATL _position;
};
*/
_ispond = if (_elevation < 0.5 or surfaceIsWater _position) then { false } else { // riverbed must be at 0.5 m depth at least
private [ "_ret","_bb","_w2m" ];
_position set [ 2, _elevation - 0.5 ];
_ret = false;
{
{
_w2m = _x worldToModel _position;
_bb = (boundingbox _x) select 1;
_linecastmax = _linecastmax min ((_bb select 0) min (_bb select 1));
//_dir = [player, _x] call BIS_fnc_relativeDirTo; if (_dir > 180) then {_dir = _dir - 360};
if ((("" == typeOf _x) and ((_w2m select 2) < 0.5)) and {((abs(_w2m select 0) < (_bb select 0)) and (abs(_w2m select 1) < (_bb select 1)))}) exitWith { // ponds
_ret = true;
};
} count (nearestObjects [_x, [], 2]); // find ponds
if (_ret) exitWith {};
} foreach nearestObjects [_position, ["waterHoleProxy"], 45]; // find waterholeproxy close to pond centers
_ret
};
// diag_log [ _position, _elevation, surfaceIsWater _position, _linecastmax, _ispond, "=>", ((surfaceIsWater _position or _ispond) and ((player == vehicle player) or {((vehicle player) isKindOf "Ship")})) ];
if ((surfaceIsWater _position or _ispond) and ((player == vehicle player) or {((vehicle player) isKindOf "Ship")})) exitWith {
_isOk = true;
};
};
if (!_isOk) exitWith {
dayz_fishingInprogress = false;
cutText [localize "str_fishing_watercheck" , "PLAIN DOWN"];
};
_isOk = true;
_counter = 0;
// swing fishingpole
player playActionNow "GestureSwing";
// Alert zeds
[player,10,true,(getPosATL player)] spawn player_alertZombies;
[player,3,true,(getPosATL player)] call player_alertZombies;
r_interrupt = false;
while {_isOk} do {
if(dayz_isSwimming) exitWith {cutText [localize "str_player_26", "PLAIN DOWN"];_isOk = false;};
if !((currentWeapon player) in Dayz_fishingItems or (player != vehicle player and !((vehicle player) isKindOf "Ship"))) exitwith {
cutText [localize "str_fishing_canceled", "PLAIN DOWN"];
_isOk = false;
};
if (r_interrupt) then {
_isOk = false;
cutText [localize "str_fishing_canceled", "PLAIN DOWN"];
} else {
//make sure the player isnt swimming
if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
_isOk = false;
cutText [(localize "str_epoch_player_68"), "PLAIN DOWN"];
} else {
uiSleep 2;
// wait for animation
uiSleep 2;
_rnd = 50;
// check if player is in boat
_vehicle = vehicle player;
if ((_vehicle != player) and (_vehicle isKindOf "Ship")) then {
_inVehicle = true;
_rnd = 75;
} else {
_inVehicle = false;
_rnd = 100;
};
//Check for rain fish are more active during the rain.
if (rain > 0) then {_rnd = _rnd / 2;};
// check if player is in boat
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
if(_vehicle isKindOf "Ship") then {
// higher chance to catch if water is deeper than 25m
if(((getPosATL _vehicle) select 2) > 25) then {
_rnd = 12;
} else {
_rnd = 25;
};
};
};
// 1% chance to catch anything
if((random _rnd) <= 5) then {
// Just the one fish for now
_itemOut = [];
_itemOut = switch (true) do {
case ((_num > 30) and (_num <= 45)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout"]; };
case ((_num > 45) and (_num <= 60)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawSeaBass","FishRawSeaBass"]; };
case ((_num > 60)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawSeaBass","FishRawSeaBass","FishRawTuna"]; };
default { ["FishRawTrout"]; };
};
_itemOut = _itemOut call BIS_fnc_selectRandom;
_text = getText (configFile >> "CfgMagazines" >> _itemOut >> "displayName");
if(_inVehicle) then {
_item = _vehicle;
_itemtodrop = _itemOut;
_item addMagazineCargoGlobal [_itemtodrop,1];
//Let the player know what he caught
cutText [format [localize "str_fishing_success",_text], "PLAIN DOWN"];
} else {
call gear_ui_init;
//Remove melee magazines (BIS_fnc_invAdd fix)
{player removeMagazines _x} forEach MeleeMagazines;
_result = [player,_itemOut] call BIS_fnc_invAdd;
if (_result) then {
//Let the player know what he caught
cutText [format [localize "str_fishing_success",_text], "PLAIN DOWN"];
} else {
cutText [format [localize "str_fishing_noroom",_text], "PLAIN DOWN"];
};
//adding melee mags back if needed
call dayz_meleeMagazineCheck;
};
//"Working",0,[cal,thirst,hunger]
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
_isOk = false;
} else {
switch (true) do {
case (_counter == 0) : { cutText [format [localize "str_fishing_cast",_num], "PLAIN DOWN"]; };
case (_counter == 4) : { cutText [localize "str_fishing_pull", "PLAIN DOWN"]; player playActionNow "GesturePoint"; };
case (_counter == 8) : { cutText [localize "str_fishing_pull", "PLAIN DOWN"]; player playActionNow "GesturePoint"; };
default { cutText [localize "str_fishing_nibble", "PLAIN DOWN"]; };
};
_counter = _counter + 1;
// chance to catch anything
if((random _rnd) <= 1) then {
// Just the one fish for now
_itemOut = ["ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemSeaBass","ItemSeaBass","ItemTuna"] call BIS_fnc_selectRandom;
if(_inVehicle) then {
_item = _vehicle;
_itemtodrop = _itemOut;
_item addMagazineCargoGlobal [_itemtodrop,1];
} else {
player addMagazine _itemOut;
};
cutText [(localize "str_epoch_player_69"), "PLAIN DOWN"];
_isOk = false;
} else {
cutText [(localize "str_epoch_player_70"), "PLAIN DOWN"];
_counter = _counter + 1;
if(_counter == 10) then {
_isOk = false;
uiSleep 2;
cutText [(localize "str_epoch_player_71"), "PLAIN DOWN"];
};
};
};
if(_counter == 12) then {
_isOk = false;
uisleep 1;
cutText [localize "str_fishing_failed", "PLAIN DOWN"];
};
};
};
};
DZE_ActionInProgress = false;
dayz_fishingInprogress = false;

