Persistent Player Owned Restaurant, buy the restaurant from the government, earn some gold, sell the restaurant to another player!
* Fully Persistent!
* Almost no installation required!
* Comes with DM wand (And other DM special-options)!
* With waiters, hire them, fire them, set their salary and earn gold from them!
* With cooks too, you cant sell food (and earn gold) without having cooks!
* DM wand uses BioWare default tag based scripting, no OnActivate changes!
* Comes with small Demo Module!
* Unlimited restaurants throughout the module!
Major Update: 22/3/2006 (v1.5)
- Added ability to buy waiters. - What the players earn is ACTUALLY what others buys from the waiters.
- Now possible to donate gold to the restaurant.
Minor Update: 22/3/2006 (v1.6)
- Bug Fixes.
Medium Update: 23/3/2006 (v1.7)
- Now players have to buy cooks to their restaurant, they can't earn gold without them.
- Fixed a few small typo's.
- Added a few more options when buying food.
Minor Update: 3/4/2006 (v1.8)
- Fixed some bugs I found if the restaurant is not owned by a player, all waiters and cooks would complain about salary etc, that is now fixed.
Minor Update: 4/4/2006 (still v1.8)
- Fixed a small bug when players just bought the restaurant, if the cooks or waiters left the restaurant it could cause errors in their wage going under zero.
Medium Update: 17/4/2006 (v1.9)
- It is now possible to have unlimited restaurants throughout the module, now everything is set per-area, which means a larger database but many restaurants with different owners.
Medium Update: 23/4/2006 (v2.0)
- Now there is an version using NWNX2/APS.
- Fixed a small bug in both versions.
Minor Update: 28/4/2006 (v2.1)
- Fixed a few small bugs.
- Added an option to have players get food when buying at the restaurant. (Builder set)
- Added so that waiters will respond to calls like "Waiter".
- Also changed the name of the ModuleLoad script to "restue_mod_load".
Minor Update: 8/5/2006 (v2.2)
- Added option to change the name of the restaurant sign.
- Cleaned up a bit of code.
Minor Update: 11/8/2006 (still v2.2)
- Fixed a bug in NWNx2 version
- Fixed 2 bugs in BioWare database version.
* Thanks to xtrick8 for his help finding a bug and fixing it.
This package is aimed for Roleplaying Modules, to add some fun to the players.
The players can buy a restaurant (which you'll have to make yourself, visually), they'll have to hire waiters, set their salary, pay their salary and keep it all up to date. The players earn what actually is bought at the restaurant from his/her waiters, and if the player does not have a cook (to make food) the player can not earn any gold. The player can set the restaurant for sale and if an other player buys it, then get the price that the owner specified for the restaurant.
All setings are set in the ModuleLoad script (restue_mod_load).
Note: APS/NWNX2 version does not have a Demo Module.
:: Critical Note :: All areas using the restaurant must have a module-wide unique tag, or persistance will break. For instructions how to install, look at the ReadMe included here.
If you have questions, suggestions, criticism or problems you can post here or email to: [email protected].
Posted by PoisonTheMonkey at 2010-11-02 22:16:00 Voted 10.00 on 11/02/10
William - there is an option in the module load script that allows you to change how long they will go without being paid, maybe that helps? _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by PoisonTheMonkey at 2010-11-02 22:14:20 Voted 10.00 on 11/02/10
Excellent! Thank you! _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Is there a way to pay the salaries in advance like you have set up in the persistent shop module? It seems the staff likes to leave if you don't pay them frequently?
Posted by MurlynLAN at 2007-02-15 10:48:32 Voted 9.00 on 02/15/07
Very good!
A wider range of food would be better but it should be easy enough to make changes to allow for other food (from craft systems etc that a builder might have installed into the campaign). _________________________ NWN Roleplayer's Wiki | Gallows Bird
xtrick8, in the weekend I'll look the code over. What you posted; I don't think will work. Also. The salary payment should not be using the module...? If it does, I'll have to correct it. _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by xtrick8 at 2006-08-27 02:30:52 Voted 10.00 on 08/11/06
Ok I found one way to do this
On Module load put this in...
SetLocalInt(oMod, "restue_Reloaded", TRUE);
The inside the Chef Heartbeat script put this bit of code...
This is a work around for a reset. It will effectively give you one days grace as the restaurant owner.
One other thing I noticed that a global non persistent integer at the module level is used to determine whether the staff have been paid or not. This effectively means you can only have one restaurant per mod. Not a huge limitation, but this could be improved I guess...
Posted by xtrick8 at 2006-08-22 21:26:32 Voted 10.00 on 08/11/06
Is there a way to make the time persistent so that the staff don't all quit when the server is reset ?
Posted by xtrick8 at 2006-08-18 18:22:05 Voted 10.00 on 08/11/06
I found that people like to know a bit about the place from the outside. So you could put a sign that said "Player Restaurant" or one that when you click on it tells you that it is a Restaurant and that it is for sale...
Ok I emailed you a Player Bar demo module and .erf file. I only did a NWNx/MySQL version. Feel free to add that as well if you like the way it works. In the version I have in my mod, it also has a blackjack dealer and a merchant that takes bets on fights. I want to make those staff hirable as well, when and if I get a chance...
