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