//:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: //:::::::::::::::::::::::: Shayan's Subrace Engine ::::::::::::::::::::::::::::: //:::::::::::::::::File Name: sha_subr_consts :::::::::::::::::::::::::::::::::: //::::::::::::::::::::: include script ::::::::::::::::::::::::::::::::::::::::: //:: Written by: Shayan, Moon ::// //:: Contact: mail_shayan@yhaoo.com ::// //:: Forums: http://p2.forumforfree.com/shayan.html // // Description: Holds all the constants used in the Subrace System. // If you have made a change you must recompile all scripts for // changes to take place. //::--------------------------------------------------------------------------:: //----------------------- Subrace Engine LETO Settings ------------------------- //::::::::---------------------------------------------------------::::::::::::: //:: Set to TRUE to enable LETO functions. const int ENABLE_LETO = TRUE; //:: The path to your NWN folder: //:: Example: C:/NeverwinterNights/NWN/ const string NWNPATH = "D:/NeverwinterNights/NWN/"; // :: If set to TRUE then players will not have to re-login to the server manually... // :: it would be a seemless transistion. const int LETO_ACTIVATE_PORTAL = TRUE; //****---- You MUST fill in these settings if LETO_ACTIVATE_PORTAL to TRUE -----**** // :: The IP address of your server. // :: Example: "192.168.0.100:5121" const string LETO_PORTAL_IP_ADDRESS = "62.167.237.11:5122"; // :: The server's log-in password for the player: const string LETO_PORAL_SERVER_PASSWORD = ""; // :: If this is set to TRUE, then the character isn't teleported to a different area // :: instead just will have a superfical area transistion and will end up in the same area // :: as he/she was in. And will have undergone all the LETO changes necessary. const int LETO_PORTAL_KEEP_CHARACTER_IN_THE_SAME_PLACE = TRUE; // :: Number of seconds to wait porting the player. const int LETO_AUTOMATIC_PORTAL_DELAY = 10; // :: (You need not fill this is LETO_PORTAL_KEEP_CHARACTER_IN_THE_SAME_PLACE is set to TRUE) // :: This is the tag of the waypoint the player 'teleports' to. // :: The waypoint's tag must be in Captial letters (uppercase letters) for it to work! // :: Example: "PORTAL_WAYPOINT"; // :: Naming it "portal_waypoint" will NOT work! const string LETO_PORTAL_WAYPOINT = "PORTAL_WAYPOINT"; //****--------------------------------------------------------------------------**** //****---- Ignore these settings if you have set LETO_ACTIVATE_PORTAL to TRUE -----*** // :: Since Leto needs to make changes to the character file, it cannot do it while the PC // :: is logged in. There fore the player must log out. The Subrace engine will give a message to the player // :: but if this is set to TRUE, it will also boot the player from the server in LETO_AUTOMATIC_BOOT_DELAY. const int LETO_AUTOMATICALLY_BOOT = FALSE; // :: If you have set to automatic boot, then how long (in seconds) do you want to // :: wait before kicking the player? const int LETO_AUTOMATIC_BOOT_DELAY = 20; //------------------------------------------------------------------------------ // :: Set this to TRUE if you want to use localvault characters instead of servervault. // :: Use it only if you are using the Subrace Engine's Leto features for single player purposes. // :: THIS WILL NOT ALWAYS WORK ON A SERVER RUNNING WITH LOCAL VAULT CHARACTERS ENABLED, // :: AS PLAYERS' NWN INSTALLATION DIRECTORY MAY VARY. const int USE_LOCAL_VAULT_CHARACTERS = FALSE; //-------------------------------------------------------------------------------------------- //::::::::::::::::::::::::::::::: Engine Wide Settings ::::::::::::::::::::::::::::::::::::::: //-------------------------------------------------------------------------------------------- //:: The following list of constants are responsible for what I call "Engine Wide settings". //:: What this means is that these constants control specific settings that apply to ALL the //:: subraces. IE: The saving throw DC for light sensitivity, etc. //:: You may change them as you will. //::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: const string