// Modified by AW Olorin on 6-11-2004 // Added Module Version string Constant // Added Announcement period Constant (How many HB's between announcemnts) #include "x2_inc_switches" #include "x2_inc_restsys" #include "afx_sfunc" const string POA_VERSION = "This server is running PoA version 1.68"; const int ANNOUNCE_PERIOD = 600; void main() { if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT) { // * Setting the switch below will enable a seperate Use Magic Device Skillcheck for // * rogues when playing on Hardcore+ difficulty. This only applies to scrolls SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE); // * Activating the switch below will make AOE spells hurt neutral NPCS by default // SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE); } // * AI: Activating the switch below will make the creaures using the WalkWaypoint function // * able to walk across areas // SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE); // * Spells: Activating the switch below will make the Glyph of Warding spell behave differently: // * The visual glyph will disappear after 6 seconds, making them impossible to spot // SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE); // * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing, // * but since it is described this way in the book, here is the switch to get it back... // SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE); // * Craft Feats: Use this to disable Item Creation Feats if you do not want // * them in your module // SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE); // * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size. // * We do not support this check for balancing reasons, but you can still activate it... // SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT, TRUE); // * Spellcasting: Some people don't like caster's abusing expertise to raise their AC // * Uncommenting this line will drop expertise mode whenever a spell is cast by a player // SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE); // * Item Event Scripts: The game's default event scripts allow routing of all item related events // * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a // * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...) // * is triggered. Check "x2_it_example.nss" for an example. // * This feature is disabled by default. SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE); if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE) { // * If Tagbased scripts are enabled, and you are running a Local Vault Server // * you should use the line below to add a layer of security to your server, preventing // * people to execute script you don't want them to. If you use the feature below, // * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a // * maximum of 16 chars, instead of the pure tag of the object. // * i.e. without the line below a user activating an item with the tag "test", // * will result in the execution of a script called "test". If you uncomment the line below // * the script called will be "1_test.nss" // SetUserDefinedItemEventPrefix("1_"); } // * This initializes Bioware's wandering monster system as used in Hordes of the Underdark // * You can deactivate it, making your module load faster if you do not use it. // * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script // SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE); if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE) { // * This allows you to specify a different 2da for the wandering monster system. // SetWanderingMonster2DAFile("des_restsystem"); //* Do not change this line. WMBuild2DACache(); } // each area affected must be tagged and bagged then place the enter and exit scripts in each area. object oArea002 = GetObjectByTag("CavernsofUnderdark"); SetLocalInt(oArea002,"afx_flags",AFX_FLAG_DARK); object oArea003 = GetObjectByTag("DrowSewers"); SetLocalInt(oArea003,"afx_flags",AFX_FLAG_DARK); object oArea004 = GetObjectByTag("HouseFenLiss"); SetLocalInt(oArea004,"afx_flags",AFX_FLAG_DARK); object oArea005 = GetObjectByTag("housedenat"); SetLocalInt(oArea005,"afx_flags",AFX_FLAG_DARK); object oArea006 = GetObjectByTag("HermitsDen"); SetLocalInt(oArea002,"afx_flags",AFX_FLAG_DARK); object oArea007 = GetObjectByTag("Manatakloss"); SetLocalInt(oArea007,"afx_flags",AFX_FLAG_DARK); object oArea008 = GetObjectByTag("DrowSlum1"); SetLocalInt(oArea008,"afx_flags",AFX_FLAG_DARK); object oArea009 = GetObjectByTag("DrowSlum2"); SetLocalInt(oArea009,"afx_flags",AFX_FLAG_DARK); object oArea010 = GetObjectByTag("DrowSlum3"); SetLocalInt(oArea010,"afx_flags",AFX_FLAG_DARK); object oArea011 = GetObjectByTag("DrowArcaneAcademy"); SetLocalInt(oArea011,"afx_flags",AFX_FLAG_DARK); object oArea012 = GetObjectByTag("HouseGuratsz"); SetLocalInt(oArea012,"afx_flags",AFX_FLAG_DARK); object oArea013 = GetObjectByTag("HouseKhuraan"); SetLocalInt(oArea013,"afx_flags",AFX_FLAG_DARK); object oArea014 = GetObjectByTag("QueensPalace"); SetLocalInt(oArea014,"afx_flags",AFX_FLAG_DARK); object oArea015 = GetObjectByTag("PalaceVault"); SetLocalInt(oArea015,"afx_flags",AFX_FLAG_DARK); SetLocalString(GetModule(),"Version",POA_VERSION); SetLocalInt(GetModule(),"iAnnounce_Period",ANNOUNCE_PERIOD); }