Content Development: Harvesting
Re: Content Development: Harvesting
Disregard
Misunderstood the purpose of this harvest node setup.
Misunderstood the purpose of this harvest node setup.
Re: Content Development: Harvesting
For skinnable mobs, how do we set it up for mobs that were sometimes different tiers? There were several mobs that were in the 'tweens' levels, that would sometimes be one of two tiers (For example, a level 10/11 mob might be T1 or T2). You don't know what it is til you start skinning it of course, but I don't really see the option to set it up.

Re: Content Development: Harvesting
I can set up a Lua function to change a spawn's harvesting ID but I think that would be as complex as I would want to go with something like this. I don't really want to complicate the database any more than it needs to be.
Re: Content Development: Harvesting
Just wrote a function. It will be on NT for the next update. The syntax is this:
Code: Select all
SetHarvestingID(Npc, harvesting_id)Re: Content Development: Harvesting
Okay, does that go in the spawn script, or will that be on the pawn tab like the other stuff?

Re: Content Development: Harvesting
[quote="Jakkal"]Okay, does that go in the spawn script, or will that be on the pawn tab like the other stuff?[/quote]
In a script. In the spawn() function for example. You could do a math.random to roll a random chance or base it on the spawn's level using GetAdventureLevel() ect, however you want to set it up.
EDIT: Added an example
In a script. In the spawn() function for example. You could do a math.random to roll a random chance or base it on the spawn's level using GetAdventureLevel() ect, however you want to set it up.
EDIT: Added an example
Code: Select all
function spawn(Npc)
if GetAdventureLevel(Npc) == 10 then
SetHarvestingID(Npc, 1)
else
SetHarvestingID(Npc, 2)
end
endRe: Content Development: Harvesting
Okay, that sounds perfect. Thanks! Do we need to put anything in the pawn tab or just leave it blank?

Re: Content Development: Harvesting
[quote="Jakkal"]Okay, that sounds perfect. Thanks! Do we need to put anything in the pawn tab or just leave it blank?[/quote]
You can leave it blank, if you don't it will just default to what is in the pawn tab if you don't override it in the script. I just updated the server as well.
You can leave it blank, if you don't it will just default to what is in the pawn tab if you don't override it in the script. I just updated the server as well.
Re: Content Development: Harvesting
Okay, I tried this on a Summit Jumper, and there's a little bit of a conflict here. Someone with more experience scripting probably knows how to get around it, but... Well here's the script:
So, the line: require "Spawns/Generic/circle_random_small_01"
is what we stick into spawn scripts to use the generic wandering around animation. But in order for that to work, we have to remove the function spawn(Npc) Now I'm not sure how to get it to work. Would it be easier to make another Generic script, that has the code for all the levels that might have more than one tier on it? And just include those on the creature's scripts?
Also, another dumb question for you: How do we separate the mob levels in starting the harvesting? For example, I believe skinning started at level 5 mobs. Anything levels 1-4 wasn't skinnable. But we have some mobs in game, (eg: Lobo in Halgarad) that go from level 3 to level 5. Should we go the simpler route and make it so Lobos can't be harvested at all?
Code: Select all
local greeting = nil
require "Spawns/Generic/circle_random_small_01"
function spawn(Npc)
if GetAdventureLevel(Npc) == 10 then
SetHarvestingID(Npc, 5)
else
SetHarvestingID(Npc, 22)
end
StartGenericMovement(Npc)
end
function respawn(Npc)
end
is what we stick into spawn scripts to use the generic wandering around animation. But in order for that to work, we have to remove the function spawn(Npc) Now I'm not sure how to get it to work. Would it be easier to make another Generic script, that has the code for all the levels that might have more than one tier on it? And just include those on the creature's scripts?
Also, another dumb question for you: How do we separate the mob levels in starting the harvesting? For example, I believe skinning started at level 5 mobs. Anything levels 1-4 wasn't skinnable. But we have some mobs in game, (eg: Lobo in Halgarad) that go from level 3 to level 5. Should we go the simpler route and make it so Lobos can't be harvested at all?
