Changed folder name.
Changed folder name.
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140
_module/nss/on_chat_mod_load.nss
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140
_module/nss/on_chat_mod_load.nss
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//:: on_chat_Mod_load
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///////////////////////////////////////////////////
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//:: Example XP2 OnModuleLoad DM Chat Script..
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//::///////////////////////////////////////////////
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//:: (c) 2003 Bioware Corp.
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//::///////////////////////////////////////////////
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//:: Modified By: Genisys (Guile)
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//:: Modified On: 9/13/08
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///////////////////////////////////////////////////
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/*
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Put into: OnModuleLoad Event
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This example script demonstrates how to tweak the
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behavior of several subsystems in your module.
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For more information, please check x2_inc_switches
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which holds definitions for several variables that
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can be set on modules, creatures, doors or waypoints
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to change the default behavior of Bioware scripts.
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Warning:
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Using some of these switches may change your games
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balancing and may introduce bugs or instabilities. We
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recommend that you only use these switches if you
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know what you are doing. Consider these features
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unsupported!
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Please do NOT report any bugs you experience while
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these switches have been changed from their default
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positions.
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Make sure you visit the forums at nwn.bioware.com
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to find out more about these scripts.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-16
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//:://////////////////////////////////////////////
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#include "x2_inc_switches"
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#include "x2_inc_restsys"
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//Required Include for the DM Chat Control Options
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#include "dm_chat_inc"
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void main()
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{
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//Code added for the DM Chat Control Options..
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GetChatConfigurations();
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/////////////////////////////////////////////////////////////////
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//Your code goes here...
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/////////////////////////////////////////////////////////////////
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//X2 Default Script Functions
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if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT)
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{
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// * Setting the switch below will enable a seperate Use Magic Device Skillcheck for
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// * rogues when playing on Hardcore+ difficulty. This only applies to scrolls
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SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE);
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// * Activating the switch below will make AOE spells hurt neutral NPCS by default
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// SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE);
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}
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// * AI: Activating the switch below will make the creaures using the WalkWaypoint function
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// * able to walk across areas
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// SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE);
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// * Spells: Activating the switch below will make the Glyph of Warding spell behave differently:
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// * The visual glyph will disappear after 6 seconds, making them impossible to spot
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// SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE);
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// * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing,
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// * but since it is described this way in the book, here is the switch to get it back...
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// SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE);
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// * Craft Feats: Use this to disable Item Creation Feats if you do not want
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// * them in your module
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// SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE);
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// * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size.
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// * We do not support this check for balancing reasons, but you can still activate it...
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// SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE);
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// * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this
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// * did not fit into NWNs spell system and was confusing, so we took it out...
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// SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE);
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// * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this
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// * did not fit into NWNs spell system and was confusing, so we took it out...
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// SetModuleSwitch (MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT, TRUE);
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// * Spellcasting: Some people don't like caster's abusing expertise to raise their AC
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// * Uncommenting this line will drop expertise mode whenever a spell is cast by a player
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// SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE);
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// * Item Event Scripts: The game's default event scripts allow routing of all item related events
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// * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a
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// * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...)
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// * is triggered. Check "x2_it_example.nss" for an example.
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// * This feature is disabled by default.
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SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);
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if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
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{
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// * If Tagbased scripts are enabled, and you are running a Local Vault Server
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// * you should use the line below to add a layer of security to your server, preventing
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// * people to execute script you don't want them to. If you use the feature below,
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// * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a
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// * maximum of 16 chars, instead of the pure tag of the object.
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// * i.e. without the line below a user activating an item with the tag "test",
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// * will result in the execution of a script called "test". If you uncomment the line below
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// * the script called will be "1_test.nss"
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// SetUserDefinedItemEventPrefix("1_");
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}
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// * This initializes Bioware's wandering monster system as used in Hordes of the Underdark
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// * You can deactivate it, making your module load faster if you do not use it.
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// * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script
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// SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE);
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if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE)
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{
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// * This allows you to specify a different 2da for the wandering monster system.
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// SetWanderingMonster2DAFile("des_restsystem");
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//* Do not change this line.
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WMBuild2DACache();
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}
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}
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