54 lines
2.3 KiB
Plaintext
54 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name; farm_config
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This script houses all of the configureable
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options for the NWN Farming System.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Adam Walenga
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//:: Created On: September 5th, 2004
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//:://////////////////////////////////////////////
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//MINUTES_PER_HOUR -
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//Used by the 'Enhanced Delay System'
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//This value can be found here: Module Properties -> Advanced -> Minutes/Hour.
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//It is very important to correctly set this value, otherwise delays using
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//this system will not properly function.
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const int MINUTES_PER_HOUR = 3;
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//FARM_LIMIT_LOOTING -
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//This variable controls the ability for PCs to loot crops grown in farms
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// not currently owned by him/her. Setting this variable to TRUE will
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// enable this option, and allow crops only to be looted by the owner of
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// the farm with which it was grown in.
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const int FARM_LIMIT_LOOTING = TRUE;
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//FARM_PLANT_DELAY -
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//This variable controls the time (in seconds) required to plant seeds.
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const float FARM_PLANT_DELAY = 6.0f;
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//FARM_SHOVEL_BREAKAGE -
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// This variable controls the percentage of breakage for the "Planter's
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// Shovel". Setting this variable to 0 will allow for the shovels
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// to never break.
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const int FARM_SHOVEL_BREAKAGE = 1;
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//BEGINNING_LAND_OWNER -
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// This variable is used for the selling of farms. If the farm has never
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// been purchased yet, then the owner's name is specified below. Once
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// purchased and put up for sale, the owner's name will appear instead
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// of this one.
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const string FARM_INIT_LAND_OWNER = "Lord Balder";
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//CRAFTING SYSTEM(S) COMPATIBILITY -
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//The variable(s) listed below will allow for compatibility mode between this
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// system, and a crafting system currently implemented in the module. No
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// more than one of these variables should be enabled. If any are enabled,
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// The NWN Farming System will use resources from that system, rather than
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// the ones created with this system (i.e. if using CNR and enabled variable,
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// corn seeds planted from this system will spawn the CNR version of the corn
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// placeable (thus also producing CNR-related resources)).
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const int FARM_USE_CNR_RESOURCES = FALSE;
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