// Module : OnModuleLoad by Brian "spilth" Kelly // For Neverwinter Nights - Bleeding Tutorial #include "x2_inc_switches" #include "x2_inc_restsys" void main() { if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT) { // * Setting the switch below will enable a seperate Use Magic Device Skillcheck for // * rogues when playing on Hardcore+ difficulty. This only applies to scrolls SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE); // * Activating the switch below will make AOE spells hurt neutral NPCS by default // SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE); } // * AI: Activating the switch below will make the creaures using the WalkWaypoint function // * able to walk across areas // SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE); // * Spells: Activating the switch below will make the Glyph of Warding spell behave differently: // * The visual glyph will disappear after 6 seconds, making them impossible to spot // SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE); // * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing, // * but since it is described this way in the book, here is the switch to get it back... // SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE); // * Craft Feats: Use this to disable Item Creation Feats if you do not want // * them in your module // SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE); // * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size. // * We do not support this check for balancing reasons, but you can still activate it... // SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT, TRUE); // * Spellcasting: Some people don't like caster's abusing expertise to raise their AC // * Uncommenting this line will drop expertise mode whenever a spell is cast by a player SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE); // * Item Event Scripts: The game's default event scripts allow routing of all item related events // * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a // * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...) // * is triggered. Check "x2_it_example.nss" for an example. // * This feature is disabled by default. SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE); if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE) { // * If Tagbased scripts are enabled, and you are running a Local Vault Server // * you should use the line below to add a layer of security to your server, preventing // * people to execute script you don't want them to. If you use the feature below, // * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a // * maximum of 16 chars, instead of the pure tag of the object. // * i.e. without the line below a user activating an item with the tag "test", // * will result in the execution of a script called "test". If you uncomment the line below // * the script called will be "1_test.nss" // SetUserDefinedItemEventPrefix("1_"); } // * This initializes Bioware's wandering monster system as used in Hordes of the Underdark // * You can deactivate it, making your module load faster if you do not use it. // * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script // SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE); if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE) { // * This allows you to specify a different 2da for the wandering monster system. // SetWanderingMonster2DAFile("des_restsystem"); //* Do not change this line. WMBuild2DACache(); } // * In the following section there are examples for setting various options // * in horse package. For more information look in the "x3_inc_horse". // * Ignores terrain height differencies while deciding whether to play mounting // * animation or not (if the elevation difference between rider and horse in // * hilly terrain is large, clipping occurs and the rider animates either above // * the horse or sinks in the horse during animation, which may look funny). SetLocalInt(GetModule(),"bX3_MOUNT_NO_ZAXIS",TRUE); // * This tells how long you have left in seconds before you will be force-mounted // * if you got stuck while moving to horse in mounting procedure, unless you // * are using X3_HORSE_ACT_VS_DELAY method, where you can interrupt your movement // * before reaching the mounting spot. //SetLocalFloat(GetModule(),"fX3_TIMEOUT_TO_MOUNT",12.0f); // * Once per fX3_FREQUENCY (default = 1.0s) seconds character will retry to // * get on the right path when moving to horse in case he gets stuck or // * something makes him temporarily stuck, if he doesnt get to horse in // * fX3_TIMEOUT_TO_MOUNT seconds, he is forced to mount. //SetLocalFloat(GetModule(),"fX3_FREQUENCY",2.0); // * Use this if you want characters to be able to interrupt the mounting // * procedure before they get to the horse (ie. by clicking on the ground). //SetLocalInt(GetModule(),"X3_HORSE_ACT_VS_DELAY",TRUE); // * Use horse's inventory as a storage for saddlebag content. //SetLocalInt(GetModule(),"X3_HORSE_ENABLE_SADDLEBAGS",TRUE); // * Dont forget to place the storage waypoint for this to work! //SetLocalString(GetModule(),"X3_SADDLEBAG_DATABASE","NAME"); // * Doesnt apply speed bonus when mounted. //SetLocalInt(GetModule(),"X3_HORSE_DISABLE_SPEED",TRUE); // * Mounts are allowed in exterior areas only. SetLocalInt(GetModule(),"X3_MOUNTS_EXTERNAL_ONLY",TRUE); // * No horses are allowed underground. SetLocalInt(GetModule(),"X3_MOUNTS_NO_UNDERGROUND",TRUE); // * Possible trouble-shoot for situation when players would be left in an // * uncommandable state (it should never happen however) //SetLocalInt(GetModule(),"X3_NO_MOUNT_COMMANDABLE",TRUE); // Everybody is assumed to be living when the module loads object oModule = GetModule(); SetLocalInt(oModule, "EverybodyAlive", TRUE); }