View File

@@ -1,160 +0,0 @@
/*
DayZ Fishing
Usage: spawn player_goFishing;
Made for DayZ Mod please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
fixed by facoptere@gmail.com for dayzmod
*/
private ["_linecastmax","_linecastmin","_num","_position","_ispond","_objectsPond","_isPondNearBy","_isOk","_counter",
"_vehicle","_inVehicle","_rnd","_itemOut","_text","_item","_itemtodrop","_result", "_elevation"];
//if (!isNil "faco_goFishing") exitWith { _this call faco_goFishing };
_vehicle = _this select 3;
_vehicle removeAction (_this select 2);
s_player_fishing = -1;
s_player_fishing_veh = -1;
if(dayz_fishingInprogress) exitWith { cutText [localize "str_fishing_inprogress", "PLAIN DOWN"];};
dayz_fishingInprogress = true;
//line distance
_linecastmax = 67;
_isOk = false;
_inBoat = (player != vehicle player) and {((vehicle player) isKindOf "Ship")};
for "_i" from 1 to 10 do {
_num = floor(random (2 * _linecastmax / 3) + _linecastmax / 3);
_position = if (_inBoat) then { (vehicle player) modeltoworld [-_num, 0 ,0] } else { player modeltoworld [0,_num,0] };
_elevation = _position select 2;
/*
_position set [ 2, 1 ];
_position = ASLToATL _position;
if (_position select 2 < 1) then { _position set [2, 1];};
if (isNil "tutu") then {
tutu = "Sign_sphere100cm_EP1" createVehicleLocal _position;
}
else {
tutu setPosATL _position;
};
*/
_ispond = if (_elevation < 0.5 or surfaceIsWater _position) then { false } else { // riverbed must be at 0.5 m depth at least
private [ "_ret","_bb","_w2m" ];
_position set [ 2, _elevation - 0.5 ];
_ret = false;
{
{
_w2m = _x worldToModel _position;
_bb = (boundingbox _x) select 1;
_linecastmax = _linecastmax min ((_bb select 0) min (_bb select 1));
//_dir = [player, _x] call BIS_fnc_relativeDirTo; if (_dir > 180) then {_dir = _dir - 360};
if ((("" == typeOf _x) and ((_w2m select 2) < 0.5)) and {((abs(_w2m select 0) < (_bb select 0)) and (abs(_w2m select 1) < (_bb select 1)))}) exitWith { // ponds
_ret = true;
};
} count (nearestObjects [_x, [], 2]); // find ponds
if (_ret) exitWith {};
} foreach nearestObjects [_position, ["waterHoleProxy"], 45]; // find waterholeproxy close to pond centers
_ret
};
// diag_log [ _position, _elevation, surfaceIsWater _position, _linecastmax, _ispond, "=>", ((surfaceIsWater _position or _ispond) and ((player == vehicle player) or {((vehicle player) isKindOf "Ship")})) ];
if ((surfaceIsWater _position or _ispond) and ((player == vehicle player) or {((vehicle player) isKindOf "Ship")})) exitWith {
_isOk = true;
};
};
if (!_isOk) exitWith {
dayz_fishingInprogress = false;
cutText [localize "str_fishing_watercheck" , "PLAIN DOWN"];
};
_counter = 0;
// swing fishingpole
player playActionNow "GestureSwing";
// Alert zeds
[player,3,true,(getPosATL player)] call player_alertZombies;
r_interrupt = false;
while {_isOk} do {
if(dayz_isSwimming) exitWith {cutText [localize "str_player_26", "PLAIN DOWN"];_isOk = false;};
if !((currentWeapon player) in Dayz_fishingItems or (player != vehicle player and !((vehicle player) isKindOf "Ship"))) exitwith {
cutText [localize "str_fishing_canceled", "PLAIN DOWN"];
_isOk = false;
};
if (r_interrupt) then {
_isOk = false;
cutText [localize "str_fishing_canceled", "PLAIN DOWN"];
} else {
//make sure the player isnt swimming
// wait for animation
uiSleep 2;
// check if player is in boat
_vehicle = vehicle player;
if ((_vehicle != player) and (_vehicle isKindOf "Ship")) then {
_inVehicle = true;
_rnd = 75;
} else {
_inVehicle = false;
_rnd = 100;
};
//Check for rain fish are more active during the rain.
if (rain > 0) then {_rnd = _rnd / 2;};
// 1% chance to catch anything
if((random _rnd) <= 5) then {
// Just the one fish for now
_itemOut = [];
_itemOut = switch (true) do {
case ((_num > 30) and (_num <= 45)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout"]; };
case ((_num > 45) and (_num <= 60)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawSeaBass","FishRawSeaBass"]; };
case ((_num > 60)) : { ["FishRawTrout","FishRawTrout","FishRawTrout","FishRawTrout","FishRawSeaBass","FishRawSeaBass","FishRawTuna"]; };
default { ["FishRawTrout"]; };
};
_itemOut = _itemOut call BIS_fnc_selectRandom;
_text = getText (configFile >> "CfgMagazines" >> _itemOut >> "displayName");
if(_inVehicle) then {
_item = _vehicle;
_itemtodrop = _itemOut;
_item addMagazineCargoGlobal [_itemtodrop,1];
//Let the player know what he caught
cutText [format [localize "str_fishing_success",_text], "PLAIN DOWN"];
} else {
call gear_ui_init;
//Remove melee magazines (BIS_fnc_invAdd fix)
{player removeMagazines _x} forEach MeleeMagazines;
_result = [player,_itemOut] call BIS_fnc_invAdd;
if (_result) then {
//Let the player know what he caught
cutText [format [localize "str_fishing_success",_text], "PLAIN DOWN"];
} else {
cutText [format [localize "str_fishing_noroom",_text], "PLAIN DOWN"];
};
//adding melee mags back if needed
call dayz_meleeMagazineCheck;
};
//"Working",0,[cal,thirst,hunger]
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
_isOk = false;
} else {
switch (true) do {
case (_counter == 0) : { cutText [format [localize "str_fishing_cast",_num], "PLAIN DOWN"]; };
case (_counter == 4) : { cutText [localize "str_fishing_pull", "PLAIN DOWN"]; player playActionNow "GesturePoint"; };
case (_counter == 8) : { cutText [localize "str_fishing_pull", "PLAIN DOWN"]; player playActionNow "GesturePoint"; };
default { cutText [localize "str_fishing_nibble", "PLAIN DOWN"]; };
};
_counter = _counter + 1;
if(_counter == 12) then {
_isOk = false;
uisleep 1;
cutText [localize "str_fishing_failed", "PLAIN DOWN"];
};
};
};
};
dayz_fishingInprogress = false;

