Initial commit
Adding all of the current content for Anphillia Unlimited.
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_module/nss/cnr_config_inc.nss
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150
_module/nss/cnr_config_inc.nss
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/////////////////////////////////////////////////////////
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//
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// Craftable Natural Resources (CNR) by Festyx
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//
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// Name: cnr_config_inc
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//
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// Desc: General CNR configuration
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//
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// Author: David Bobeck 22Mar03
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//
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/////////////////////////////////////////////////////////
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/////////////////////////////////////
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// Float version of d100().
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// Range is 0.1 to 100.0 (in tenths)
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/////////////////////////////////////
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float cnr_d100(int nDice);
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/////////////////////////////////////
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float cnr_d100(int nDice)
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{
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float fAccum = 0.0;
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int n;
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for (n=0; n<nDice; n++)
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{
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fAccum += (IntToFloat(Random(1000)+1) / 10.0); // 0.1 - 100.0
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}
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return fAccum;
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}
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// You can now add you own tradeskills!
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// Each trackable tradeskill must have a unique ID.
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// The default trade names are assigned when
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// "cnr_trade_init" executes. If you add a new tradeskill,
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// you should add a unique ID for it here. ID's in the
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// range of 0 thru 99 are reserved for future updates to
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// CNR. Builders should assign ID's starting at 101.
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int CNR_TRADESKILL_NONE = 0;
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int CNR_TRADESKILL_SMELTING = 1;
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int CNR_TRADESKILL_WEAPON_CRAFTING = 2;
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int CNR_TRADESKILL_ARMOR_CRAFTING = 3;
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int CNR_TRADESKILL_ALCHEMY = 4;
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int CNR_TRADESKILL_SCRIBING = 5;
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int CNR_TRADESKILL_TINKERING = 6;
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int CNR_TRADESKILL_WOOD_CRAFTING = 7; // includes BOWERING, FLETCHING, CARPENTRY
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int CNR_TRADESKILL_ENCHANTING = 8; // includes IMBUING
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int CNR_TRADESKILL_GEM_CRAFTING = 9;
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int CNR_TRADESKILL_TAILORING = 10;
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int CNR_TRADESKILL_FOOD_CRAFTING = 11;
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// Define your tradeskills here starting at 101. Also define
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// the display text for you tradeskills per instructions in
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// "cnr_trade_init"
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//int CNR_TRADESKILL_TRASH_COLLECTING = 101;
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// Resource gathering not tied to a specific tradeskill
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// HARVESTING
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// ORE MINING
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// GEM MINING
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// LUMBERJACKING
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// ore mining
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float CNR_FLOAT_ORE_MINING_FIND_FIRST_NUGGET_PERCENTAGE = 25.0;
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float CNR_FLOAT_ORE_MINING_FIND_SECOND_NUGGET_PERCENTAGE = 25.0;
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float CNR_FLOAT_ORE_MINING_FIND_MYSTERY_MINERAL_PERCENTAGE = 5.0;
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float CNR_FLOAT_ORE_MINING_PICKAXE_BREAKAGE_PERCENTAGE = 0.2;
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float CNR_FLOAT_ORE_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_ORE_MINING_DEPOSIT_RESPAWN_TIME_SECS = 900.0; // 15 mins real time
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// forge operation
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int CNR_BOOL_FORGES_REQUIRE_COAL = FALSE;
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float CNR_FLOAT_FORGE_COAL_BURN_TIME = 60.0f; // 1 min per nugget
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// gem mining
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float CNR_FLOAT_GEM_MINING_FIND_FIRST_MINERAL_PERCENTAGE = 25.0;
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float CNR_FLOAT_GEM_MINING_FIND_SECOND_MINERAL_PERCENTAGE = 25.0;
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float CNR_FLOAT_GEM_MINING_FIND_MYSTERY_MINERAL_PERCENTAGE = 5.0;
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float CNR_FLOAT_GEM_MINING_CHISEL_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_GEM_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 2.0;
