RanXerox   
		
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Lumberjacking log types based on the type of tree 
			 
			
				Here is an alternative lumberjacking system that returns logs based on the kind of tree you are chopping... 
First, the Region and Resource related stuff:
 
Code: 
 [REGIONRESOURCE mr_tree] 
SKILL=1.0,80.0 
AMOUNT=9,30 
REAPAMOUNT=3,9 
REAP=i_log 
REGEN=60*60*10 
ON=@ResourceFound 
   FOR <SRC.TARGP.STATICS> 
      OBJ=<ARGO> 
      LOCAL.TreeType=<SRC.TARGP.STATICS.<EVAL <LOCAL._FOR>-1>.DEFNAME> 
      IF (<LOCAL.TreeType>==i_tree_cedar1_trunk) || (<LOCAL.TreeType>==i_tree_cedar2_trunk) 
         OBJ.f_setresource mr_tree_cedar 
      ELSEIF (<LOCAL.TreeType>==i_tree_oak1_trunk) || (<LOCAL.TreeType>==i_tree_oak2_trunk) || (<LOCAL.TreeType>==i_tree_oak3_trunk) || (<LOCAL.TreeType>==i_tree_oak4_trunk) 
         OBJ.f_setresource mr_tree_oak 
      ELSEIF (<LOCAL.TreeType>==i_tree_walnut1_trunk) || (<LOCAL.TreeType>==i_tree_walnut2_trunk) 
         OBJ.f_setresource mr_tree_walnut 
      ELSEIF (<LOCAL.TreeType>==i_tree_willow1_trunk) || (<LOCAL.TreeType>==i_tree_willow2_trunk) || (<LOCAL.TreeType>==i_tree_willow3_trunk) 
         OBJ.f_setresource mr_tree_willow 
      ELSEIF (<LOCAL.TreeType>==i_tree_cyprus1_trunk) || (<LOCAL.TreeType>==i_tree_cyprus2_trunk) || (<LOCAL.TreeType>==i_tree_cyprus3_trunk) || (<LOCAL.TreeType>==i_tree_cyprus4_trunk) 
         OBJ.f_setresource mr_tree_cyprus 
      ELSEIF (<LOCAL.TreeType>==i_tree_trunk_yew_1) 
         OBJ.f_setresource mr_tree_yew 
      ELSEIF (<LOCAL.TreeType>==i_tree_bamboo) 
         OBJ.f_setresource mr_tree_bamboo 
      ELSEIF (<LOCAL.TreeType>==i_tree_trunk_cherry) 
         OBJ.f_setresource mr_tree_cherry 
      ELSEIF (<LOCAL.TreeType>==i_tree_trunk_maple) 
         OBJ.f_setresource mr_tree_maple 
      ELSEIF (<LOCAL.TreeType>==i_tree1_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ELSEIF (<LOCAL.TreeType>==i_tree2_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ELSEIF (<LOCAL.TreeType>==i_tree3_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ELSEIF (<LOCAL.TreeType>==i_tree4_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ELSEIF (<LOCAL.TreeType>==i_tree5_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ELSEIF (<LOCAL.TreeType>==i_tree6_trunk) 
         OBJ.f_setresource mr_tree_regular 
      ENDIF 
   ENDFOR 
 
[FUNCTION f_setresource] 
FORITEMS 0 
  IF (<BASEID>==i_worldgem_bit) && (<TYPE>==t_tree) 
     MORE1=<ARGV[0]> 
     AMOUNT={4 9}//This may not be necessary... 
     RETURN 0 
  ENDIF 
ENDFOR 
RETURN 1 
 
[REGIONRESOURCE mr_tree_regular] 
SKILL=80.0,100.0 
AMOUNT=4,9 
REAP=i_log 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_cedar] 
SKILL=80.0,100.0 
AMOUNT=4,9 
REAP=i_log_cedar 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_oak] 
SKILL=80.0,100.0 
AMOUNT=4,9 
REAP=i_log_oak 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_walnut] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_walnut 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_willow] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_willow 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_cyprus] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_cyprus 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_yew] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_yew 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_bamboo] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_bamboo 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_cherry] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_cherry 
REGEN=60*60*10 
 
[REGIONRESOURCE mr_tree_maple] 
SKILL=70.0,95.0 
AMOUNT=4,9 
REAP=i_log_maple 
REGEN=60*60*10
  
Now the log and board items...
 
