REO-EE/_module/nss/inc_system_const.nss
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////////////
// 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(){}