A few things have been adjusted and added to the main world tonight :
- You can now have 2 jobs (up to the age of 35, 1 job after that age)
- 4 skills instead of 3
- 6 buildings instead of 4 (though still only 2 of one type)
- New buildings are available including the Ranch, Vinyard, Winery etc.
- Farms can now be built much closer to towns.
- Some building costs have been tweaked.
- Some nutrition values have been tweaked.
Also - Wellbeing is now active...
If you have low wellbeing, your overall health / longevity will decrease more quickly. If you have permanently low wellbeing you'll be unlikely to live much past 40.
To increase your wellbeing.. well you'll need to work that out. There are a number of factors, not least of which is a balanced diet and the occasional tipple ;]
Plase let me know how that works for you..
Aramathea Changes
Aramathea Changes
Last edited by Mit on Thu Apr 18, 2013 10:01 pm, edited 2 times in total.
On Aramathea, wellbeing is controlled via useItem scripts, aye.
Things you'll need to know:
You can use up to 16 wellbeing stats, each of which stores an expiry time. The default behaviour is that your wellbeing is determined by how many of the used stats have not yet passed their expiry time.
e.g. Say you set the Wellbeing Stats Used to 4.
Player performs an action (drinks some wine, for instance), and the script says:
i.e. Wellbeing stat 1 is activated and set to expire 5 days from now.
The user now has 1 of his 4 wellbeing stats active, so his wellbeing is now at 25%
If the script also did:
then the player's wellbeing would be 100%.
The settings -> Life -> Wellbeing Effect controls what effect wellbeing has. By default it doesnt do anything, though you could script something - like allowing access to certain skills or buildings only when the $gPlayerWellbeing is beyond a certain value.
lemme know if you need any more info on any of that.
The "additions to allow more complex scripting on worlds" are primarily 'internal' things for now, some of which you'll find out about later on.
Things you'll need to know:
Code: Select all
$gPlayerWellbeing (0 - 50000)
*setwellbeingstat [PLAYER_NAME] [STAT_NUM] [EXPIRY_TIME]
*settings -> Life -> Wellbeing Effect
*settings -> Life -> Wellbeing Stats Used
e.g. Say you set the Wellbeing Stats Used to 4.
Player performs an action (drinks some wine, for instance), and the script says:
Code: Select all
$newTime = $gServerTime + 432000
*setwellbeingstat %PLAYER% 1 $newTime
The user now has 1 of his 4 wellbeing stats active, so his wellbeing is now at 25%
If the script also did:
Code: Select all
*setwellbeingstat %PLAYER% 2 $newTime
*setwellbeingstat %PLAYER% 3 $newTime
*setwellbeingstat %PLAYER% 4 $newTime
The settings -> Life -> Wellbeing Effect controls what effect wellbeing has. By default it doesnt do anything, though you could script something - like allowing access to certain skills or buildings only when the $gPlayerWellbeing is beyond a certain value.
Code: Select all
*settings -> Life -> Wellbeing Effect
0 (Default) = No effect.
1 = MaxHealth loss is increased by up to 100% depending on current wellbeing value
2 = Health & MaxHealth loss is increased by up to 50% depending on current well being level
3 = Health & MaxHealth loss is increased by up to 100% depending on current well being level
The "additions to allow more complex scripting on worlds" are primarily 'internal' things for now, some of which you'll find out about later on.
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am