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Content Development: Harvesting

Development of Crafting/Harvesting content

Moderators: Moldew, Jakkal

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Jakkal
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Re: Content Development: Harvesting
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Post by Jakkal » Sat Aug 27, 2016 8:04 pm

Okay, cool, as long as we have permission to :]
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elquar
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Re: Content Development: Harvesting
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Post by elquar » Thu Oct 13, 2016 3:14 pm

Disregard


Misunderstood the purpose of this harvest node setup.
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Jakkal
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Re: Content Development: Harvesting
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Post by Jakkal » Tue Oct 18, 2016 7:19 pm

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.
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theFoof
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Re: Content Development: Harvesting
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Post by theFoof » Tue Oct 18, 2016 7:29 pm

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.
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theFoof
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Re: Content Development: Harvesting
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Post by theFoof » Tue Oct 18, 2016 7:43 pm

Just wrote a function. It will be on NT for the next update. The syntax is this:

Code: Select all

SetHarvestingID(Npc, harvesting_id)
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Jakkal
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Re: Content Development: Harvesting
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Post by Jakkal » Tue Oct 18, 2016 8:15 pm

Okay, does that go in the spawn script, or will that be on the pawn tab like the other stuff?
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theFoof
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Re: Content Development: Harvesting
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Post by theFoof » Tue Oct 18, 2016 8:39 pm

[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

Code: Select all

function spawn(Npc)
    if GetAdventureLevel(Npc) == 10 then
        SetHarvestingID(Npc, 1)
    else
        SetHarvestingID(Npc, 2)
    end
end
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Jakkal
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Re: Content Development: Harvesting
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Post by Jakkal » Tue Oct 18, 2016 9:04 pm

Okay, that sounds perfect. Thanks! Do we need to put anything in the pawn tab or just leave it blank?
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theFoof
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Re: Content Development: Harvesting
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Post by theFoof » Tue Oct 18, 2016 9:07 pm

[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.
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Jakkal
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Re: Content Development: Harvesting
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Post by Jakkal » Wed Oct 19, 2016 3:44 pm

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:

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

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?
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