Herbs

Ideas and suggestions for game mechanics and rules.
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Aelred
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Herbs

Post by Aelred »

This was started in the ABR thread here:

http://www.alandfaraway.org/phpbbforum/ ... highlight=


http://nwvault.ign.com/View.php?view=NW ... tail&id=45

http://nwvault.ign.com/View.php?view=NW ... tail&id=35

Cipher, tonight I will download those plants and see how many variations there are. If they look worthwhile I'll add them to the ACC suggestion thread and let GF know.

What was Dorn working on? Herb prices? qualities?

I imagine that the complete list of Alfa herbs was done for ALFA NWN1, no? Where could I get a hold of it?

Cipher - do you think a spawn system can be created for herb placeables? do spawns work for placeables or only for creatures?

My idea is to have dynamic herbs on all the servers. For example, we would initially place one belladona plant - after a certain amount of server time it would spawn a second plant nearby - and so on. We would need a "check total amount of X herb in the area before spawning" to set a total limit on how many herbs could spawn in one area.

If a player picks all the herbs in an area then there would no longer be any to spawn/grow - until a druid type planted a new herb seed (spawn point) there to begin the growth process. Thus the druids would have an active role in seeding the forests to maintain the local flora - and they would have more reason to actively police the abuse of overpicking/deforestation.

Perhaps we could have a "seed" in the inventory with a spawn property. When you dropped it nothing would show on the ground (not the usual BAG) but a spawn point would be created there and within time a plant would eventually be spawned. Maybe with a skill check to see if the planting of the seed was successful. Of course this would have to be a druid ONLY thing to prevent farming.

Would something like this be possible?

Perhaps both the harvesting and the planting should be limited by class to nature types - or is there a skill/knowledge check we might be able to use?

Ideas, comments, criticisms anyone?

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Re: Herbs

Post by ç i p h é r »

He was looking at this rather long and sordid list:

http://www.alandfaraway.org/phpbbforum/ ... hp?t=27394

Regarding spawning plants, I think the system can spawn in any blueprint, but AL knows the system better than I do. We would need to isolate behaviors based on object type, which we may not be doing now. Respawning herbs after X many days up to a possible number of Y herbs should be easy to do with what's in place now, but I'd like to hear from AL first. Perhaps this would be the beginnings of a population control system, which we've talked about for critters.

I'm not sure about the planting of seeds (ie movable, persistent spawn points). It's possible but does anybody here want that level of control? What do you ranger/druidic types think? It would be less work to simply allow druids to alter the spawn rates of existing spawn points.

Harvesting requires no skill (picking berries off a bush basically) but identifying the herb would require a knowledge nature skill check.
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Post by Thangorn »

Harvesting requires no skill (picking berries off a bush basically) but identifying the herb would require a knowledge nature skill check.
Can that work with your UI Ciph? Can names be hidden until the appropriate check is passed?

and if so, can we have herbs that are not good for you as well to discourage people picking unidentified things.

I realise thats a whole other can of worms..

Oh and with regard to plant spawning, yes the spawn system will do it it can currently spawn other placeables. I made the herb spawning system on NC based on Murky's herb spawning system on SD.

All you need do is either of two things -:
1. (REALLY EASY METHOD) Make sure the plant blueprint has one of its related herb items in its inventory
2. (HARD METHOD) A random number of herb items relating the spawned placeable's tag are spawned to the placeable's inventory by a spawn script. Perhaps there could be a relationship between a characters herb lore and how many herb items are spawned. Spawn script functionality is still being fixed at present but its reasonably straightforward to do.
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Post by ç i p h é r »

Thangorn wrote:Can that work with your UI Ciph? Can names be hidden until the appropriate check is passed?
Yes to both. For the latter, I was hoping to just use the game's IDENTIFY mechanism. Something to look into.
and if so, can we have herbs that are not good for you as well to discourage people picking unidentified things.
Of course. Poison berries!
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Post by Aelred »

I checked out the custom content for the plants (links above) and they are just amazing! There are more than enough types to assign to our herb list.

Only problem is that I cant find a definitive list. The link Cipher posted above is missing quite a few NWN1 herbs that we all know and love. For example Bilberries and Witchwood.

A net search produced some great lists but they were not FR specific.

I will post on the canon threads for help.
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