I can see myself adapting these scripts to look for usable placeables with certain tags instead of dropped items, so NPCs will walk around picking mushrooms, plants, weeds, etc. I've already got scripts that cause mushrooms and plants to 'regrow' after 48 hours of being picked by the player. Weeds could regrow much more frequently, requiring farmers to walk about pulling them up on a regular basis.
How To "Wildcard" a String? (Efficient Beggar Script Development WIP)
#51
Posté 24 mars 2014 - 02:30
- Morbane aime ceci
#52
Posté 24 mars 2014 - 07:36
I can see myself adapting these scripts to look for usable placeables with certain tags instead of dropped items, so NPCs will walk around picking mushrooms, plants, weeds, etc. I've already got scripts that cause mushrooms and plants to 'regrow' after 48 hours of being picked by the player. Weeds could regrow much more frequently, requiring farmers to walk about pulling them up on a regular basis.
i'd be keen to see that regrow script - may as well get the most out of this idea aye?
#53
Posté 24 mars 2014 - 04:23
Epic
Hi Morbane,
I did also consider adding another check to prevent the beggar NOT appearing until the PC had walked away from the item they had dropped. This should be an easy enough check to add, and would allow the player to drop items simply to help sort some items out, and pick them up again without having the beggar jump on them the minute they dropped the item.
That all said, do let me know how you get on with this script, as it should work well enough.
Lance.
#54
Posté 25 mars 2014 - 04:53
updated my localObjects.
Lance, mine is definitely the comedic version ![]()
i drop 5 items and get swarmed by flaming bunnies!! Even if PC manages to pick something back up, it disappears when the beggar does. etc,
but methinks Morbane is working something up that he can/should consider his own... (or not)
#55
Posté 25 mars 2014 - 08:05
but methinks Morbane is working something up that he can/should consider his own... (or not)
Yep, definitely taking all that awesome code and combining the benefits into a working model of what I think would serve my purpose.
Between utilising #includes and the helper functions provided by Lance and kevL and DannJ - I feel confident that a sneaky beggar that pops up everywhere will soon be implementable.
Cheers to all ![]()
#56
Posté 25 mars 2014 - 08:17
Something I thought about implementing was having some sneaky, dark-cloaked characters (or perhaps some ragamuffin kids) who are seen running away after the party wakes up from a rest. Check your purse strings everybody...
#57
Posté 25 mars 2014 - 08:24
that would be fun with a rest system that had a campfire scene during rest - fadefromblack and see the runts running away in all directions (back to WPs).
my current project is rather rural though and the 'home town' is a 'nice' place - where incidentally, the beggar is an 'icon' rather than a vagabond per se.
#58
Posté 25 mars 2014 - 08:49
- another ooops : CopyAndStoreItem() was retaining bPlot var between iterations.
fixed.
@rj, sort of a 'wandering urchin' encounter -- as long as there's a way to get my stuff back !
#59
Posté 25 mars 2014 - 08:54
Between utilising #includes and the helper functions provided by Lance and kevL and DannJ - I feel confident that a sneaky beggar that pops up everywhere will soon be implementable.Cheers to all
Hi Morbane,
The script I gave does allow the beggar to pop up everywhere.
The only caveat is that it assumes a SP environment as it is currently written ... or rather that the players will only ever be in one area at a time. That can be changed easily enough though if need be. The bottom line, I think it does do everything you requested now ... Let me know if it does not, as it means something has gone wrong. ![]()
One thing to bear in mind is that this beggar will chase after all dropped items once spawned, so it will go after any other items in the area if you left them around during testing. I had done this, and that beggar went picking them all up! That's how I learned about the "plot" item store issue.
Lance, mine is definitely the comedic version
i drop 5 items and get swarmed by flaming bunnies!!
And disappear again without multiplying like bunnies .... KevL .... made me laugh when I read that! ![]()
Lance.
#60
Posté 26 mars 2014 - 01:25
Hi Morbane,
The script I gave does allow the beggar to pop up everywhere.Lance.
Definitely so!
the 'everywhere' is intended to be a humorous occurrence rather than a major scripting hurdle - we've had that nailed from the get-go ![]()
#61
Posté 26 mars 2014 - 01:14
Definitely so!
the 'everywhere' is intended to be a humorous occurrence rather than a major scripting hurdle - we've had that nailed from the get-go
Ah, I understand what you wrote now .... I missed the "inflection" you used in the writing of the sentence. I thought you had meant that due to the examples given "your target of being able to make a beggar appear everywhere was potentially implementable", as opposed to "from the examples given the target of the beggar appearing everywhere had been achieved and was soon to be implemented".
That's the English language for you.
Well, that and my slow brain. ![]()
And, yes, I appreciate that humour ... As the PCs have fought their way to the lowest depths of the dungeon, lo and behold, who should turn up, but that blasted beggar who never seems far off.
Lance.
#62
Posté 26 mars 2014 - 08:41
heh, i do that all the time - ambiguous writing - its a weakness, kind of like kryptonite or spiders but in a fun way ![]()





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