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_module/nss/dm_forge_config.nss
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346
_module/nss/dm_forge_config.nss
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//:: Omega Forge Configuration file
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//:: dm_forge_config
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/*
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This is the configuration file for the Omega
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Forge. I added this for easy access of the
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system as many builders were having trouble.
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This file holds all the configurable constants
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for the system.
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Please read all instructions for each config
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constant.
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OmegaDM
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*/
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// !!! If you DO use CEP, uncomment this include <---- LOOK HERE FIRST !!!
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// #include "zep_inc_main"
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//:://////////////////////////////////////////////
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/* -CEP switch-
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This switch is for all those builders who
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prefer not to use the CEP in their modules.
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If you use the CEP, set this switch to TRUE...
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If you DO NOT use the CEP, set it to FALSE.
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Default is FALSE
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*/////////////////////////////////////////////////
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const int USE_CEP = FALSE;
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//:://////////////////////////////////////////////
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//::///////////////////////////////////////////////
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/* -Maximum mods per item constant-
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No item can be forged with more than this num
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of item properties.
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Set the value below to your desired maximum
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enhancements on any given item, default is 8
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*//////////////////////////////////////////////////
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const int FORGE_MAX_ENHANCEMENTS = 5;
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//::///////////////////////////////////////////////
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//::///////////////////////////////////////////////
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/* -Payment Method constant -
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This is used to determine whether you want PCs
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to pay for their forging with gold, tokens, or
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both.
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If set to 1, PCs will only need gold to pay;
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if 2, then tokens will be needed for payment;
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and if set to 3, then a PC will need both gold
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and forge tokens to pay.
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NOTE: All pricing constants below will function
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with either setting!
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A big thanks to Scarface for the original addition.
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Acceptable settings: Gold only = 1 <-- default
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Tokens only = 2
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Both gold & tokens = 3
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*//////////////////////////////////////////////////
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const int PAYMENT_METHOD = 1;
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//::///////////////////////////////////////////////
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//::///////////////////////////////////////////////
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/* -Token value constant-
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If using tokens for payment (payment constant
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is set to 2 or 3), then this sets the value in
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gp per token for the forge. Default is 15000gp
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per token. The lower you set this, the more tokens
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it will take to add each modification.
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NOTE: this is only used if PAYMENT_METHOD is set to
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2 or 3; otherwise the below constant CASH_COST_
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MULTIPLIER is used instead.
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*//////////////////////////////////////////////////
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const int FORGE_TOKEN_VALUE = 15000;
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//::///////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Gold cost multiplier-
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This constant controls how expensive forging
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will be if using the the Gold payment method.
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The multiplier is the amount the final cost
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is raised by.
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For example; a mundane longsword forged to a
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+1 longsword is a difference of 1,618 gp. So
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if this constant is set to 1.0, then that is
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the cost to the player. If set to 5, then this
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same mod would cost the player 8,090, or 5x the
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difference.
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Default is 5.0
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Addition by Scarface (To make life easier)
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*/////////////////////////////////////////////////
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const float CASH_COST_MULTIPLIER = 2.0;
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//:://////////////////////////////////////////////
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//::///////////////////////////////////////////////
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/* -Epic Cost Variant-
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For those of you whom think epic should have
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godly costs...
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This is used to up the costs of any Epic level
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item, making epic items much more expensive to
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forge.
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Epic items are defined by gold values below;
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for example- any item worth more than L_20 below
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after forging, is considered an epic item.
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This is a float representing a percentage increase
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of total price as such:
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3.00 = 300% or x3 cost
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2.00 = 200% or x2 cost
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1.50 = 150% or +50% more
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1.10 = 110% or +10% more
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1.00 = 100% costs :: choose this to disable feature
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NOTE: this does have effect on costs even if
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using tokens as payment!
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default is 1.00 (no epic increase)
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*//////////////////////////////////////////////////
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const float EPIC_COST_VAR = 2.00;
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//::///////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -IP Removal Variant-
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This constant is the float multiplied to the
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costs of removing IPs from items. It basically
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works like the GOLD_COST_MULTIPLIER constant
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above, but can be set less than one for a decrease
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in price, as follows:
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5.00 = 5x the costs
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1.00 = even costs : equal to the difference of
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the original item, and its
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modified version
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0.50 = 1/2 the costs
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0.10 = 1/10th or 10% the costs
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NOTE: this does have effect on costs even if
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using tokens as payment!
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default is 0.10 (10%)
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*/////////////////////////////////////////////////
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const float PROPERTY_REMOVAL_VAR = 0.10;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Visual Cost constants-
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These are the costs of the visual effects IPs.
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Very simply put, you only need set one, which-
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ever payment method your using. Since adding
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visual effects like flaming to weapons have no
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change in price, we have to set it ourselves.
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Make them whatever you want, just remember,
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visual effects are harmless, and don't give the
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player any more power.... they're just pretty :)
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defaults are 5 and 500.