People can already just go inside the restaurant and see what price is and who's the owner.. . the sign is kinda ... well.. someone might like it, I guss. _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by xtrick8 at 2006-08-17 06:44:11 Voted 10.00 on 08/11/06
< = 1)
{
SendMessageToPC(oPC, "The Restaurant is not owned, and can be bought for free.");
}
else if (sOwner != "" && nPrice < = 1)
{
SendMessageToPC(oPC, "Restaurant is owned by: "+sOwner+" and is set for free!");
}
else
{
SendMessageToPC(oPC, "ERROR: Script error, script ''restue_onused''!");
}
}
Put a placeable outside the door to your restaurant and put this code in the onused script portion. Make sure your door is named "rest_"+something.
Posted by xtrick8 at 2006-08-17 06:41:09 Voted 10.00 on 08/11/06
Posted by xtrick8 at 2006-08-17 06:38:32 Voted 10.00 on 08/11/06
Ok put this code on the onused of a placeable outside your restaurant and it will report who owns the restaurant and what the current price is. I thought this was a nice touch.
#include "restue_include"
// Show who the owner and what the price is
int nPrice = GetPrice(oHouseArea);
if (sOwner != "" && nPrice > 1)
{
SendMessageToPC(oPC, "Current Owner: "+sOwner+". Current Price: "+IntToString(nPrice)+".");
}
else if (GetName(oPC) == sOwner)
{
SendMessageToPC(oPC, "You are the owner. Your price is: "+IntToString(nPrice)+".");
}
else if (sOwner == "" && nPrice > 1)
{
SendMessageToPC(oPC, "The Restaurant is owned by the government, and for sale. Current Price: "+IntToString(nPrice)+".");
}
else if (sOwner == "" && nPrice
Posted by xtrick8 at 2006-08-17 02:12:29 Voted 10.00 on 08/11/06
Also I wrote some code so that you can put a sign out the front that will display the current owner and price. I will get that to you too. I am back home in a couple of days...
Posted by xtrick8 at 2006-08-16 07:20:54 Voted 10.00 on 08/11/06
Ok I wrote a version that had a barman and waitresses. It also gives you certain drinks that have interesting effects when you drink them. I can send you a version or add it here. I tested it and so far it works great. I have already added into our mod and it has already generated lots of interest. I will have to create an .erf and a demo mod for you...
Sure thing xtrick8. Do whatever you like to do with my scripts.
NeoSniperkiller; You should be able to set that in the ModuleLoad script, I think. Unless I changed it, can't remember precisely right now to be honest. _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by NeoSniperkiller at 2006-08-13 03:34:44 Voted 8.00 on 08/13/06
where do you set the "Restue_ChefMin" ????
i hate it to set such a high prices !
where can i change that variable ????
Posted by xtrick8 at 2006-08-11 18:53:48 Voted 10.00 on 08/11/06
Hey Rami, what I really need to have in my PW is the same thing as the restaurant but as a Bar. Can I have permission to do a Bar version of this, with various alcohol on offer, waitresses and a barman. You can then add that to your portfolio.
Posted by xtrick8 at 2006-08-11 06:08:07 Voted 10.00 on 08/11/06
It works great now. This is just a really nice piece of work. :-)
Posted by xtrick8 at 2006-08-10 06:00:07 Voted 10.00 on 08/11/06
Added you. I can see the staff getting hired and the salary being set in the DB. The seem to complain about not getting paid, even when you pay them, and then they quit.
Posted by xtrick8 at 2006-08-09 17:45:52 Voted 10.00 on 08/11/06
I will rate this very highly once I get it working. I installed this into my PW, using NWNx/MySQL. Everything seems to work well, while it is government owned. When it is owned by a player, the cook and waiters just keep taking your money, and keep asking to be paid and then quit.... Sheesh it is hard to get good staff sometimes !!!! Any ideas ?
Do I have to set up everything in DM mode first for it to work. That was the only thing I could think of that I didnt do already...
Posted by Galdor at 2006-05-30 02:46:09 Voted 10.00 on 05/30/06
love the script _________________________ Exetel Gaming Network Link
Okay.. after 6 hours of scripting and writing ReadMe's and what not - I did it. I made a Persistent Player Owned Shop System which (hopefully) will be on the vault tommorrow.
Thank you for responsing for me, Clarkycat. I'm very pleased that someone likes this system :)
Puket: It sounds simple enough, I migh look into it when I have time. I wont change this system for it though, rather create a new one from scratch. Can't promise anything though...
And thank you for your comments. _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Yes Rami,it is RP Online World with the CNR Crafting System.First time I saw your fabulous restaurant system I was thinking your system has all basics for a persistent shop system too.My idea is just simple to combine it with a chest or weaponstand so no owner need to standby.Just an automaticly transfer (Gold) to his bank account if someone takes out an item (if he, the player got enough gold for sure).
Greetings to Denmark:)
Ahh, shame about SetName() and areas :(....oh well...
No worries about the whole "create your own things to sell" element. It'd take a long, long time to do, and of course if you haven't got the time or if you don't feel like spending that amount of time on something then thats no fault of yours. Its great how it is though. :D
puket - This could be changed into renting shop space instead (just take a browse through the code). I agree with Rami though - on a lot of PWs where i've played something like this, which is a nice little novelty without producing unbalancing effects, would go down a treat. Of course, on those same PWs there are crafters etc. who would equally like to run a weapons / armor / spell scroll shop.
Hmm... so a normal everything buying shop that is player owned? Uhm... sounds cool... Is your PW a RP world? This is mostly usefull for Rp servers, I guess.