Code: 
 [DEFNAME colors_resources_wood] 
color_o_ash        0157 
color_o_bamboo     098 
color_o_bloodwood  04aa 
color_o_cedar      0157 
color_o_cherry     0676 
color_o_cyprus     0235 
color_o_frostwood  04ab 
color_o_heartwood  04a9 
color_o_maple      06c0 
color_o_oak        04a6 
color_o_sunwood    04ac 
color_o_walnut     0473 
color_o_willow     02e9 
color_o_yew        04a8 
 
[ITEMDEF i_log_ash] 
ID=i_log 
NAME=ash log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Ash Log 
ON=@Create 
   COLOR=color_o_ash 
 
[ITEMDEF i_board_ash] 
ID=i_board 
NAME=ash board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1.0 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Ash Board 
ON=@Create 
   COLOR=color_o_ash 
 
[ITEMDEF i_log_cedar] 
ID=i_log 
NAME=cedar log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Cedar Log 
ON=@Create 
   COLOR=color_o_cedar 
 
[ITEMDEF i_board_cedar] 
ID=i_board 
NAME=cedar board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Cedar Board 
ON=@Create 
   COLOR=color_o_cedar 
 
[ITEMDEF i_log_oak] 
ID=i_log 
NAME=oak log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Oak Log 
ON=@Create 
   COLOR=color_o_oak 
 
[ITEMDEF i_board_oak] 
ID=i_board 
NAME=oak board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Oak Board 
ON=@Create 
   COLOR=color_o_oak 
 
[ITEMDEF i_log_walnut] 
ID=i_log 
NAME=walnut log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Walnut Log 
ON=@Create 
   COLOR=color_o_walnut 
 
[ITEMDEF i_board_walnut] 
ID=i_board 
NAME=walnut board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Walnut Board 
ON=@Create 
   COLOR=color_o_walnut 
 
[ITEMDEF i_log_willow] 
ID=i_log 
NAME=willow log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Willow Log 
ON=@Create 
   COLOR=color_o_willow 
 
[ITEMDEF i_board_willow] 
ID=i_board 
NAME=willow board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Willow Board 
ON=@Create 
   COLOR=color_o_willow 
 
[ITEMDEF i_log_cyprus] 
ID=i_log 
NAME=cyprus log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Cyprus Log 
ON=@Create 
   COLOR=color_o_cyprus 
 
[ITEMDEF i_board_cyprus] 
ID=i_board 
NAME=cyprus board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Cyprus Board 
ON=@Create 
   COLOR=color_o_cyprus 
 
[ITEMDEF i_log_yew] 
ID=i_log 
NAME=yew log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Yew Log 
ON=@Create 
   COLOR=color_o_yew 
 
[ITEMDEF i_board_yew] 
ID=i_board 
NAME=yew board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Yew Board 
ON=@Create 
   COLOR=color_o_yew 
 
[ITEMDEF i_log_bamboo] 
ID=i_log 
NAME=bamboo 
TYPE=t_log 
VALUE=2 
WEIGHT=1.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Bamboo Log 
ON=@Create 
   COLOR=color_o_bamboo 
 
[ITEMDEF i_board_bamboo] 
ID=i_board 
NAME=bamboo board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Bamboo Board 
ON=@Create 
   COLOR=color_o_bamboo 
 
[ITEMDEF i_log_cherry] 
ID=i_log 
NAME=cherry log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Cherry Log 
ON=@Create 
   COLOR=color_o_cherry 
 
[ITEMDEF i_board_cherry] 
ID=i_board 
NAME=cherry board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Cherry Board 
ON=@Create 
   COLOR=color_o_cherry 
 
[ITEMDEF i_log_maple] 
ID=i_log 
NAME=maple log%s 
TYPE=t_log 
VALUE=2 
WEIGHT=2.0 
CATEGORY=Resources 
SUBSECTION=Wood 
DESCRIPTION=Maple Log 
ON=@Create 
   COLOR=color_o_maple 
 
[ITEMDEF i_board_maple] 
ID=i_board 
NAME=maple board%s 
TYPE=t_board 
VALUE=5 
WEIGHT=1 
CATEGORY=Resources 
SUBSECTION=Boards 
DESCRIPTION=Maple Board 
ON=@Create 
   COLOR=color_o_maple
  
Note: If there are problems, check the DEFNAME's for your tree trunks...
			  
