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NWN SCRIPTS

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Title  NWN Farming System
Author  Adamant
Submitted / Updated  09-07-2004 / 11-14-2007
Category  Rulesets
Expansions  HOTU-1.62
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
Current Version: 0.2
Last Updated: 9/11/2004

System Features: * Ability to purchase and sell farmlands.
* Flexible system allows for user-creatable plants, farms, and water sources (NO SCRIPTING REQUIRED)!
* Complete persistency. Everything created within the system will remain after server crashes/resets.
* Streamlined code with minimal DB calls allow for a highly efficient system (now uses the Enhanced Delay System).

Please view the ReadMe file included in the download package for more detailed information concerning this system.

Comments and votes welcome!

Files

NameTypeSizeDownloads
NWN_Farming_System_v0.2.zipNWN_Farming_System_v0.2.zip
Submitted: 09-07-2004 / Last Updated: 11-14-2007
zip260.64Kb1501
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Comments (29):

1 2 3

Posted by HercNav at 2004-09-1015:34:00    
Nice script! Could you help me? I'm trying to update the .txt file in "HercNav's Area Edge Transitions" if it's possible. I'll check for your response at that site. Thanks in advance, HercNav

Posted by Gomisan at on09/12/04
Hmm, it seems the on_activate scripts aren't working properly. I'll have to have a dig about in my code, my PW is getting very complex. Your test module seems to work fine, though I'm not sure how long I have to wait around to harvest anything :)

Posted by Gomisan at on09/12/04
hi again, I just imported this into my module, followed teh setup instructions and it deosnt seem to work. i've been able to buy land, but I cant seem to plant anything. How exactlyis this accomplished? I have seeds... I have water, and I have a shovel..

Posted by Gomisan at on09/12/04
I'm adding it into my module right now, one thing I noticedis that the tags for items are Farmland1, Farmland 2 etc... does the script handle going over 9 , eg 10, 11, 12 or higher into the 100's? I'm hoping to have a lot of land for sale.

Posted by giantkin at 2004-09-1006:35:00    
Gomisan, there is a reputation system recently released you should check out, i read it, sounds very nice.... Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121 Growing past 600 areas, Bindstones in use! UOA (Ultimate Online Action) Beta testing done on: giantkin.servemp3.com:5122 (uo based) _________________________ GK

Posted by Gomi(san) at 2004-09-0921:50:00    
Thanks for the reply. I'd be doing the rep system myself, not something I'd expect to see in a general script like this. As for land prices, yep, I'm looking at having land prices ranging from 10,000 to 10,000,000 so I'd be wanting to actually multiply a base amount (10,000) by the HP so a 1Hp farm would actually cost 10,000. I guess the base value could be a constant, so by defualt it could be 1 which would keep prices matching HP, and the user could change it if desired.

Posted by Adamant at 2004-09-0921:25:00    
Gomi(san): 1. I would like to keep this from getting too modular-specific. With that being said, a generic reputation-type system is certainly doable. 2. I think the cap for placeable hitpoints is 10,000? I assume you'd like to set farm prices higher than that. I'm sure I can make some adjustments to change that. 3. Creating your own growable plants is a snap, even for those with unique useable items. The only extra step needed to do is modify your module's OnActivateItem script to allow for the new useable item. I'll keep you all posted as progress is made on v0.2.

Posted by Gomi(san) at 2004-09-0919:28:00    
I'm looking at bringing this into my module this weekend, a couple of things I'm thinking about changing or would like to see are: 1) A reputation increase for players with land (landowners) this is unique to my my module but could be cool if others use reputation systems. 2) Very expensive land prices... so land costs would use the HP? as a multiplyer for the cost of land, not the cost itself. Also, there is a nifty little 'Magic Weed" script floating around on the vault. I'd like to see it included as a crop :) (With the requisite penalties for growers of course). It has/had a nice little function to delay plant growth though I can't remeber if it got removed in an update. They originally had seed, seedlings and plants. The seedlings were invisible and acted as the timer for plant growth.

Posted by Adamant at 2004-09-0917:04:00    
PROGRESS UPDATE - I started some work on v0.2 today. I've incorporated a delay for plant growth (suggested by Relur). The possible problem with this addition, are the delays itself. Too long, and the CPU gets eaten, and lag is created. So, to fix this I've begun writing a small scripting system which will create the effect of delays without actually using the DelayCommand function. Once I've tested it works locally, I am going to continue and make the option for persistent delays! :D I also dug around the CNR module (v3.05) like promised, and I think the conversion should be quite simple. All that needs to be done before attempting this, is to verify the following is correct for CNR resources. If so, I'll begin adding the conversion parts to the system and make a new release. Perfect timing, Hrnac. ;) Plant resrefs: "cnr" + sPlantName + "plant" Food/Fruit: "cnr" + sPlantName + "fruit" Seeds/Grains: "cnr" + sPlantName + "raw" Comments and questions welcome.

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