46 lines
1.6 KiB
Plaintext
46 lines
1.6 KiB
Plaintext
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////////////////////////////////////////////////////////////////////////////////
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//
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// Olander's AI
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// oai_mod_onload
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// by Don Anderson
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// dandersonru@msn.com
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//
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// Module Setup Script for Factions
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//
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// For ORS PW Kit Users this has been integrated...not need to use.
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// See => opw_mod_onload
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "oai_inc_constant"
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void main()
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{
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object oMod = GetModule();
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//OAI Critical Kill System (0 is OFF)
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/*
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This functions by taking into account Feats and Such to make Vorpal like kills
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to vital areas. Works with any weapons/hands that do Bludgeoning Piercing or
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Slashing Damage.
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*/
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int nOAICRIT = 1;
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AssignCommand(oMod,SetLocalInt(oMod,"OAICRIT",nOAICRIT));
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//OAI Random Abilities (Original Provided by Lord Rosenkrantz)
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/*
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This adds some nice randomizations of NPC abilities to make each NPC
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unique is some fashion. No longer will you be able to see an Orc and
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assume it will be an easy fight...then again...maybe they will fall
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like a Goblin. =)
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*/
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int RANDOMABILITIES = 1;//Set this to Turn On Random Abilities (0 is OFF)
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AssignCommand(oMod,SetLocalInt(oMod,"OAI_RANDOM_ABILITIES",RANDOMABILITIES));
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//Small Creature Movement Penalities
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//10% Speed decrease for Small Creatures and Dwarves (Used In Crafting and AI)
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int nRACIALMOVE = 1;//Allow speed penalty to Racial Movement Rates PHB 3.5 (0 is Off)
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AssignCommand(oMod,SetLocalInt(oMod,"RACIALMOVE",nRACIALMOVE));
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AssignCommand(oMod,SetLocalInt(oMod,"SML_CREATURE_MOVEPEN",20));
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}
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