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Anphillia_PRC8/_module/nss/store_cfg.nss
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
2024-01-04 07:49:38 -05:00

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///////////////////////////////////////////////////////////////////////////////
// store_cfg
// written by: eyesolated
// written at: Sept. 22, 2004
//
// Notes: Store Configuration
// Constants
const string CS_STORE_SYSTEMREADY = "STORE_READY";
const string CS_STORE_SCRIPT_OPEN = "store_open";
const string CS_STORE_DEFAULTHEARTBEATSCRIPT = "nw_c2_default1";
const string CS_STORE_INITIALIZED = "StoreInitialized";
const string CS_STORE_NEEDSRESET = "StoreNeedsReset";
const string CS_STORE_CATNEEDSRESET = "CAT_";
const string CS_STORE_ITEMAMOUNT = "StoreItemAmount";
// Store reset time in Heartbeats (= 6 seconds)
const int CS_STORE_RESETTIME = 1200; // 1 hour = 600 heartbeats
//Store Variables
// What kinds of stuff does this store sell?
// The value of these INTEGER values sets the Maximum of items available
// for this category. If set to 0, the store won't have these items, and items
// from this category that are sold to the store will disappear.
//
// SH_Everything gets added to EACH category.
const string CS_STORE_StoreHas_EVERYTHING = "SH_EVERYTHING";
const string CS_STORE_StoreHas_ARMOR_BODY_CLOTHING = "SH_ARMOR_CLOTHING";
const string CS_STORE_StoreHas_ARMOR_BODY_LIGHT = "SH_ARMOR_LIGHT";
const string CS_STORE_StoreHas_ARMOR_BODY_MEDIUM = "SH_ARMOR_MEDIUM";
const string CS_STORE_StoreHas_ARMOR_BODY_HEAVY = "SH_ARMOR_HEAVY";
const string CS_STORE_StoreHas_ARMOR_SHIELD = "SH_ARMOR_SHIELD";
const string CS_STORE_StoreHas_ARMOR_HELMET = "SH_ARMOR_HELMET";
const string CS_STORE_StoreHas_WEAPON_MELEE = "SH_WEAPON_MELEE";
const string CS_STORE_StoreHas_WEAPON_RANGED = "SH_WEAPON_RANGED";
const string CS_STORE_StoreHas_WEAPON_THROWN = "SH_WEAPON_THROWN";
const string CS_STORE_StoreHas_AMMO = "SH_AMMO";
const string CS_STORE_StoreHas_ACCESSORIES_CLOTHING = "SH_ACC_CLOTHING";
const string CS_STORE_StoreHas_ACCESSORIES_JEWELRY = "SH_ACC_JEWELRY";
const string CS_STORE_StoreHas_RODSWANDS = "SH_RODSWANDS";
const string CS_STORE_StoreHas_SCROLLS = "SH_SCROLLS";
const string CS_STORE_StoreHas_POTIONS = "SH_POTIONS";
const string CS_STORE_StoreHas_CONTAINERS = "SH_CONTAINERS";
const string CS_STORE_StoreHas_BOMBS = "SH_BOMBS";
const string CS_STORE_StoreHas_THIEVESTOOLS = "SH_THIEVESTOOLS";
const string CS_STORE_StoreHas_TRAPS = "SH_TRAPS";
const string CS_STORE_StoreHas_MEDKITS = "SH_MEDKITS";
const string CS_STORE_StoreHas_MISC = "SH_MISC";
// Suffix for counting the current amount
const string CS_STORE_AMOUNTSUFFIX = "_CA";
// How many items does the store have MINIMUM per category?
// The value of this variable sets the DIVISOR by which the above maximums are
// divided to see what the minimum is.
// Example: If a store has a maximum of 12 Melee Weapons, and this divisor is
// set to 3, the store will always carry a minimum of 4 Melee Weapons.
// If it was set to 2, the store would always have at least 6 Melee
// Weapons.
const string CS_STORE_StoreHasMinimum = "SHMinimum";
// The Chance of Magic Items for this store
const string CS_STORE_MAGICCHANCE = "S_MAGICCHANCE";
// Minimum Magic Properties for each item. Set this to anything but 0 to force
// the amount of properties
const string CS_STORE_MAGICPROPERTIES = "S_MAGICPROPERTIES";
// The Maximum Magic Level for this store
const string CS_STORE_MAGICLEVEL = "S_MAGICLEVEL";
// Chance that these Magic items are identified
const string CS_STORE_IDENTIFIEDCHANCE = "S_IDENTIFIEDCHANCE";