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float CNR_FLOAT_GEM_MINING_DEPOSIT_RESPAWN_TIME_SECS = 900.0; // 15 mins real time
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// misc mining deposit (dug with shovel, ie: clay & sand)
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float CNR_FLOAT_MISC_MINING_DEPOSIT_CHANCE_OF_SUCCESS_PERCENTAGE = 40.0;
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float CNR_FLOAT_MISC_MINING_DEPOSIT_SHOVEL_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_MISC_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_MISC_MINING_DEPOSIT_RESPAWN_TIME_SECS = 120.0; // 2 mins real time
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// wood cutting
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float CNR_FLOAT_WOOD_MINING_AXE_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_WOOD_MINING_TREE_BREAKAGE_PERCENTAGE = 2.0;
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float CNR_FLOAT_WOOD_MINING_TREE_RESPAWN_TIME_SECS = 900.0; // 15 mins real time
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// misc tool breakage
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float CNR_FLOAT_SMITH_HAMMER_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_GEM_CRAFTERS_TOOLS_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_TINKERS_TOOLS_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_CARPS_TOOLS_BREAKAGE_PERCENTAGE = 1.0;
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float CNR_FLOAT_SEWING_KIT_BREAKAGE_PERCENTAGE = 1.0;
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// plant/fruit respawns
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float CNR_FLOAT_DEFAULT_PLANT_RESPAWN_TIME_SECS = 250.0; // 5 mins real time
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// If TRUE, when a plant's fruit is harvested, the entire plant will disappear
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// and respawn at a later time. If FALSE, when a plant's fruit is harvested,
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// the plant will remain and only the fruit will respawn.
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int CNR_BOOL_RESPAWN_PLANTS_NOT_FRUIT = FALSE;
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// game XP (not trade XP) awarded on recipe success
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int CNR_BOOL_GAME_XP_SCALAR_ENABLED = TRUE;
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float CNR_FLOAT_GAME_XP_SCALAR = 0.0;
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// To enable the crafting of HCR items, set this flag to TRUE.
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// Note: At this time, only cure potions and animal meat are supported.
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// Note: CNR does not provide the blueprints for HCR items.
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int CNR_BOOL_ENABLE_HCR_ITEM_CRAFTING = TRUE;
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// skinnable corpses
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float CNR_FLOAT_SKINNABLE_CORPSE_FADE_TIME_SECS = 240.0; // 4 min real time
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// If you're a power builder/DM that uses APS/NWNX2 and would like to tweak recipes and
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// reload them without restarting the mod, then you can set this flag to TRUE. CNR will
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// create four related tables to hold the recipe data.
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int CNR_BOOL_RECIPE_DATA_IS_PERSISTENT_IN_SQL_DATABASE = FALSE;
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// If you prefer to bypass the long delays associated with recipe initialization,
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// you can set this flag to FALSE. ** WARNING ** This flag should be used during
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// module development only as deferred initialization will have a one-time impact
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// on each device when it is first used. When your module goes public, it's best to
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// have the recipes initialize at module load so that players don't get subjected to
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// unnecessary lag during game play.
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int CNR_BOOL_INIT_RECIPES_ON_MODULE_LOAD = TRUE;
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// By default, spells defined as components in recipes will be decremented on both
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// successful and failed crafting attempts. If, however, you would prefer that
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// spells not be decremented on failed recipe attempts, then set this to TRUE.
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int CNR_BOOL_DECREMENT_SPELLS_ON_SUCCESS_ONLY = TRUE;
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// If you prefer that the top ten lists are not dispayed by by trade journal,
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// then set this to TRUE.
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int CNR_BOOL_HIDE_TRADE_JOURNALS_TOP_TEN_LISTS = FALSE;
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// If you prefer that crafting convos only show satisfied recipes, then set this
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// flag to TRUE. When TRUE, players will need to experiment to determine the
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// components required to make a recipe. ** WARNING ** Filtering adds overhead.
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// You will see some lag.
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int CNR_BOOL_HIDE_UNSATISFIED_RECIPES_IN_CRAFTING_CONVOS = FALSE;
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// If you prefer that crafting convos hide recipes that are statistically impossible
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// for the PC to make, then set this to TRUE. ** WARNING ** Filtering adds overhead.
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// You will see some lag.
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int CNR_BOOL_HIDE_IMPOSSIBLE_RECIPES_IN_CRAFTING_CONVOS = FALSE;
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