View File

@@ -19,7 +19,7 @@ _id = _this select 2;
_dog = _this select 3;
_removed = 0;
_itemIn = "FoodmeatRaw";
_itemIn = "FoodRaw";
_countIn = 1;
_selected = "";

View File

@@ -1165,10 +1165,6 @@ class CfgWeight
{
weight = 0.25;
};
class FoodmeatCooked
{
weight = 0.25;
};
class FoodbeefCooked
{
weight = 0.25;
@@ -1209,10 +1205,6 @@ class CfgWeight
{
weight = 0.25;
};
class FoodmeatRaw
{
weight = 0.25;
};
class FoodSteakRaw
{
weight = 0.25;
@@ -1731,27 +1723,27 @@ class CfgWeight
weight = 2;
};
class ItemTrout
class FishRawTrout
{
weight = 1;
};
class ItemTroutCooked
class FishCookedTrout
{
weight = 1;
};
class ItemSeaBass
class FishRawSeaBass
{
weight = 6;
};
class ItemSeaBassCooked
class FishCookedSeaBass
{
weight = 5;
};
class ItemTuna
class FishRawTuna
{
weight = 27;
};
class ItemTunaCooked
class FishCookedTuna
{
weight = 25;
};

View File

@@ -60,12 +60,9 @@ meatraw = [
"FoodGoatRaw",
"FishRawTrout",
"FishRawSeaBass",
"FishRawTuna",
"ItemTrout",
"ItemSeaBass",
"ItemTuna"
"FishRawTuna"
];
exceptionsraw = ["ItemTuna","ItemSeaBass","ItemTrout","FishRawTuna","FishRawSeaBass","FishRawTrout"];
exceptionsraw = ["FishRawTuna","FishRawSeaBass","FishRawTrout"];
meatcooked = [
"FoodSteakCooked",
"FoodmeatCooked",
@@ -77,10 +74,7 @@ meatcooked = [
"FoodmuttonCooked",
"FoodchickenCooked",
"FoodrabbitCooked",
"FoodbaconCooked",
"ItemTroutCooked",
"ItemSeaBassCooked",
"ItemTunaCooked"
"FoodbaconCooked"
];
//Eating
no_output_food = ["FoodMRE", "FoodPistachio", "FoodNutmix","FoodBioMeat"]+meatcooked+meatraw;

View File

@@ -8,6 +8,7 @@
<Czech>Přidat do nástrojů</Czech>
<French>Placer à la ceinture</French>
<German>Zum Werkzeuggürtel hinzufügen</German>
<Dutch>Voeg toe aan gereedschapsgordel</Dutch>
</Key>
<Key ID="STR_ACTIONS_2BACK">
<English>Add to back</English>
@@ -48,6 +49,7 @@
<French>Lancer la ligne</French>
<Czech>Uchytit rybářský prut</Czech>
<German>Angel auswerfen</German>
<Dutch>Werp vislijn uit</Dutch>
</Key>
<Key ID="STR_ACTION_CREATEQUIVER">
<English>Create quiver</English>
@@ -1126,6 +1128,7 @@
<Czech>Nic jsi nechytil.</Czech>
<French>Vous n&apos;avez rien pris</French>
<German>Schade... nichts dran.</German>
<Dutch>Je hebt niets gevangen.</Dutch>
</Key>
<Key ID="str_fishing_nibble">
<English>Nibble... Nibble...</English>
@@ -1134,6 +1137,7 @@
<Czech>Bere... Nebere...</Czech>
<French>Ça mord</French>
<German>Knabber... knabber...</German>
<Dutch>Dobber.. Dobber..</Dutch>
</Key>
<Key ID="str_fishing_success">
<English>You caught a %1.</English>
@@ -1158,6 +1162,7 @@
<Czech>Rybaření přerušeno.</Czech>
<French>Pêche annulée</French>
<German>Angeln abgebrochen</German>
<Dutch>Gestopt met vissen.</Dutch>
</Key>
<Key ID="str_fishing_watercheck">
<English>Must be facing a pond, near a shore or on a boat to fish.</English>
@@ -1199,6 +1204,7 @@
<Czech>Rybaření již probíhá.</Czech>
<French>Vous êtes déjà en train de pêcher</French>
<German>Du angelst schon.</German>
<Dutch>Afmaken van creatie is al bezig.</Dutch>
</Key>
<Key ID="str_siphon_start">
<English>Siphon Vehicle Fuel</English>
@@ -6500,6 +6506,7 @@
<French>Canne à pêche</French>
<Czech>Rybářský prut</Czech>
<German>Angel</German>
<Dutch>Vishengel</Dutch>
</Key>
<Key ID="STR_ITEM_DESC_FISHINGPOLE">
<English>This carbon fiber rod may be old but she still works like a charm.</English>
@@ -6508,6 +6515,7 @@
<French>Canne en fibre de carbone, sans doute assez ancienne mais fonctionnant parfaitement.</French>
<Czech>Sice vypadá starobyle, ale svůj účet splní dokonale.</Czech>
<German>Die Carbonrute mag alt aussehen, funktioniert aber noch tadellos.</German>
<Dutch>Dit carbonnen hengeltje is al oud, maar werkt nog prima!</Dutch>
</Key>
<Key ID="STR_ITEM_NAME_CAMONET">
<English>CamoNet</English>

View File

@@ -24,17 +24,17 @@ class Category_630 {
buy[] = {2,"ItemSilverBar10oz"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemTroutCooked {
class FishCookedTrout {
type = "trade_items";
buy[] = {2,"ItemGoldBar"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemSeaBassCooked {
class FishCookedSeaBass {
type = "trade_items";
buy[] = {3,"ItemGoldBar"};
sell[] = {2,"ItemSilverBar10oz"};
};
class ItemTunaCooked {
class FishCookedTuna {
type = "trade_items";
buy[] = {4,"ItemGoldBar"};
sell[] = {1,"ItemGoldBar"};
@@ -66,17 +66,17 @@ class Category_690 {
buy[] = {2,"ItemSilverBar10oz"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemTroutCooked {
class FishCookedTrout {
type = "trade_items";
buy[] = {2,"ItemGoldBar"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemSeaBassCooked {
class FishCookedSeaBass {
type = "trade_items";
buy[] = {3,"ItemGoldBar"};
sell[] = {2,"ItemSilverBar10oz"};
};
class ItemTunaCooked {
class FishCookedTuna {
type = "trade_items";
buy[] = {4,"ItemGoldBar"};
sell[] = {1,"ItemGoldBar"};