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*//////////////////////////////////////////////////
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const int VISUAL_TOKEN_VALUE = 5;
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const int VISUAL_GOLD_VALUE = 500;
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//::///////////////////////////////////////////////
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//::///////////////////////////////////////////////
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/* -PLOT UNFORGEABLE token-
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This is a simple switch that when set to TRUE,
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will make any item marked as plot, unforgeable.
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This is great if you want to make a specific
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story item unforgeable to keep to storylines.
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default is TRUE.
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*/////////////////////////////////////////////////
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const int PLOT_UNFORGEABLE = FALSE;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Spell Level Limitations-
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This switch tells the engine whether to restrict
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spell levels according to the PCs level. It uses
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the equivalent caster level needed in a general
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case.
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example- a wizard needs to be 5th level to cast
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fireball, ergo, any if TRUE, any PC will need to
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be 5th level to forge the spell fireball onto the
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item.
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default is FALSE;
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*/////////////////////////////////////////////////
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const int LIMIT_SPELL_LEVEL = TRUE;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Unlimited Spell Uses Allowed-
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Simply put, setting this one to TRUE will allow
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PCs to mod an item with unlimited uses per day.
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If FALSE, that option will not be available;
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a max of 5 uses/day will be all thats available.
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default is FALSE;
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*/////////////////////////////////////////////////
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const int UNLIMITED_USES_ALLOWED = TRUE;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Allow Time Stop-
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This was added for those PWs that do not like
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having time stop. Many a server have disabled
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it, therefore I've added this switch for the
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forge.
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TRUE = allowed (will show up in forge options)
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FALSE = not allowed; default
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*/////////////////////////////////////////////////
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const int ALLOW_TIME_STOP = TRUE;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Item Level by gold value constants-
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These constants are the values in gold pieces
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in which the system uses to determine level.
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Default values are biowares, so as is, these
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will work with biowares ILR engine.
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If your mod uses a custom ILR script, you will
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need to use those values here for each level;
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NOTE: if your mod (or PW) doesn't use any
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ILR (item level restrictions) then just leave
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these constants as is to determine level.
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*/////////////////////////////////////////////////
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// non epic levels
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const int L_01 = 1000;
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const int L_02 = 1500;
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const int L_03 = 2500;
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const int L_04 = 3500;
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const int L_05 = 5000;
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const int L_06 = 6500;
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const int L_07 = 9000;
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const int L_08 = 12000;
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const int L_09 = 15000;
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const int L_10 = 19500;
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const int L_11 = 25000;
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const int L_12 = 30000;
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const int L_13 = 35000;
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const int L_14 = 40000;
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const int L_15 = 50000;
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const int L_16 = 65000;
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const int L_17 = 75000;
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const int L_18 = 90000;
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const int L_19 = 110000;
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const int L_20 = 130000;
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// epic levels
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const int L_21 = 250000;
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const int L_22 = 500000;
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const int L_23 = 750000;
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const int L_24 = 1000000;
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const int L_25 = 1200000;
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const int L_26 = 1400000;
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const int L_27 = 1600000;
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const int L_28 = 1800000;
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const int L_29 = 2000000;
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const int L_30 = 2200000;
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const int L_31 = 2400000;
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const int L_32 = 2600000;
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const int L_33 = 2800000;
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const int L_34 = 3000000;
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const int L_35 = 3200000;
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const int L_36 = 3400000;
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const int L_37 = 3600000;
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const int L_38 = 3800000;
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const int L_39 = 4000000;
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const int L_40 = 4200000;
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// Legendary Levels
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const int L_41 = 44000000;
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const int L_42 = 46000000;
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const int L_43 = 48000000;
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const int L_44 = 50000000;
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const int L_45 = 52000000;
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const int L_46 = 54000000;
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const int L_47 = 56000000;
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const int L_48 = 58000000;
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const int L_49 = 60000000;
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const int L_50 = 62000000;
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const int L_51 = 6400000000;
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const int L_52 = 6600000000;
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const int L_53 = 6800000000;
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const int L_54 = 7000000000;
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const int L_55 = 7200000000;
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const int L_56 = 7400000000;
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const int L_57 = 7600000000;
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const int L_58 = 7800000000;
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const int L_59 = 8000000000;
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const int L_60 = 8200000000;
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//:://////////////////////////////////////////////
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/* -DO NOT change this constant for any reason.
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It is for internal use only.
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*/////////////////////////////////////////////////
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const int L_ANY = 2147483647;
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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/* -Item's max level-
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This constant is just that, the max level an
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item can be before the Smiths can no longer
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forge it. Simply use the "Item Level by Gold
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Constants" above to choose the highest level
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any forged item can be, or made to be.
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To disable this, use the L_ANY constant.
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Default = L_ANY (disabled)
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*/////////////////////////////////////////////////
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const int ITEM_MAX_LVL = L_60;
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//:://////////////////////////////////////////////
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