// Module Configuration //------------------------------------------------------------------------------ // * Enable/Disable the use of NWNx for various systems in this module //------------------------------------------------------------------------------ const int CI_MOD_USE_NWNX = FALSE; //------------------------------------------------------------------------------ // * Set the various Bonus Limits //------------------------------------------------------------------------------ const int CI_MOD_BONUSLIMIT_ABILITY = 36; // Default: 12 const int CI_MOD_BONUSLIMIT_ATTACKBONUS = 60; // Default: 20 const int CI_MOD_BONUSLIMIT_DAMAGEBONUS = 300; // Default: 100 const int CI_MOD_BONUSLIMIT_SAVINGTHROW = 60; // Default: 20 const int CI_MOD_BONUSLIMIT_SKILL = 150; // Default: 50 //------------------------------------------------------------------------------ // * Set a spell override scirpt that is called before every spell in the game //------------------------------------------------------------------------------ const string CI_MOD_OVERRIDE_SPELLSCRIPT = "esm_spuserdef"; //------------------------------------------------------------------------------ // * Force Use Magic Device Skillchecks, Default = FALSE except for GAME_DIFFICULTY_CORE_RULES+ // * If switched to TRUE, a rogue has to succeed in a UMD check against DC 25+SpellLevel // * in order to use a scroll. See x2_pc_umdcheck.nss for details //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_UMD_SCROLLS = FALSE; //------------------------------------------------------------------------------ // * Toggle on/off the Item Creation Feats, Default = O // * Disable the Item Creation Feats that come with Hordes of the Underdark for the // * module. //------------------------------------------------------------------------------ const int CI_MOD_DISABLE_ITEM_CREATION_FEATS = FALSE; //------------------------------------------------------------------------------ // * Toggle Area of Effect Spell behaviour // * If set to TRUE, AOE Spells will hurt NPCS that are neutral to the caster if they are // * caught in the effect //------------------------------------------------------------------------------ const int CI_MOD_AOE_HURT_NEUTRAL_NPCS = TRUE; //------------------------------------------------------------------------------ // * For balancing reasons the crafting system will create 50 charges on a new wand // * instead it will create 10 + casterlevel charges. if you want to be "hard core rules compliant" // * 50 charges, enable thiis switch //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_CRAFT_WAND_50_CHARGES = FALSE; //------------------------------------------------------------------------------ // * Some epic spells, namely Hellball, do damage to the caster. We found this too confusing // * in testing, so it was disabled. You can reactivate using this flag //------------------------------------------------------------------------------ const int CI_MOD_EPIC_SPELLS_HURT_CASTER = TRUE; //------------------------------------------------------------------------------ // * Deathless master touch is not supposed to affect creatures of size > large // * but we do not check this condition by default to balance the fact that the slain // * creature is not raised under the command of the pale master. // * by setting this switch to TRUE, the ability will no longer effect creatures of // * huge+ size. //------------------------------------------------------------------------------ const int CI_MOD_SPELL_CORERULES_DMASTERTOUCH = TRUE; //------------------------------------------------------------------------------ // * By default, all characters can use the various poisons that can be found to poison their weapons if // * they win a Dex check. Activating this flag will restrict the use of poison to chars with the UsePoison // * feat only //------------------------------------------------------------------------------ const int CI_MOD_RESTRICT_USE_POISON_TO_FEAT = TRUE; //------------------------------------------------------------------------------ // * Multiple Henchmen: By default, henchmen will never damage each other with AoE spells. // * By activating this switch, henchmen will be able to damage each other with AoE spells // * and potentially go on each other's throats. // * Warning: Activating this switch has the potential of introducing game breaking bugs. Do // * not use on the official SoU campaign. Use at your own risk. Really, its dangerous! //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_MULTI_HENCH_AOE_DAMAGE = FALSE; //------------------------------------------------------------------------------ // * Spell Targeting: Pre Hordes of the underdark, in hardcore mode, creatures would not hurt each other // * with their AOE spells if they were no PCs. Setting this switch to true, will activate the correct // * behaviour. Activating this on older modules can break things, unless you know what you are doing! //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_NPC_AOE_HURT_ALLIES = FALSE; //------------------------------------------------------------------------------ // * If set to TRUE, the Bebilith Ruin Armor ability is going to actually destroy // * the armor it hits. Would be very annoying for players... //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_BEBILITH_RUIN_ARMOR = FALSE; //------------------------------------------------------------------------------ // * Setting this switch to TRUE will make the Glyph of warding symbol disappear after 6 seconds, but // * the glyph will stay active.... //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_INVISIBLE_GLYPH_OF_WARDING = FALSE; //------------------------------------------------------------------------------ // * Setting this switch to TRUE will enable the allow NPCs running between waypoints using the WalkWaypoints // * function to cross areas, like they did in the original NWN. This was changed in 1.30 to use only // * waypoints in one area. //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_CROSSAREA_WALKWAYPOINTS = TRUE; //------------------------------------------------------------------------------ // * Setting this switch to TRUE will enable execution of tagbased item scripts //------------------------------------------------------------------------------ const int CI_MOD_ENABLE_TAGBASED_SCRIPTS = TRUE; //------------------------------------------------------------------------------ // * Setting thsi switch to TRUE will enable the XP2 Wandering Monster System // * for this module (if you are using the default rest script and you have set // * up the correct variables for each area //------------------------------------------------------------------------------ const int CI_MOD_USE_XP2_RESTSYSTEM = FALSE; //------------------------------------------------------------------------------ // * if this variable is set, the AI will not use Dispel Magic against harmfull AOE // * spells. //------------------------------------------------------------------------------ const int CI_MOD_DISABLE_AI_DISPEL_AOE = FALSE; //------------------------------------------------------------------------------ // * Setting this variable to TRUE on the module will disable the call to the // * random loot generation in most creatures' OnSpawn script. //------------------------------------------------------------------------------ const int CI_MOD_NO_RANDOM_MONSTER_LOOT = TRUE; //------------------------------------------------------------------------------ // * Setting this variable to TRUE on the module will disable built-in craft skills //------------------------------------------------------------------------------ const int CI_MOD_DO_NOT_ALLOW_CRAFTSKILLS = FALSE;