View File

@@ -14,6 +14,48 @@ class Category_541 {
buy[] = {2,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
/*
class bloodBagONEG {
type = "trade_items";
buy[] = {2,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagANEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagAPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagBNEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagBPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagABNEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagABPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagOPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
*/
class ItemEpinephrine {
type = "trade_items";
buy[] = {2,"ItemSilverBar"};

View File

@@ -24,17 +24,17 @@ class Category_686 {
buy[] = {2,"ItemSilverBar10oz"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemTroutCooked {
class FishCookedTrout {
type = "trade_items";
buy[] = {2,"ItemGoldBar"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemSeaBassCooked {
class FishCookedSeaBass {
type = "trade_items";
buy[] = {3,"ItemGoldBar"};
sell[] = {2,"ItemSilverBar10oz"};
};
class ItemTunaCooked {
class FishCookedTuna {
type = "trade_items";
buy[] = {4,"ItemGoldBar"};
sell[] = {1,"ItemGoldBar"};
@@ -66,17 +66,17 @@ class Category_580 {
buy[] = {2,"ItemSilverBar10oz"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemTroutCooked {
class FishCookedTrout {
type = "trade_items";
buy[] = {2,"ItemGoldBar"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemSeaBassCooked {
class FishCookedSeaBass {
type = "trade_items";
buy[] = {3,"ItemGoldBar"};
sell[] = {2,"ItemSilverBar10oz"};
};
class ItemTunaCooked {
class FishCookedTuna {
type = "trade_items";
buy[] = {4,"ItemGoldBar"};
sell[] = {1,"ItemGoldBar"};
@@ -108,17 +108,17 @@ class Category_634 {
buy[] = {2,"ItemSilverBar10oz"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemTroutCooked {
class FishCookedTrout {
type = "trade_items";
buy[] = {2,"ItemGoldBar"};
sell[] = {1,"ItemSilverBar10oz"};
};
class ItemSeaBassCooked {
class FishCookedSeaBass {
type = "trade_items";
buy[] = {3,"ItemGoldBar"};
sell[] = {2,"ItemSilverBar10oz"};
};
class ItemTunaCooked {
class FishCookedTuna {
type = "trade_items";
buy[] = {4,"ItemGoldBar"};
sell[] = {1,"ItemGoldBar"};

View File

@@ -51,6 +51,48 @@ class Category_670 {
buy[] = {2,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
/*
class bloodBagONEG {
type = "trade_items";
buy[] = {2,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagANEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagAPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagBNEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagBPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagABNEG {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagABPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
class bloodBagOPOS {
type = "trade_items";
buy[] = {1,"ItemSilverBar"};
sell[] = {1,"ItemSilverBar"};
};
*/
class ItemEpinephrine {
type = "trade_items";
buy[] = {2,"ItemSilverBar"};

