//:://///////////////////////////////////////////// //:: Name MICS Config File //:: FileName asg_cfg_mics //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This is the options file for the ASG MICS project. */ //::////////////////////////////////////////////// //:: Created By: Donny Wilbanks //:: Created On: 4/26/03 //::////////////////////////////////////////////// // Set Price for Items void main() { // Item Level int iLevel_1,iLevel_2,iLevel_3,iLevel_4,iLevel_5,iLevel_6,iLevel_7,iLevel_8; int iLevel_9,iLevel_10,iLevel_11,iLevel_12,iLevel_13,iLevel_14,iLevel_15; int iLevel_16,iLevel_17,iLevel_18,iLevel_19,iLevel_20,iLevel_Plus; // Scroll & Potion Level int iLevel_p1,iLevel_p2,iLevel_p3,iLevel_p4,iLevel_p5,iLevel_p6,iLevel_p7,iLevel_p8; int iLevel_p9,iLevel_p10,iLevel_p11,iLevel_p12,iLevel_p13,iLevel_p14,iLevel_p15; int iLevel_p16,iLevel_p17,iLevel_p18,iLevel_p19,iLevel_p20,iLevel_pPlus; int rMISC_COPYOBJECT; int rMICS_XPCOST; float rMICS_MATERIALCOST; int rMISC_BUILDTIME; // *************************** // ** // ** Material Cost // ** // ** Standard Material Cost is equal to 1/2 the Base Gold Peice Cost of the // ** item being made. rMICS_MATERIALCOST = 0.5; // *************************** // ** // ** XP Cost // ** // ** Standard 3e rules throws out the XP cost at 1/25 the cost of the // ** material cost. You may change that here. rMICS_XPCOST = 25; // *************************** // ** // ** CopyObject // ** // ** This works by copying the object in the Item List Chest to the players // ** inventory. Advantages to this is that you can make a number of // ** modifications to the item without changing the blueprint and having to // ** make a new item resref. Draw back is that many scripts that deal with // ** inventory destroy & recreate the item. If this happens with a modified // ** item that has been copied, it will return to it's original resref. rMISC_COPYOBJECT = FALSE; // *************************** // ** // ** Build Time // ** // ** Some DM's may wish to limit how often a player can build a new item // ** this time is expressesd in game hours. Defualt is 0; rMISC_BUILDTIME = 1; // *************************** // ** // ** Item Level Build Restriction - // ** // ** Not happy with level restriction I placed on the build item requirement // ** you can change that here. Each iLevel_X represents a character level // ** with that particular class. Just Change the Number and that will change // ** the gp value and level. Note there is a seperate Price List for // ** Scrolls & Potions. // *** Level 1 iLevel_1 = 1000; // *** Level 2 iLevel_2 = 1500; // *** Level 3 iLevel_3 = 2500; // *** Level 4 iLevel_4 = 3500; // *** Level 5 iLevel_5 = 5000; // *** Level 6 iLevel_6 = 6500; // *** Level 7 iLevel_7 = 9000; // *** Level 8 iLevel_8 = 12000; // *** Level 9 iLevel_9 = 15000; // *** Level 10 iLevel_10 = 19500; // *** Level 11 iLevel_11 = 25000; // *** Level 12 iLevel_12 = 30000; // *** Level 13 iLevel_13 = 35000; // *** Level 14 iLevel_14 = 40000; // *** Level 15 iLevel_15 = 50000; // *** Level 16 iLevel_16 = 65000; // *** Level 17 iLevel_17 = 75000; // *** Level 18 iLevel_18 = 90000; // *** Level 19 iLevel_19 = 110000; // *** Level 20 iLevel_20 = 130000; // *** Over 20th level - 1 level for each (iLevel_Plus) over 20+ // *** how is this possible? See The Enchanted Anvil & Holy Alter for detials. iLevel_Plus = 20000; // *************************** // ** // ** Scroll & Potion Level Build Restriction - // ** // ** Not happy with level restrictio I placed on the build item requirement // ** you can change that here. Each iLevel_pX represents a character level // ** with that particular class. Just Change the Number and that will change // ** the gp value and level. // *** Level 1 iLevel_p1 = 40; // *** Level 2 iLevel_p2 = 80; // *** Level 3 iLevel_p3 = 120; // *** Level 4 iLevel_p4 = 210; // *** Level 5 iLevel_p5 = 300; // *** Level 6 iLevel_p6 = 430; // *** Level 7 iLevel_p7 = 560; // *** Level 8 iLevel_p8 = 730; // *** Level 9 iLevel_p9 = 900; // *** Level 10 iLevel_p10 = 1110; // *** Level 11 iLevel_p11 = 1320; // *** Level 12 iLevel_p12 = 1570; // *** Level 13 iLevel_p13 = 1821; // *** Level 14 iLevel_p14 = 2111; // *** Level 15 iLevel_p15 = 2401; // *** Level 16 iLevel_p16 = 2731; // *** Level 17 iLevel_p17 = 3061; // *** Level 18 iLevel_p18 = 3411; // *** Level 19 iLevel_p19 = 3761; // *** Level 20 iLevel_p20 = 4111; // *** Over 20th level - 1 level for each (iLevel_Plus) over 20+ // *** how is this possible? See The Enchanted Anvil & Holy Alter for detials. iLevel_pPlus = 500; // ************************************************************************ // ** // ** Store Varibles to Mod. // ** SetLocalInt(GetModule(),"ASG_MICS_COPYOBJECT",rMISC_COPYOBJECT); SetLocalFloat(GetModule(),"ASG_MICS_MATERIALCOST",rMICS_MATERIALCOST); SetLocalInt(GetModule(),"ASG_MICS_XPCOST",rMICS_XPCOST); SetLocalInt(GetModule(),"ASG_MICS_BUILDTIME",rMISC_BUILDTIME); // ** Store Item Level Restrictions SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_1",iLevel_1); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_2",iLevel_2); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_3",iLevel_3); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_4",iLevel_4); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_5",iLevel_5); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_6",iLevel_6); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_7",iLevel_7); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_8",iLevel_8); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_9",iLevel_9); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_10",iLevel_10); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_11",iLevel_11); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_12",iLevel_12); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_13",iLevel_13); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_14",iLevel_14); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_15",iLevel_15); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_16",iLevel_16); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_17",iLevel_17); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_18",iLevel_18); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_19",iLevel_19); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_20",iLevel_20); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_Plus",iLevel_Plus); // Set Potion & Scroll Level Restrictions SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p1",iLevel_p1); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p2",iLevel_p2); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p3",iLevel_p3); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p4",iLevel_p4); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p5",iLevel_p5); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p6",iLevel_p6); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p7",iLevel_p7); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p8",iLevel_p8); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p9",iLevel_p9); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p10",iLevel_p10); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p11",iLevel_p11); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p12",iLevel_p12); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p13",iLevel_p13); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p14",iLevel_p14); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p15",iLevel_p15); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p16",iLevel_p16); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p17",iLevel_p17); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p18",iLevel_p18); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p19",iLevel_p19); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p20",iLevel_p20); SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_pPlus",iLevel_pPlus); // Attempt to Scatter Books Across the Mod ExecuteScript("asg_rseedbooks",GetModule()); }