//:://///////////////////////////////////////////// //:: Name Generic OnLoad Event Handler //:: FileName ld_mod_def_load //::////////////////////////////////////////////// /* Generic OnLoad script including the PW clock code If you have your own custom onload script the required code and include for the PW clock are defined below. */ //::////////////////////////////////////////////// //:: Created By: Lord Delekhan //:: Created On: March 17, 2005 //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: PW Clock Include //::////////////////////////////////////////////// #include "ld_clock_inc" //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "x2_inc_switches" #include "x2_inc_restsys" void main() { //::////////////////////////////////////////////// //:: PW Clock Code Start //::////////////////////////////////////////////// object oMod = GetModule(); event DEvent = EventUserDefined(5000); if(GetDateInitialized()){ int iDate = GetSavedDate(); DelayCommand(HoursToSeconds(1),SignalEvent(oMod,DEvent)); struct Date D = DecodeDate(iDate); SetTime(D.Hour,1,0,0); SetCalendar(D.Year,D.Month,D.Day); } else { SignalEvent(oMod,DEvent); InitializeDate(); } //::////////////////////////////////////////////// //:: PW Clock Code End //::////////////////////////////////////////////// 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); } 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(); } }