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Anphillia_PRC8/_module/nss/hc_defaults.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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// Now the location where all features have their default value set.
// This is to allow things to be toggleable on the fly.
#include "hc_inc"
// TRIGGERS, if set to 0 the listed system will be deactivated, defaults to 1
// NOTE: If you change any of these, you must recompile all modules that begin
// with hc_ To do so, open them in script editor, and click compile and save.
// Set PWEXP to 1 to use the Persistent World Exp system
int PWEXP=0;
// If you set GHOSTSYSTEM to 1, players will return to their corpses as a
// ghost.
int GHOSTSYSTEM=0;
// If you use the SPELLSYS add-on, and want MATERCOMPs to be required then
// you must set MATERCOMP below to 1.
int MATERCOMP=0;
// Set SINGLECHARACTER to 1 to restrict players to one character each, even if
// that character is dead.
int SINGLECHARACTER=0;
// Set LOGINMESSAGE to anything you want show to all players when logging in
// If you want no message show, change LOGINMESSAGE to "NONE"
string LOGINMESSAGE="Welcome to Anphillia (CEP)! Makesure to check your inventory.";
// Set DEATHOVERREBOOT to 0 to allow folks to come back to life after a
// server reset.
int DEATHOVERREBOOT=0;
// SUMMONTIME - If 0, will use normal summoning duration, if 1 will cause creature
// to last 1 round (6 sec) per HitDice (level) of the summoner. You can set it to
// higher numbers to multiple rounds, ie 3 would be 18 seconds per level of summoner.
// By the book though its 1 round.
int SUMMONTIME=5;
// REALFAM - If set to 0, you get BW familiars that instant heal when you
// "feed" them.
int REALFAM=1;
// HCRTRAPS Setting this to 0 makes the Find Traps spell use the normal NWN
// system.
int HCRTRAPS=0;
// Set LEVELTRAINER to 0 to not require players find a trainer to level up.
// Set LEVELCOST to the amount of gold per level that training costs.
int LEVELTRAINER = 0;
int LEVELCOST = 1000;
// GIVELEVEL - Sets the level that players start at in your world.
int GIVELEVEL=1;
// Set DMRESERVE to a number of players you want to be online, then when you
// start your server, set the max number of players to a number higher than
// DMRESERVE and you will always be able to log on. This defaults to disabled.
int DMRESERVE=0;
// Setting PKTRACKER enables automatic banning of a player by CDKEY when he
// exceeds the number of PK's of PKTRACKER. Helps prevent griefers. Defaults
// to 5 (means boots on number 6)
int PKTRACKER=0;
// Set this to 0 if you dont want to know when one player kills anothers.
int TELLONPK=1;
// Setting WANDERSYSTEM to 1 will add the check for wandering monsters.
// NOTE: Wandering monsters will only be found if an area has a local int
// of WANDERCHANCE set to > 0 anyway) so turning this on only uses a few
// cpu cycles.
int WANDERSYSTEM=0;
// Setting GODSYSTEM to 0 will remove ability to pray for resurrection.
int GODSYSTEM=0;
// Setting DEATHSYSTEM to 0 will allow respawn and quit and return to get
// around being dead or dying. (Removes death amulets)
int DEATHSYSTEM=1;
// Setting BLEEDSYSTEM to 0 will remove the bleed to death system.
int BLEEDSYSTEM=1;
// Setting LOOTSYSTEM to 0 will remove the ability to loot a pc corpse.
int LOOTSYSTEM=1;
// REZCHANCE - Controls percent chance of sucessful resurrection IF GODSYSTEM
int REZCHANCE=5;
// Setting REZPENALTY to 0 will turn off the losing of 1/2 a level
int REZPENALTY=0;
// Setting LIMBO to 0 will stop moving players to Fugue on death
int LIMBO=1;
// Setting RESTSYSTEM to 0 will remove rest restrictions from play.
// (You may also just not put hc_resting in OnPlayerResting
int RESTSYSTEM=1;
// RESTBREAK - Controls how long between rests if RESTSYSTEM is used
int RESTBREAK=8;
// RESTARMORPEN is set to 0 to turn off the penalty for resting in armor > 5
int RESTARMORPEN=0;
// Setting LIMITEDRESTHEAL to 0 will allow full healing on each rest (but
// then why need clerics?
int LIMITEDRESTHEAL=1;
// Setting BEDROLLSYSTEM to 0 will turn off the functioning of bedrolls and
// the requirement to have them to rest.
int BEDROLLSYSTEM=1;
// Setting STORESYSTEM to 0 will stop the stripping of and equippign of
// new characters
int STORESYSTEM=1;
// Setting FOODSYSTEM to 0 will turn off need for food to rest.
int FOODSYSTEM=1;
// Setting BURNTORCH to 0 will restore torch durations to normal BW settings.
