53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name: farm_mod_load
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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OnModuleLoad script.
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This script will loop through each farm,
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creating all the crops that have been
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planted over time (persistency).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Adam Walenga
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//:: Created On: September 4th, 2004
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//:://////////////////////////////////////////////
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#include "farm_include"
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#include "eds_include"
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#include "mn_i_calendar"
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void Farm_BuildCrops (int iFarmNumber)
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{
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int iCount = 1;
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int iMaxPlant = Farm_GetMaxPlantNumber (iFarmNumber);
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object oPlant;
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for (; iCount <= iMaxPlant; iCount++)
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{
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oPlant = CreateObject (OBJECT_TYPE_PLACEABLE, Farm_GetPlantResRef
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(iFarmNumber, iCount), Farm_GetPlantLocation (iFarmNumber, iCount),
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FALSE, IntToString (iFarmNumber) + "_" + IntToString (iCount));
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//Allow plant to be looted.
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EDS_SetDelay (oPlant, "Is_Lootable", IntToFloat (GetMaxHitPoints
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(oPlant) * 60));
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}
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}
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void main()
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{
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// Restore stored time
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LoadCalendar();
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int iFarm = 1;
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int iMaxFarm = Farm_GetMaxFarm();
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object oModule = GetModule();
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//Loop through each farm and build all the crops.
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// Note: We use AssignCommand on the module to prevent TMI errors.
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for (; iFarm <= iMaxFarm; iFarm++)
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AssignCommand (oModule, Farm_BuildCrops (iFarm));
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}
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