Hunting
Posted: Fri Jun 27, 2008 4:57 pm
This might be interesting to eventually implement. Wildlife could drop rather heavy carcass item, which could be taken back to a butchery station to be processed into meat and hides.
Faerun Lives
https://www.alandfaraway.info/phpBB3/
https://www.alandfaraway.info/phpBB3/viewtopic.php?f=242&t=39836
This should be made easier to code if you ignore the combat aspect, have the creature drop a perfectly usable carcass, and when the player brings it in for processing then you check how skilled he is at producing anything useful from it.ayergo wrote:2) Want to tie harvesting to skill levels, survival, etc. Requires clickable corpse and ideally some roll to make sure that you don't gut-shot the creature and ruin the pelt, meat, etc.
Hi ayergo,
I saw the post on your test forum about hunting and how you were having trouble with AI for prey creatures. I wrote this little script for my spawns on the OAS, perhaps it may be of use? It's a conversion of the 2nd ed. morale rules - if the creature sees a PC and fails its morale test it runs away..
File here
Usage: put the sjc_onperceive_moralecheck script in the creature's OnPerceive script slot. Add an int variable to the creature called SJC_MORALERATING. A value of 0 means the creature will always run. Higher numbers mean braver creatures.. I use 3 for any animal that might turn nasty (boars, bears), 7 for unintelligent predators, 10 or 11 for orcs etc, 13 for soldiers and about 15 for elite troops or berserkers.
Hope that may be of help, or inspire you to something better,
Regards,
Teric