View File

@@ -123,136 +123,6 @@
</Key>
</Package>
<Package name="equipment_code">
<Key ID="STR_FOOD_EQIP_CODE_NAME_0">
<Original>Raw Meat</Original>
<English>Raw Meat</English>
<German>Rohes Fleisch</German>
<Russian>Сырое мясо</Russian>
<Spanish>Carne Cruda</Spanish>
<Dutch>Rauw vlees</Dutch>
<French>Viande Crue</French>
<Czech>Syrové maso</Czech>
</Key>
<Key ID="STR_FOOD_EQIP_CODE_NAME_1">
<Original>Mutton Raw</Original>
<English>Mutton Raw</English>
<German>Rohes Hammelfleisch</German>
<Russian>Сырая ягнятина</Russian>
<Spanish>Cordero Crudo</Spanish>
<Dutch>Rauw lamsvlees</Dutch>
<French>Mouton Cru</French>
<Czech>Jehněčí maso</Czech>
</Key>
<Key ID="STR_FOOD_EQIP_CODE_NAME_2">
<Original>Raw Chicken Leg</Original>
<English>Raw Chicken Leg</English>
<German>Rohe Hühnchenkeule</German>
<Russian>Сырой куриный окорочок</Russian>
<Spanish>Pata de Pollo Cruda</Spanish>
<Dutch>Rauwe kippenpoot</Dutch>
<French>Cuisse de Poulet crue</French>
<Czech>Syrová kuřecí noha</Czech>
</Key>
<Key ID="STR_FOOD_EQIP_CODE_NAME_3">
<Original>Rabbit Raw</Original>
<English>Rabbit Raw</English>
<German>Rohes Kaninchen</German>
<Russian>Крольчатина</Russian>
<Spanish>Conejo Crudo</Spanish>
<Dutch>Rauw konijn</Dutch>
<French>Lapin cru</French>
<Czech>Králičí maso</Czech>
</Key>
<Key ID="STR_FOOD_EQIP_CODE_NAME_4">
<Original>Raw Bacon</Original>
<English>Raw Bacon</English>
<German>Roher Speck</German>
<Russian>Сырой бекон</Russian>
<Spanish>Costillar de Cerdo Crudo</Spanish>
<Dutch>Rauwe spek</Dutch>
<French>Bacon cru</French>
<Czech>Syrová slanina</Czech>
</Key>
<Key ID="STR_FOOD_EQIP_CODE_NAME_6">
<Original>Raw Beef</Original>
<English>Raw Beef</English>
<German>Rohes Rindfleisch</German>
<Russian>Сырая говядина</Russian>
<Spanish>Churrasco Crudo</Spanish>
<Dutch>Rauwe steak</Dutch>
<French>Boeuf Cru</French>
<Czech>Syrové hovězí maso</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_0">
<Original>Cooked Meat</Original>
<English>Cooked Meat</English>
<German>Gekochtes Fleisch</German>
<Russian>Жареное мясо</Russian>
<Spanish>Carce Cocinada</Spanish>
<Dutch>Gekookt vlees</Dutch>
<French>Viande Cuite</French>
<Czech>Upečené maso</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_1">
<Original>Cooked Mutton</Original>
<English>Cooked Mutton</English>
<German>Gekochtes Hammelfleisch</German>
<Russian>Жареная ягнятина</Russian>
<Spanish>Cordero Cocinado</Spanish>
<Dutch>Gekookt lamsvlees</Dutch>
<French>Mouton Cuit</French>
<Czech>Upečené jehněčí</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_2">
<Original>Chicken Leg</Original>
<English>Chicken Leg</English>
<German>Hühnchenkeule</German>
<Russian>Жареный куриный окрочок</Russian>
<Spanish>Pata de Pollo</Spanish>
<Dutch>Kippenpoot</Dutch>
<French>Cuisse de Poulet</French>
<Czech>Kuřecí nožka</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_3">
<Original>Rabbit</Original>
<English>Rabbit</English>
<German>Kaninchen</German>
<Russian>Жареная крольчатина</Russian>
<Spanish>Conejo</Spanish>
<Dutch>Konijn</Dutch>
<French>Lapin</French>
<Czech>Králík</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_4">
<Original>Bacon</Original>
<English>Bacon</English>
<German>Speck</German>
<Russian>Бекон</Russian>
<Spanish>Costillar de Cerdo</Spanish>
<Dutch>Spek</Dutch>
<French>Bacon</French>
<Czech>Slanina</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_5">
<Original>Angel Cookies</Original>
<English>Angel Cookies</English>
<German>Engelskekse</German>
<Russian>Печеньки!</Russian>
<Spanish>Galletitas de Ángel</Spanish>
<Dutch>Angel Koekjes</Dutch>
<French>Cookies d'Ange</French>
<Czech>Sušenky Angel</Czech>
</Key>
<Key ID="STR_FOODCOOKED_EQIP_CODE_NAME_6">
<Original>Beefsteak</Original>
<English>Beefsteak</English>
<German>Rindersteak</German>
