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Old 04-17-2002, 01:53 AM
Malevolent
Hill Giant
 
Join Date: Mar 2002
Posts: 171
Default A Way to Add a Lumberjack Skill

I was experimenting last night (after I had dragons attacking kelethin =P) with a way to spawn trees of various materials using the procreation code that I have in. As I worked it, I realized I could easily shift this over to a kind of lumberjack tradeskill.

I reckon that trees (race 655) should only be capable of being cut down if you are using a 1hs or 2hs weapon. They do attack back (if you cut wood, you'll know what I mean here), but its only a minor irritation. Thus, I've been working on getting them spawned at level 1 with about 5,000 to 10,000 hitpoints.

It makes sense that the material used to build the tree should denote the kind of wood on it, which for now can be the wood stalks used in fletching.

To accomplish the above, I stripped out the #spawn code and added a new method to entity_list called SpawnNPC(mob,x,y,z,heading) where mob is a mob you want to be similar too. Adding items for race 655 is no longer random, but set to specific numbers. This is invoked by the procreation related timers, which are then to sprawl out the seeds for the tree in a given area.

I haven't yet placed any checks for forcing someone to use a 1hs or 2hs skill when attacking the tree, but do not expect that to be too difficult. Thus, when all the above is complete, a person could be a lumberjack -- and even have to deal with natural resource environmental issues too. Is it better to preserve the land or to conserve it?

--MV
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