//////////////////////////////////////////////////////////////////////////////// // // Olander's AI // oai_mod_onload // by Don Anderson // dandersonru@msn.com // // Module Setup Script for Factions // // For ORS PW Kit Users this has been integrated...not need to use. // See => opw_mod_onload // //////////////////////////////////////////////////////////////////////////////// #include "oai_inc_constant" void main() { object oMod = GetModule(); //OAI Critical Kill System (0 is OFF) /* This functions by taking into account Feats and Such to make Vorpal like kills to vital areas. Works with any weapons/hands that do Bludgeoning Piercing or Slashing Damage. */ int nOAICRIT = 1; AssignCommand(oMod,SetLocalInt(oMod,"OAICRIT",nOAICRIT)); //OAI Random Abilities (Original Provided by Lord Rosenkrantz) /* This adds some nice randomizations of NPC abilities to make each NPC unique is some fashion. No longer will you be able to see an Orc and assume it will be an easy fight...then again...maybe they will fall like a Goblin. =) */ int RANDOMABILITIES = 1;//Set this to Turn On Random Abilities (0 is OFF) AssignCommand(oMod,SetLocalInt(oMod,"OAI_RANDOM_ABILITIES",RANDOMABILITIES)); //Small Creature Movement Penalities //10% Speed decrease for Small Creatures and Dwarves (Used In Crafting and AI) int nRACIALMOVE = 1;//Allow speed penalty to Racial Movement Rates PHB 3.5 (0 is Off) AssignCommand(oMod,SetLocalInt(oMod,"RACIALMOVE",nRACIALMOVE)); AssignCommand(oMod,SetLocalInt(oMod,"SML_CREATURE_MOVEPEN",20)); }