//////////// // GLOBAL // //////////// // Name of the unique PC ID number variable (stored on PC's database item) const string PC_ID_NUMBER = "PC_ID_NUMBER"; // Name of the tag and resref of the PC database item const string PC_DATABASE = "database"; // Variable used to store the character's creation data // Mainly used for providing sanctuary for 72 hours const string CHARACTER_CREATION_DATE = "CHARACTER_CREATION_DATE"; // Variable used for doing non-NWNX testing. // This should be set on the module's properties to disable most restrictions // Note that many systems will cease to function while this is in effect const string DEBUG_MODE = "DEBUG"; //////////////////////// // ADVANCEMENT SYSTEM // //////////////////////// // If the server is being run on a Linux operating system, this should be set to TRUE. // If the server is being run on a Windows operating system, this should be set to FALSE. // Default: FALSE const int ADV_USING_LINUX = TRUE; // Name of the script file that handles the rest menu const string ADV_REST_MENU = "rest_menu"; //////////////////////// // FOOD/THIRST SYSTEM // //////////////////////// const string FOOD_CURRENT_HUNGER = "CURRENT_HUNGER"; const string FOOD_MAX_HUNGER = "MAX_HUNGER"; const string FOOD_HUNGER_COUNTDOWN = "HUNGER_COUNT_DOWN"; const string FOOD_CURRENT_THIRST = "FOOD_CURRENT_THIRST"; //////////////////////////// // HP REGENERATION SYSTEM // //////////////////////////// // Name of the variable which stores the rate of the HP regen cycle const string REGEN_RATE = "REGEN_HP_RATE"; // Name of the variable which stores the current tick in the current cycle const string REGEN_TICK = "REGEN_HP_TICK"; // Name of the variable which stores the amount of HP regenerated each cycle const string REGEN_AMOUNT = "REGEN_HP_AMOUNT"; /////////////////////////// // ZOMBIE DISEASE SYSTEM // /////////////////////////// // Name of the variable that stores a player's resistance to disease const string DISEASE_PC_DISEASE_RESISTANCE = "DISEASE_PC_DISEASE_RESISTANCE"; // Name of the variable that stores a player's disease capacity (normally 100%, but can be increased) const string DISEASE_PC_DISEASE_CAP = "DISEASE_PC_DISEASE_CAP"; // Name of the variable that stores a player's current disease level const string DISEASE_PC_DISEASE_LEVEL = "DISEASE_PC_DISEASE_LEVEL"; // The normal DC to resist disease const int DISEASE_DC_CHECK = 10; ////////////////////// // INVENTORY SYSTEM // ////////////////////// // The name of the variable which tracks how many additional inventory slots are available. const string INV_INVENTORY_BONUS = "INV_INVENTORY_BONUS"; /////////////////// // PERSISTENT HP // /////////////////// // Name of the table which stores players' persistent HP. const string PHP_MYSQL_TABLE = "persist_hp"; ////////////////// // RADIO SYSTEM // ////////////////// // Tag and resref of the radio item const string RADIO_RESREF = "reo_radio"; // Name of the variable which determines if a radio is turned on or not. const string RADIO_POWER = "RADIO_POWER"; // Name of the variable which determines which radio a PC is currently tuned into. // A PC may only be tuned into one station at a time even if they have more than one // radio in their inventory. const string RADIO_CHANNEL = "RADIO_CHANNEL"; // The name of the variable which tracks the PC ID number the radio was turned by. // This is used to ensure the radios don't get turned off after a server reset, // as the game fires the OnAcquire event for all items on module entry. Normally this would // reset the radio's status but if the PC ID matches then we can ignore it. const string RADIO_PC_ID_ENABLED_BY = "RADIO_PC_ID_ENABLED_BY"; //////////////////////////// // ITEM DURABILITY SYSTEM // //////////////////////////// // Item property ID for the custom "Item Durability" item property const int ITEM_PROPERTY_ITEM_DURABILITY = 141; ////////////////// // ARMOR SYSTEM // ////////////////// // Name of the variable which is used to prevent the "armor_mod_equip" script from firing. // This is useful when players try to unequip armor during battle - if this isn't set there // would be an endless loop of equipping and unequipping the armor. const string ARMOR_SKIP_MODULE_ON_EQUIP = "ARMOR_SKIP_MODULE_ON_EQUIP"; // Error checking //void main(){}