<Russian>Бифштекс</Russian>
<Spanish>Churrasco</Spanish>
<Dutch>Rundersteak</Dutch>
<French>Bifteck</French>
<Czech>Hovězí maso</Czech>
</Key>
<Key ID="STR_FOOD_NAME_RBULL">
<Original>Red Bull</Original>
<English>Red Bull</English>
@@ -333,26 +203,6 @@
<French>Un outil composé d'une large tête aux faces latérales plates attachée à un manche. Sa tête est habituellement faite en acier. La masse se manipule à deux mains et permet d'exercer plus de force qu'un marteau.</French>
<Czech>Nástroj s velkou plochou hlavou připevněnou k rukojeti. Hlava je tvořena především z kovu. Palice je silnější než ostatní kladiva.</Czech>
</Key>
<Key ID="STR_EQUIP_FISHPOLE">
<Original>Fishing Pole</Original>
<English>Fishing Pole</English>
<German>Angelrute</German>
<Russian>Удочка</Russian>
<Spanish>Caña de Pesca</Spanish>
<Dutch>Vishengel</Dutch>
<French>Canne à Pêche</French>
<Czech>Rybářský prut</Czech>
</Key>
<Key ID="STR_EQUIP_FISHPOLE_DESC">
<Original>Fishing Pole: This carbon fiber rod may be old but, she still works like a charm.</Original>
<English>Fishing Pole: This carbon fiber rod may be old but, she still works like a charm.</English>
<German>Angelrute: Der Kohlefaser-Stab scheint alt zu sein aber funktioniert immer noch einwandfrei.</German>
<Russian>Удочка: Эта палка из углеродного волокна может быть стара, но она до сих пор работает как часы.</Russian>
<Spanish>Fishing Pole: This carbon fiber rod may be old but, she still works like a charm.</Spanish>
<Dutch>Vishengel: Dit carbonnen hengeltje is al oud, maar werkt nog prima!</Dutch>
<French>Cette canne à pêche en fibre de carbone a beau être vieille, elle fonctionne encore à merveille!</French>
<Czech>Tento rybářský prut je již celkem starý, ale funguje tak, jak za mlada.</Czech>
</Key>
</Package>
<Package name="dayz_epoch">
<Key ID="STR_EPOCH_PLAYER_1">
@@ -985,76 +835,6 @@
<French>\n\nConstruction annulée.</French>
<Czech>\n\nVytváření zrušeno.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_65">
<Original>\n\nFishing already in progress.</Original>
<English>\n\nFishing already in progress.</English>
<German>\n\nFischen bereits im Gange.</German>
<Russian>\n\nВы уже ловите рыбу.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nAfmaken van creatie is al bezig.</Dutch>
<French>\n\nLa pêche est déjà en cours.</French>
<Czech>Již rybaříte.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_66">
<Original>\n\nMust be near a shore or on a boat to fish.</Original>
<English>\n\nMust be near a shore or on a boat to fish.</English>
<German>\n\nSie müssen in der Nähe eines Ufers oder auf einem Boot sein um Angeln zu können.</German>
<Russian>\n\nНужно находиться вблизи берега или на лодке, чтобы ловить рыбу.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nJe moet aan de kust of op een boot zijn om te vissen.</Dutch>
<French>\n\nVous devez être sur la côte ou sur un bateau pour pêcher.</French>
<Czech>\n\nMusíte být poblíž vody nebo na lodi, abyste mohli rybařit.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_67">
<Original>\n\nFishing pole needs to be in your hand to fish.</Original>
<English>\n\nFishing pole needs to be in your hand to fish.</English>
<German>\n\nSie müssen die Angelrute in den Händen haben um angeln zu können.</German>
<Russian>\n\nУдочка должна быть в ваших руках, чтобы ловить рыбу.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nJe moet een vishengel in je hand hebben om te vissen.</Dutch>
<French>\n\nVous devez avoir la canne à pêche en main pour pêcher.</French>
<Czech>\n\nMusíte mít v ruce Rybářský prut, abyste mohli rybařit.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_68">
<Original>\n\nCanceled Fishing.</Original>
<English>\n\nCanceled Fishing.</English>
