class ItemKnife_Base : ItemCore { scope = 0; model = "\dayz_equip\models\knife_gear.p3d"; picture = "\dayz_equip\textures\equip_knife_ca.paa"; displayName = $STR_EQUIP_NAME_KNIFE; class ItemActions { class Use { text= $STR_EQUIP_KNIFE_ACTION; script="spawn player_harvestPlant;"; }; }; }; class ItemKnife : ItemKnife_Base { scope = 2; model = "\dayz_equip\models\knife_gear.p3d"; // Some mods override this. We leave this here just to be sure. picture = "\dayz_equip\textures\equip_knife_ca.paa"; descriptionShort = $STR_EQUIP_DESC_KNIFE; sharpnessRemaining = "ItemKnife5"; }; class ItemKnife5 : ItemKnife_Base { scope = 2; descriptionShort = $STR_EQUIP_DESC_KNIFE_5; sharpnessRemaining = "ItemKnife4"; }; class ItemKnife4 : ItemKnife_Base { scope = 2; descriptionShort = $STR_EQUIP_DESC_KNIFE_4; sharpnessRemaining = "ItemKnife3"; }; class ItemKnife3 : ItemKnife_Base { scope = 2; descriptionShort = $STR_EQUIP_DESC_KNIFE_3; sharpnessRemaining = "ItemKnife2"; }; class ItemKnife2 : ItemKnife_Base { scope = 2; descriptionShort = $STR_EQUIP_DESC_KNIFE_2; sharpnessRemaining = "ItemKnife1"; }; class ItemKnife1 : ItemKnife_Base { scope = 2; descriptionShort = $STR_EQUIP_DESC_KNIFE_1; sharpnessRemaining = "ItemKnifeBlunt"; }; class ItemKnifeBlunt : ItemKnife_Base { scope = 2; displayName = $STR_EQUIP_NAME_KNIFE_DULL; descriptionShort = $STR_EQUIP_DESC_KNIFE_DULL; sharpnessRemaining = "ItemKnifeBlunt"; class ItemActions { class FixKnife { text = $STR_ACTIONS_SHARPEN_KNIFE; script = "; ['ItemKnifeBlunt','ItemKnife'] spawn player_sharpen;"; }; class Use { text= $STR_EQUIP_KNIFE_ACTION; script="spawn player_harvestPlant;"; }; }; };