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NWN SCRIPTS

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Title  Persistent Player Owned Restaurant v2.2
Author  Rami_Ahmed
Submitted / Updated  03-18-2006 / 11-22-2006
Category  Games
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - Friendly
Includes  Custom
Description
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].

I wish anyone using this package, Good Luck!

Files

NameTypeSizeDownloads
Restaurant_Script_Package_v2.2.zipRestaurant_Script_Package_v2.2.zip
Submitted: 03-18-2006 / Last Updated: 08-11-2006
zip85.7Kb550
Player Owned Restaurant Scripting Package v2.2, made by Rami_Ahmed.
Uses BioWare database.
Restaurant_Script_Package_v2.2_NWNX2.zipRestaurant_Script_Package_v2.2_NWNX2.zip
Submitted: 03-18-2006 / Last Updated: 08-11-2006
zip41.05Kb247
Player Owned Restaurant Scripting Package v2.2, made by Rami_Ahmed.
Uses NWNX2/APS database.
SCORE OUT OF 10
9.75
6 votes
View Stats
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Comments (29):

1 2 3

Posted by xtrick8 at on08/11/06
= 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 on08/11/06
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 void main() { object oPC = GetLastUsedBy(); object oHouseDoor,oHouseArea; string sTag,sAddress,sOwner; int nOwned, nCount = 1, nDoorToHouse = FALSE; if (!GetIsObjectValid(oPC)) return; while( nDoorToHouse != TRUE ) { oHouseDoor = GetNearestObject( OBJECT_TYPE_DOOR, OBJECT_SELF, nCount ); if( !GetIsObjectValid( oHouseDoor) ) return; sTag = GetTag( oHouseDoor ); if( GetStringLeft( sTag, 5) == "rest_" ) nDoorToHouse = TRUE; else { nCount++; oHouseDoor = GetNearestObject( OBJECT_TYPE_DOOR, OBJECT_SELF, nCount ); } } oHouseArea = GetArea( GetTransitionTarget( oHouseDoor ) ); sOwner = GetOwner(oHouseArea); 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 on08/11/06
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 on08/11/06
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...

Posted by Rami_Ahmed at 2006-08-1504:56:59    
Hi! 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 Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)

Posted by NeoSniperkiller at on08/13/06
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 on08/11/06
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 Rami_Ahmed at 2006-08-1106:13:33    
Fixed bugs today. Thanks to xtrick8 for finding them and solving them. I urge anyone using this system to update at once. Enjoy. _________________________ NWN2 stuff: - Persistent Player Owned Shop System Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)

Posted by xtrick8 at on08/11/06
It works great now. This is just a really nice piece of work. :-)

Posted by xtrick8 at on08/11/06
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.

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