<German>\n\nAngeln abgebrochen.</German>
<Russian>\n\nЛовля рыбы отменена.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nGestopt met vissen.</Dutch>
<French>\n\nPêche annulée.</French>
<Czech>Rybaření zrušeno.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_69">
<Original>\n\nYou caught a fish.</Original>
<English>\n\nYou caught a fish.</English>
<German>\n\nSie haben einen Fisch gefangen.</German>
<Russian>\n\nВы поймали рыбу.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nJe hebt een vis gevangen.</Dutch>
<French>\n\nVous avez pêché un poisson!</French>
<Czech>Chytil jsi rybu!</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_70">
<Original>\n\nNibble... Nibble...</Original>
<English>\n\nNibble... Nibble...</English>
<German>\n\nKnabber... Knabber...</German>
<Russian>\n\nКлюй... клюй...</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nDobber.. Dobber..</Dutch>
<French>\n\nÇa grignote... ça grignote...</French>
<Czech>\n\nKousek... Ještě kousek...</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_71">
<Original>\n\nYou didn't catch anything.</Original>
<English>\n\nYou didn't catch anything.</English>
<German>\n\nSie haben nichts gefangen.</German>
<Russian>\n\nВы ничего не поймали.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nJe hebt niets gevangen.</Dutch>
<French>\n\nVous n'avez rien attrapé.</French>
<Czech>\n\nNechytil jste nic.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_72">
<Original>\n\nHarvest already in progress.</Original>
<English>\n\nHarvest already in progress.</English>
@@ -3215,16 +2995,6 @@
<!-- <French></French> -->
<Czech>Vytvořit Zlatou cihlu</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_268">
<Original>Wear %1</Original>
<English>Wear %1</English>
<German>%1 tragen</German>
<Russian>Одеть %1</Russian>
<!-- <Spanish></Spanish> -->
<!-- <Dutch></Dutch> -->
<!-- <French></French> -->
<Czech>Nosit %1</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_269">
<Original>Craft Bandages</Original>
<English>Craft Bandages</English>
@@ -3405,26 +3175,6 @@
<French>Retirer de la Ceinture.</French>
<Czech>Odstranit z opasku na nářadí.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_296">
<Original>Add to Toolbelt.</Original>
<English>Add to Toolbelt.</English>
<German>Zum Werkzeuggürtel hinzufügen.</German>
<Russian>Повесить на пояс.</Russian>
<Spanish>Add to Toolbelt.</Spanish>
<Dutch>Voeg toe aan gereedschapsgordel</Dutch>
<French>Ajouter à la Ceinture.</French>
<Czech>Přidat do opasku na nářadí.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_297">
<Original>Cast Fishing Pole</Original>
<English>Cast Fishing Pole</English>
<German>Angelrute auswerfen</German>
<Russian>Забросить удочку</Russian>
<Spanish>Cast Fishing Pole</Spanish>
<Dutch>Werp vislijn uit</Dutch>
<French>Lancer la Ligne</French>
<Czech>Nahození prutu</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_298">
<Original>Craft Round Fence</Original>
<English>Craft Round Fence</English>
@@ -3575,16 +3325,6 @@
<!-- <Dutch></Dutch> -->
<!-- <German></German> -->
</Key>
<Key ID="STR_EPOCH_PLAYER_312">
<Original>\n\nCannot fish while in combat.</Original>
<English>\n\nCannot fish while in combat.</English>
<German>\n\nSie können nicht im Kampf zu fischen.</German>
<Russian>\n\nВы не можете ловить рыбу, находясь в бою.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nVissen is niet mogelijk tijdens een conflictsituatie.</Dutch>
<French>\n\nVous ne pouvez pas pêcher pendant les combats.</French>
<Czech>\n\nNemůžete rybařit, když jste v boji.</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_313">
<Original>%1 is already in your inventory. Adding to backpack!</Original>
<English>%1 is already in your inventory. Adding to backpack!</English>

