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Author Topic: Fruit Orchard  (Read 27924 times)
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Spider
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« on: December 24, 2004, 07:02:23 AM »

I wanted to add some more long term interest to my game, so I came up with this, basically there are 10 different trees and you have to find each seed in order, take it to the orchard and get it planted.

It takes a few days to grow and then you can pick fruit from the trees you have for a health bonus, once per day.

There is also a list of the best trees (and their owners), so it's something of a competition to get the best tree as well.

if you have my inn cellar mod, and my darkalley mod then some of the seeds appear there, but if you don't it doesn't matter, they're found on the dead body of a random monster instead.

It's not exactly 100% play tested yet, so it may have a few bugs, I did my best to test it properly before I uploaded it, but it's a fairly sizeable module.

link:
http://dragonprime.net/users/Spider/orchard.zip

Dannic has been keeping this module updated in my absence, so here is the newest version:
http://dragonprime.net/users/Dannic/orchard.zip
« Last Edit: March 19, 2005, 12:24:34 PM by Spider » Logged
lonnyl
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« Reply #1 on: December 24, 2004, 07:50:40 AM »

This kind of reminds me of the Berries in my kid's Pokemon Game....

How about some permanent  skills created by using these fruits.... or maybe by mixing them an making things to enhance these skills.... now that we have a specialty hook in the battle script adding special skills that are not attached to the specialties....
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Spider
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« Reply #2 on: December 24, 2004, 08:12:47 AM »

thats certainly an option, but I didn't want to bonus for getting the trees to be too large...

it's mostly just something fun to do not something to give you an advantage in the game.

of course you're more than welcome to play around with it if you want, and I may make some changes to the rewards at some point.

Edit:
I've just made a small update, same link.  nothing major just a little nav glitch, and it now blocks the abandoned house module nav if you have it installed, a link to two different abandoned houses was a little silly Smiley
« Last Edit: December 24, 2004, 01:11:57 PM by Spider » Logged
Dannic
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« Reply #3 on: December 25, 2004, 08:11:48 AM »

Love the idea.  Could I suggest either seperate orchards or set the orchard location if multiple cities is installed.  I would rather it just be in once city.
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Spider
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« Reply #4 on: December 25, 2004, 08:17:17 PM »

ah yes, I meant to do that when I wrote it, but I don't run multiple cities so it's not something I think about much...

heres the updated script, with settable village:
http://dragonprime.net/users/Spider/orchard.zip

oh, and it has a sensible version number now too, I always forget to change the version when I update stuff Smiley
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Arune
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« Reply #5 on: December 25, 2004, 10:01:54 PM »

Change your village install case to reflect the orchardloc Smiley
ie:
Code:
case "village":
if ($session['user']['location'] == get_module_setting("orchardloc")){
addnav($args["tavernnav"]);
addnav("Fruit Orchard", "runmodule.php?module=orchard");
}
break;
« Last Edit: December 25, 2004, 10:02:25 PM by Arune » Logged
Spider
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« Reply #6 on: December 26, 2004, 04:42:22 AM »

Change your village install case to reflect the orchardloc Smiley
ie:
Code:
case "village":
if ($session['user']['location'] == get_module_setting("orchardloc")){
addnav($args["tavernnav"]);
addnav("Fruit Orchard", "runmodule.php?module=orchard");
}
break;

your wish is my command

*smacks forehead*
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Sichae
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« Reply #7 on: December 26, 2004, 08:32:07 AM »

Code:
if ($session['user']['location'] == get_module_setting("orchardloc")) {
      tlschema($args['schemas']['tavernnav']);
        addnav($args['tavernnav']);
      tlschema();
        addnav("Fruit Orchard","runmodule.php?module=orchard");
}
        break;

That should really be done like this, for all transalation compatablity and all. ^.^
« Last Edit: December 26, 2004, 08:32:28 AM by Sichae » Logged

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Rowne
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« Reply #8 on: December 26, 2004, 09:39:20 AM »

I've been waiting for the multiple city implimentation on this (I knew it would happen) before trying it.  I have to say that I really like it.  If it's an idea that a-peels *Cough.*, I could create an Arboretum and/or a Garden in House Rooms that you could hook into with the seeds, so the players could grow their stuffs in their home, rather than the Orchards.  Just thought I'd suggest it as it's an idea that occured to me.

[ Edited to add... ]

I went ahead and added a Garden to the House Rooms system, feel free to plug into it if you like.  It was a good idea to have anyway but if it interests you at all then all the better.
« Last Edit: December 26, 2004, 09:58:53 AM by Rowne » Logged
Spider
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« Reply #9 on: December 26, 2004, 09:59:50 AM »

as I said, you're welcome to play around with it as much as you like Smiley

I don't run any housing on my server, although I do intend to create my own version of a housing system at some stage, and it would be rather nice to have a garden in your house.

I would however advise that you don't let users plant trees in their garden until they have a full grown version of the same tree in the orchard, the vague idea is the Elendir is teaching you how to plant them properly, and also if you have your own tree getting seeds from that tree to plant more of them makes logical sense Smiley
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Rowne
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« Reply #10 on: December 26, 2004, 10:18:25 AM »

That's fair enough.  Thanks for the permission, I'll toss it in on the roadmap.  The only reason I asked is because I see a lot of potential in interoperability and one thing I find that keeps players to games is when they can build a really personal character or living space.  I think allowing players to have trees in the yard of their house would only amplify that so this is indeed something I plan to play around with.

Thanks again for the permission.
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Spider
Guest
« Reply #11 on: December 26, 2004, 04:16:16 PM »

small update, you can now choose whether the trees grow every new day, or only when the user logs in and gets a new day.

I did it because one of my users complained about having to log in 10 times for the tree to grow, I'm not going to use it on my server though because I run quite short days and I want it to take a while for trees to grow, but the option is there Smiley

same link:
http://dragonprime.net/users/Spider/orchard.zip
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Dannic
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« Reply #12 on: December 28, 2004, 07:11:16 AM »

The question for game settings is confusing.  

Do the trees grow every single day or only if the user logs in?  Yes/No

I assume you just want it to say

Do the trees grow every single day?
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Sichae
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« Reply #13 on: December 28, 2004, 08:08:49 AM »

Or he could go:
Code:
"everyday"=>"When do trees grow,enum,0,When User Logs In,1,Every Day|1",
Then it would work off the ones and zeros like the bool function.

Or something like that. ^.^
« Last Edit: December 29, 2004, 04:57:00 PM by Sichae » Logged

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Spider
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« Reply #14 on: December 29, 2004, 07:42:23 AM »

The question for game settings is confusing.  

Do the trees grow every single day or only if the user logs in?  Yes/No

I assume you just want it to say

Do the trees grow every single day?

I've changed this now, the quesiton is "Do the trees grow every single day?" and there is a note underneath, hopefully this is clear now.
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