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Adding all of the current content for Anphillia Unlimited.
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99
_module/nss/anph_cfg.nss
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99
_module/nss/anph_cfg.nss
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// Master config file for Anphillia
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// Module version
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const string ANPH_VERSION = " ";
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// This sets the improved rest-script active or inactive.
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// It is used to randomly teleport monsters that are in the area to a player
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// that rests unguarded (= no other neutral/friendly creature near).
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// NO creatures are created, if the area is empty, then resting is save
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const int ANPH_REST_SURPRISE_ACTIVE = TRUE;
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// If Rest-Surprise is active, this sets the percentage chance that a
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// player that rests alone attracts one or more monsters
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const int ANPH_REST_SURPRISE_CHANCE = 50;
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// If Rest-Surprise is active, this sets the minimum number of creatures
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// to jump to the player
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const int ANPH_REST_SURPRISE_MIN = 1;
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// If Rest-Surprise is active, this sets the maximum number of creatures
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// to jump to the player
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const int ANPH_REST_SURPRISE_MAX = 4;
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// This sets the alignment restrictions for the factions on or off.
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// Drow Faction always is restricted.
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// If true, the following restrictions apply:
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// Cleaven: no Chaotic Evil
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// Axfell: no Lawful Good
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const int ANPH_ALIGNMENT_RESTRICTIONS = TRUE;
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// If set to TRUE, characters that don't kill things for a set amount of time
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// gain RP XP automatically
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const int ANPH_ROLEPLAY_XP = TRUE;
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// This specifies the number of beats a character has to remain non-killing
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// to be awarded with XP
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const int ANPH_ROLEPLAY_INTERVAL = 80;
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// This sets the base RP XP a character gains for being idle the set amount
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// of time. A random of 10 and his level*2 is added to this value
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const int ANPH_ROLEPLAY_BASEXP = 54;
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// This sets the maximum amount of combat experience a character can recieve
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// in a rest period.
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const int ANPH_MAX_XP_PER_REST = 5000;
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// If this is set to FALSE, pickpocketed items do not drop on death
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const int ANPH_DROP_STOLEN_ITEMS_ON_DEATH = TRUE;
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// This setting activates/deactivates CnR (Craftable natural Resources).
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// Once turned on, it's a bad idea to turn it off again ;)
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const int ANPH_CNR_ACTIVE = TRUE;
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// This setting sets the maximum level attainable in CnR. If you want to set no limit, use 255 as the value
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const int ANPH_CNR_MAX_LEVEL = 255;
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// FACTION SETTINGS
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// These settings set the factions joinable by players. If set to TRUE, the
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// join portals will be in the initial dream area, if set to FALSE, the portals
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// are created in another area (a DM could jump players there to have the faction invitational)
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// Cleaven
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const int FACTION_01_ACCESSIBLE_FOR_PLAYERS = TRUE;
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// Axfell
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const int FACTION_02_ACCESSIBLE_FOR_PLAYERS = TRUE;
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// Ranzington
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const int FACTION_03_ACCESSIBLE_FOR_PLAYERS = FALSE;
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// Drow
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const int FACTION_04_ACCESSIBLE_FOR_PLAYERS = FALSE;
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// Shilar
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const int FACTION_05_ACCESSIBLE_FOR_PLAYERS = FALSE;
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// Dahgmar
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const int FACTION_06_ACCESSIBLE_FOR_PLAYERS = FALSE;
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void AnphConfigSaveToLocalVars(object oOwner)
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{
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SetLocalString(oOwner, "ANPH_VERSION", ANPH_VERSION);
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SetLocalInt(oOwner, "ANPH_REST_SURPRISE_ACTIVE", ANPH_REST_SURPRISE_ACTIVE);
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SetLocalInt(oOwner, "ANPH_REST_SURPRISE_CHANCE", ANPH_REST_SURPRISE_CHANCE);
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SetLocalInt(oOwner, "ANPH_REST_SURPRISE_MIN", ANPH_REST_SURPRISE_MIN);
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SetLocalInt(oOwner, "ANPH_REST_SURPRISE_MAX", ANPH_REST_SURPRISE_MAX);
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SetLocalInt(oOwner, "ANPH_ALIGNMENT_RESTRICTIONS", ANPH_ALIGNMENT_RESTRICTIONS);
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SetLocalInt(oOwner, "ANPH_ROLEPLAY_XP", ANPH_ROLEPLAY_XP);
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SetLocalInt(oOwner, "ANPH_ROLEPLAY_INTERVAL", ANPH_ROLEPLAY_INTERVAL);
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SetLocalInt(oOwner, "ANPH_ROLEPLAY_BASEXP", ANPH_ROLEPLAY_BASEXP);
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SetLocalInt(oOwner, "ANPH_MAX_XP_PER_REST", ANPH_MAX_XP_PER_REST);
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SetLocalInt(oOwner, "ANPH_DROP_STOLEN_ITEMS_ON_DEATH", ANPH_DROP_STOLEN_ITEMS_ON_DEATH);
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SetLocalInt(oOwner, "ANPH_CNR_ACTIVE", ANPH_CNR_ACTIVE);
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SetLocalInt(oOwner, "ANPH_CNR_MAX_LEVEL", ANPH_CNR_MAX_LEVEL);
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SetLocalInt(oOwner, "FACTION_01_ACCESSIBLE_FOR_PLAYERS", FACTION_01_ACCESSIBLE_FOR_PLAYERS);
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SetLocalInt(oOwner, "FACTION_02_ACCESSIBLE_FOR_PLAYERS", FACTION_02_ACCESSIBLE_FOR_PLAYERS);
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SetLocalInt(oOwner, "FACTION_03_ACCESSIBLE_FOR_PLAYERS", FACTION_03_ACCESSIBLE_FOR_PLAYERS);
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SetLocalInt(oOwner, "FACTION_04_ACCESSIBLE_FOR_PLAYERS", FACTION_04_ACCESSIBLE_FOR_PLAYERS);
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SetLocalInt(oOwner, "FACTION_05_ACCESSIBLE_FOR_PLAYERS", FACTION_05_ACCESSIBLE_FOR_PLAYERS);
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SetLocalInt(oOwner, "FACTION_06_ACCESSIBLE_FOR_PLAYERS", FACTION_06_ACCESSIBLE_FOR_PLAYERS);
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}
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