View File

@@ -1,7 +1,41 @@
-- ----------------------------
-- Run to replace legacy bloodbag with universal type if using DZE_UseBloodTypes = true;
-- ----------------------------
UPDATE `Traders_DATA` SET `item` = '["bloodBagONEG",1]' WHERE `item` = '["ItemBloodbag",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Backpack, 'ItemBloodbag') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Inventory, 'ItemBloodbag') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Inventory, 'ItemBloodbag') > 0;
-- UPDATE `Traders_DATA` SET `item` = '["bloodBagONEG",1]' WHERE `item` = '["ItemBloodbag",1]';
-- UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Backpack, 'ItemBloodbag') > 0;
-- UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Inventory, 'ItemBloodbag') > 0;
-- UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemBloodbag', 'bloodBagONEG') WHERE INSTR(Inventory, 'ItemBloodbag') > 0;
-- ----------------------------
-- Updated fish names from 1.8.7
-- ----------------------------
UPDATE `Traders_DATA` SET `item` = '["FishRawTrout",1]' WHERE `item` = '["ItemTrout",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemTrout', 'FishRawTrout') WHERE INSTR(Backpack, 'ItemTrout') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemTrout', 'FishRawTrout') WHERE INSTR(Inventory, 'ItemTrout') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemTrout', 'FishRawTrout') WHERE INSTR(Inventory, 'ItemTrout') > 0;
UPDATE `Traders_DATA` SET `item` = '["FishRawSeaBass",1]' WHERE `item` = '["ItemSeaBass",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemSeaBass', 'FishRawSeaBass') WHERE INSTR(Backpack, 'ItemSeaBass') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemSeaBass', 'FishRawSeaBass') WHERE INSTR(Inventory, 'ItemSeaBass') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemSeaBass', 'FishRawSeaBass') WHERE INSTR(Inventory, 'ItemSeaBass') > 0;
UPDATE `Traders_DATA` SET `item` = '["FishRawTuna",1]' WHERE `item` = '["ItemTuna",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemTuna', 'FishRawTuna') WHERE INSTR(Backpack, 'ItemTuna') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemTuna', 'FishRawTuna') WHERE INSTR(Inventory, 'ItemTuna') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemTuna', 'FishRawTuna') WHERE INSTR(Inventory, 'ItemTuna') > 0;
UPDATE `Traders_DATA` SET `item` = '["FishCookedTrout",1]' WHERE `item` = '["ItemTroutCooked",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemTroutCooked', 'FishCookedTrout') WHERE INSTR(Backpack, 'ItemTroutCooked') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemTroutCooked', 'FishCookedTrout') WHERE INSTR(Inventory, 'ItemTroutCooked') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemTroutCooked', 'FishCookedTrout') WHERE INSTR(Inventory, 'ItemTroutCooked') > 0;
UPDATE `Traders_DATA` SET `item` = '["FishCookedSeaBass",1]' WHERE `item` = '["ItemSeaBassCooked",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemSeaBassCooked', 'FishCookedSeaBass') WHERE INSTR(Backpack, 'ItemSeaBassCooked') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemSeaBassCooked', 'FishCookedSeaBass') WHERE INSTR(Inventory, 'ItemSeaBassCooked') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemSeaBassCooked', 'FishCookedSeaBass') WHERE INSTR(Inventory, 'ItemSeaBassCooked') > 0;
UPDATE `Traders_DATA` SET `item` = '["FishCookedTuna",1]' WHERE `item` = '["ItemTunaCooked",1]';
UPDATE character_data SET Backpack = REPLACE(Backpack, 'ItemTunaCooked', 'FishCookedTuna') WHERE INSTR(Backpack, 'ItemTunaCooked') > 0;
UPDATE character_data SET Inventory = REPLACE(Inventory, 'ItemTunaCooked', 'FishCookedTuna') WHERE INSTR(Inventory, 'ItemTunaCooked') > 0;
UPDATE object_data SET Inventory = REPLACE(Inventory, 'ItemTunaCooked', 'FishCookedTuna') WHERE INSTR(Inventory, 'ItemTunaCooked') > 0;