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Falconry?
Posted: Sun Dec 18, 2022 10:03 pm
by Genuinely Spurious
Is there any way to script falconry like fishing? You buy the falcon at the pet merchant. Take it out to nodes that are set like fishing. Release the falcon/hawk to hunt. It can come back with Rabbit, mice, squirrel etc. to be turned in for some gp? Make there be a chance it doesn't come back at all and you have to buy a new one, too.
Would be fun for RP.
Re: Falconry?
Posted: Sun Dec 18, 2022 10:58 pm
by JustAnotherGirl
That would be pretty cool. My ranger has a falcon for RP that she takes out hunting too.
Re: Falconry?
Posted: Wed Dec 21, 2022 4:19 am
by Planehopper
I could use some brainstorming. How would we identify areas that could be used for falconry? For fishing, you can make the assumption that if you try to use it by water you'll get a decent shot at it working. For falconry, its a little more varied. Open areas, high areas, just about anywhere that isnt dense tree canopy or lots of underbrush.
I dont want any OOC/obvious flags. Anyone have ideas on how we can mark a place?
Re: Falconry?
Posted: Wed Dec 21, 2022 5:19 am
by Steve
Planehopper wrote: ↑Wed Dec 21, 2022 4:19 am
I could use some brainstorming. How would we identify areas that could be used for falconry? For fishing, you can make the assumption that if you try to use it by water you'll get a decent shot at it working. For falconry, its a little more varied. Open areas, high areas, just about anywhere that isnt dense tree canopy or lots of underbrush.
I dont want any OOC/obvious flags. Anyone have ideas on how we can mark a place?
https://www.pbs.org/wgbh/nova/video/how ... in-cities/
Re: Falconry?
Posted: Sun Dec 25, 2022 2:46 pm
by Aspect of Sorrow
Planehopper wrote: ↑Wed Dec 21, 2022 4:19 am
I could use some brainstorming. How would we identify areas that could be used for falconry? For fishing, you can make the assumption that if you try to use it by water you'll get a decent shot at it working. For falconry, its a little more varied. Open areas, high areas, just about anywhere that isnt dense tree canopy or lots of underbrush.
I dont want any OOC/obvious flags. Anyone have ideas on how we can mark a place?
On server load :
GetFirstArea() then while loop GetNextArea()
if (GetTag(oArea) == "areatagsupported") SetLocalInt() // Copy paste spam for nwscript acceptable, array in CLR is cleaner, if desperate a 2DA iterator can be used and is probably the best approach for whitelisting areas by their tags without having to compile code every time, able to be updated at runtime, etc etc.
On Falconry Use :
if (GetLocalInt(GetArea(oPC), "falconrystring") == 1)
{
// Scaffold the rest such as elevation checks if absolutely needed (iterate all objects in area, set newly understood maximums and minimums of Z, assume elevation needed somewhere within appropriate range of the maximum, a little extra math can subtract the outliers), some flexibility here can be assumed given too that we don't enforce shadow dancers to actually be in a shadow
}
Re: Falconry?
Posted: Sun Dec 25, 2022 3:56 pm
by Planehopper
I think I have decided to create a trigger around each waypoint (the waypoint is tied to the system) with some lore/info on the area to indicate it is suitable for faclon hunting. Maybe a prof:hunting check to recognize suitable habitat, etc. Even someone untrained in falconry will be able to hunt there, but only a trained hunter will know without trying.
A few minor things to work out, I think, and it should be all set.
Re: Falconry?
Posted: Mon Dec 26, 2022 6:17 pm
by JustAnotherGirl
I can't wait to check it all out when you get it figured out. Thanks so much for looking into all of this for us.
