H
hudel
Guest
Thanks for the help...
You are my hero.
You are my hero.
Greystar said:Next logical step is figuring out how to make the built-in plant system use the harvest system. IE the parts where you can plant plants in dirt tiles. Yes i know it might make it so that you would have to elimnate pots and what not since it would look funny if the seed you planted grows into a plant with a pot, but it would be cool if people who customize there houses with dirt would be able to use there dirt spots in the house to include the other seeds and what not. but another thing that occurred to me. How about adding two more garden sizes. IE)
Existing One = Small
New Two = Medium
New Three = Large
add new costs for the new deeds and what not. I still think using the Alchemy skill would be the best skill for use with a Gardening system. Cooking still doesnt seem right, although since it is a little underused I can see why you picked it. But maybe keep the Cooking skill for harvesting but use Alchemy for upkeep and maintenance. Dunno, just an Idea.
draco said:you should change the box to the Seed Box
hudel said:This Script-set is very cool. Thank you very much for sharing. I have two questions:
1) I've seen that when you destroy your Garden, the plant on it isn't destroyed. It will grow on the normal ground. Has anybody a fix for it?
2) I can't sell the crops with a normal farmer. Just a farm hand can sell them? Can anybody help me there?
And at last a suggestion:
You could take Dupres Marquee to make a larger garden deed ...
public class InternalBuyInfo : ArrayList
{
public InternalBuyInfo()
{
Add( new GenericBuyInfo( typeof( Apple ), 3, 20, 0x9D0, 0 ) );
Add( new GenericBuyInfo( "Nightshade Seed", typeof( nightshadeseed ), 200, 20, 0xF27, 0x5E2 ) );
Forsaken01 said:Great script. I'm a bit confused though, how does the player purchase a garden deed? I've spawned the Farm Hand, but he only sells seeds. Thanks.
NOTE: I have changed my tool shape and color, so you may want to modify it.. presently mine is set to: 500 gold, 20 of them, War Axe (id) and its bright green.. but you can change it to whatever you want it to look like on your SBFarmHand.Add( new GenericBuyInfo( "Garden Tool", typeof( GardenDeed ), 500, 20, 0x13B0, 63 ) );
Varkasal said:First of let me start by saying great script ..... secondly Ive made some other fruit trees those being a lemon tree which I made like the bannana and coconut trees meaning its not choppable and there is no sappling for it and I also made an orange tree they both workin in game however the orange tree I made based off of the peach tree and it has a sapling and is choppable and gives oranges .... the probelem being Im not sure how to edit the tree helper so that when the tree is chapped down it becomes an orange tree again when it regrows currently its becoming an apple tree if someone could help Id gladly post any additions I make in this thread
I guess you would add "case (int)TreeType.OrangeTree: return "Orange Tree";case (int)TreeType.AppleTree: return "Apple Tree";
case (int)TreeType.PearTree: return "Pear Tree";
case (int)TreeType.PeachTree: return "Peach Tree";
So as I say you would have to "add" the Orange tree throughout the whole script so that it knows what to regrow after its been chopped...Point3D pnt = i_stump.Location;
Map map = i_stump.Map;
if ( t_tree == typeof(PeachTree) )
i_newtree = new PeachSapling();
else if ( t_tree == typeof(PearTree) )
i_newtree = new PearSapling();
else
i_newtree = new AppleSapling();