			
			
			
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	| 09-27-2012 02:43 PM | 
	
		
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		The following 1 user Likes RanXerox's post:1 user Likes RanXerox's post 
		Feeh (06-15-2014)
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		Anarch Cassius   
		
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RE: Lumberjacking log types based on the type of tree 
			 
			
				I like this way since a DEFLIST is easier to understand and update in this case. Posting for reference and because we each have some trees the other lacks. This isn't a complete script, just the function and DEFs for the trees. 
Code: 
 [REGIONRESOURCE mr_tree] 
// lumberjacking default 
// t_tree 
SKILL=0.0,70.0 
AMOUNT=9,30 
REAP=i_log_birch 
REAPAMOUNT=1,8 
REGEN=60*60*24 
 
on=@resourcefound 
obj=<argo.uid> 
call f_findtree 
if <def.logs.<var.tree>> 
    obj.more1=<def.logs.<var.tree>> 
endif 
 
[function f_findtree] 
for x 0 <eval <obj.p.statics>-1> 
    if (<obj.p.statics.<local.x>.type>==t_tree) 
        if (<def.logs.<obj.p.statics.<local.x>.baseid>>) 
            var.tree=<obj.p.statics.<local.x>.baseid> 
        endif 
    endif 
endfor
  
Code: 
 [defname lumberjacking_constants] 
 
logs.i_tree_trunk=mr_tree_dead //gives dead wood (reagent) 
logs.i_tree_trunk_2=mr_tree_dead 
logs.i_tree_trunk_3=mr_tree_dead 
 
logs.i_tree_cedar=mr_tree_cedar 
logs.i_tree_cedar2=mr_tree_cedar 
 
logs.i_tree_oak=mr_tree_oak 
logs.i_tree_oak2=mr_tree_oak 
 
logs.i_tree_walnut=mr_tree_walnut 
logs.i_tree_walnut2=mr_tree_walnut 
 
logs.i_tree_trunk_willow=mr_tree_willow 
logs.i_tree_trunk_willow2=mr_tree_willow 
 
logs.i_tree_cyprus=mr_tree_cyprus 
logs.i_tree_cyprus2=mr_tree_cyprus 
logs.i_tree_cyprus3=mr_tree_cyprus 
logs.i_tree_cyprus4=mr_tree_cyprus 
 
logs.i_tree_trunk_part_1=mr_tree_mahogany 
logs.i_tree_trunk_part_2=mr_tree_mahogany 
logs.i_tree_trunk_part_3=mr_tree_mahogany 
logs.i_tree_trunk_part_4=mr_tree_mahogany 
 
logs.i_tree_trunk_2_part_1=mr_tree_mahogany 
logs.i_tree_trunk_2_part_2=mr_tree_mahogany 
logs.i_tree_trunk_2_part_3=mr_tree_mahogany 
logs.i_tree_trunk_2_part_4=mr_tree_mahogany 
logs.i_tree_trunk_2_part_5=mr_tree_mahogany 
 
logs.i_tree_trunk_3_part_1=mr_tree_mahogany 
logs.i_tree_trunk_3_part_2=mr_tree_mahogany 
logs.i_tree_trunk_3_part_3=mr_tree_mahogany 
logs.i_tree_trunk_3_part_4=mr_tree_mahogany 
logs.i_tree_trunk_3_part_5=mr_tree_mahogany 
 
logs.i_tree_trunk_4_part_1=mr_tree_mahogany 
logs.i_tree_trunk_4_part_2=mr_tree_mahogany 
logs.i_tree_trunk_4_part_3=mr_tree_mahogany 
 
logs.i_tree_yew_1=mr_tree_yew 
 
logs.i_tree_3=mr_tree_birch 
logs.i_tree_4=mr_tree_birch 
logs.i_tree_5=mr_tree_birch
  
(Birch is just normal wood in this system BTW, I wanted a specific default the way iron is for metal and birchs are common and basic.)
 
Also for those wondering, these systems will still find other resources if you like. 
 
Code: 
 [REGIONTYPE r_default_tree t_tree] 
// All tress produce wood by default. 
RESOURCES=50.0 mr_tree 
RESOURCES=1.0 mr_frostwood 
RESOURCES=1.0 mr_bloodwood 
RESOURCES=1.0 mr_sunwood 
RESOURCES=1.0 mr_heartwood
  
With this t_tree region def you'll occasionally get rare woods from any tree, otherwise it'll default to the species. Chaga mushrooms could go here. (Yes I know that doesn't match EA but it makes more sense than some of their harvestables, look up actual Chaga mushrooms)
			  
			
			
 
Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
			
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	| 09-27-2012 02:59 PM | 
	
		
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	| 09-28-2012 05:52 AM | 
	
		
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	| 09-28-2012 10:29 AM | 
	
		
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	| 09-29-2012 03:25 AM | 
	
		
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