// Otherwise torches will last 1 hour per BURNTORCH) PER PHB pg 144
int BURNTORCH=0;
// Setting HUNGERSYSTEM to 0 will turn off the need for PCs to regularly consume
// food and water to avoid death by starvation or dehydration.
// Setting this to 1 will IGNORE the FOODSYSTEM flag, and it will use its
// own food system instead.
int HUNGERSYSTEM = 0;
// Setting FATIGUESYSTEM to 0 will turn of the ill effects recieve by a PC that
// goes a time without resting. Note that if this is 0 it will NOT stop fatigue
// penalties resulting from RESTARMORPEN = 1.
int FATIGUESYSTEM = 0;
// Setting HCREXP to 0 uses the normal BW experience system
// See the manual for more information
int HCREXP=1;
// Set the base exp used for all creature kills, 300 is the DMG default per CR
// adjust as needed to match your campaign speed
//int BASEXP=60;
float BASEXP=1.3;
int XPPAD=8;
int FLATRANDXP=3;
// BONUSEXP is the factor applied to creature exp amounts to further tweak the
// advancement rate
int BONUSXP=0;
// HCRREAD must be set to 1 before any HCR variables will be set. It just
// is a small measure some folks have been asking for to make sure that
// DM's at least have opened this file once.
int HCRREAD=1;
void main()
{
if(!HCRREAD)
return;
SetLocalInt(oMod,"PWEXP",PWEXP);
SetLocalInt(oMod,"GHOSTSYSTEM",GHOSTSYSTEM);
SetLocalInt(oMod,"HCRREAD",HCRREAD);
SetLocalInt(oMod,"MATERCOMP", MATERCOMP);
SetLocalInt(oMod,"SINGLECHARACTER",SINGLECHARACTER);
SetLocalString(oMod,"LOGINMESSAGE", LOGINMESSAGE);
SetLocalInt(oMod,"DEATHOVERREBOOT", DEATHOVERREBOOT);
SetLocalInt(oMod,"SUMMONTIME", SUMMONTIME);
SetLocalInt(oMod,"REALFAM", REALFAM);
SetLocalInt(oMod,"HCRTRAPS", HCRTRAPS);
SetLocalInt(oMod,"RESTARMORPEN", RESTARMORPEN);
SetLocalInt(oMod,"RESTSYSTEM", RESTSYSTEM);
SetLocalInt(oMod,"RESTBREAK", RESTBREAK);
SetLocalInt(oMod,"LIMITEDRESTHEAL", LIMITEDRESTHEAL);
SetLocalInt(oMod,"BEDROLLSYSTEM", BEDROLLSYSTEM);
SetLocalInt(oMod,"LEVELTRAINER", LEVELTRAINER);
SetLocalInt(oMod,"LEVELCOST", LEVELCOST);
SetLocalInt(oMod,"GIVELEVEL", GIVELEVEL);
SetLocalInt(oMod,"DMRESERVE", DMRESERVE);
SetLocalInt(oMod,"PKTRACKER", PKTRACKER);
SetLocalInt(oMod,"TELLONPK", TELLONPK);
SetLocalInt(oMod,"WANDERSYSTEM", WANDERSYSTEM);
SetLocalInt(oMod,"GODSYSTEM", GODSYSTEM);
SetLocalInt(oMod,"DEATHSYSTEM", DEATHSYSTEM);
SetLocalInt(oMod,"BLEEDSYSTEM", BLEEDSYSTEM);
SetLocalInt(oMod,"LOOTSYSTEM", LOOTSYSTEM);
SetLocalInt(oMod,"REZPENALTY", REZPENALTY);
SetLocalInt(oMod,"REZCHANCE", REZCHANCE);
SetLocalInt(oMod,"LIMBO", LIMBO);
SetLocalInt(oMod,"STORESYSTEM", STORESYSTEM);
SetLocalInt(oMod,"FOODSYSTEM", FOODSYSTEM);
SetLocalInt(oMod,"BURNTORCH", BURNTORCH);
SetLocalInt(oMod,"HUNGERSYSTEM", HUNGERSYSTEM);
SetLocalInt(oMod,"FATIGUESYSTEM", FATIGUESYSTEM);
SetLocalInt(oMod,"HCREXP", HCREXP);
SetLocalFloat(oMod,"BASEXP", BASEXP);
SetLocalInt(oMod,"XPPAD", XPPAD);
SetLocalInt(oMod,"FLATRANDXP", FLATRANDXP);
SetLocalInt(oMod,"BONUSXP", BONUSXP);
}