SUBRACE_ENGINE_VERSION = "3.0"; // :: Engine Name. (It will preceed any sub-race message sent to a player) // :: '' Is a green color. const string SUBRACE_ENGINE = "Shayan's Subrace Engine: "; // :: Highest Level achievable by a player in this module // :: Default value: 40 const int MAXIMUM_PLAYER_LEVEL = 40; // :: If set to TRUE it will use SQL NWNX databases. // :: NWNX must be installed for this to work! Refer to sha_subr_methds for more // :: details. const int ENABLE_NWNX_DATABASE = TRUE; // :: Name of the Subrace Database. // :: Dafult Value: SUBRACE_DB const string SUBRACE_DATABASE = "SUBRACE_DB"; // :: String stored in the SUBRACE_DATABASE to indicate that changes to character file // :: have already been done. const string LETO_CHANGES_MADE_FOR_THIS_LEVEL = "LTO_D"; // :: Tag of the Subrace information storer object. // :: Default value: _SUBRACE_STORE -- Not used by default. const string SUBRACE_INFO_STORER_TAG = "_SUBRACE_STORE"; //:: An internal tag used as starting name of the Local //:: stored on the PC/Storer. //:: Dafult Value: SBRCE const string SUBRACE_TAG = "SBRCE"; //:: Sometimes (very rarely) data corruption occurs during gameplay. For whatever reason NWN might not //:: apply subrace stats or some subrace feature goes "missing". //:: Set this to TRUE only if you are running a persistent world //:: and you wish to reload the subrace information again upon the PC's relogin so //:: your players' character can get their subrace reapplied on relog. //:: NOTE: This may lead to necessary burden on the CPU. const int RELOAD_SUBRACE_INFORMATION_UPON_RELOGIN = FALSE; // :: Too many subrace related messages going to the PC is not always a good thing... // :: Set this to TRUE if you want to reduce the number of messages recieved by the players // :: to just the important ones. const int MINIMALISE_SUBRACE_MESSAGES_TO_PC = FALSE; // :: A server running with 'Enforce Legal Characters' automatically destroys creature // :: skins on PC when they log out. The Subrace Engine does reload information, and skin // :: on re-entry. But if the PC can't equip the skin (IE: Is paralysed or stunned on entry) then // :: the skin ends up in their inventory. // :: Set this value to TRUE if you want the Engine to automatically search PC's inventory // :: and destroy those skins. // :: Dafult Value: TRUE const int SEARCH_AND_DESTROY_SKINS_IN_INVENTORY = TRUE; // :: Does spell resistance gained from being part of the subrace, stack with PC's // :: existing spell resistance? (IE: Like Monk Spell resistance or spell resistance // :: gained from items, etc) // :: Dafult Value: FALSE const int SUBRACE_SPELL_RESISTANCE_STACKS = FALSE; // :: Set this to TRUE if you want the XP system to ignore NWN's default favored class // :: for a particular race. // :: IE: Say you have sub-race of Elves called Myra'therendi... // And the sub-race's (Myra'therendi's) favored Class is: Sorcerer. // Now imagine there was a PC -call him A- part of that sub-race: Wizard(10)/Figher(5) // and another PC -call him B- who is also part of that sub-race: Socerer(9)/Cleric(6). // Since Elves defaultly have Wizard as their favored Class, with // SUBRACE_IGNORE_BASE_RACE_FAVORED_CLASS set to FALSE, PC A will not incur a multiclassing // XP penalty. While SUBRACE_IGNORE_BASE_RACE_FAVORED_CLASS set to TRUE, PC A will // incur the 20% reduction in XP for multiclassing... while PC B will not. // :: Dafult Value: TRUE const int SUBRACE_IGNORE_BASE_RACE_FAVORED_CLASS = TRUE; // :: Set this to TRUE if you want the PC to scream when their appearance is changing... // :: Like "AAAARGH! What is happening to me?!", when they 'morph'. (Look below) const int PC_SCREAMS_WHEN_CHANGING_IN_APPEARANCE = TRUE; // :: If the PC_SCREAMS_WHEN_CHANGING_IN_APPEARANCE, then what does it scream? // :: (When changing from default racial appearance to the "monster" appearance.) const string SUBRACE_WORDS_SPOKEN_ON_APPEARANCE_CHANGE_TO_MONSTER = "AARGH! What is happening to me?!"; // :: (When changing from "monster" appearance to the default racial appearance.) const string SUBRACE_WORDS_SPOKEN_ON_APPEARANCE_CHANGE_TO_DEFAULT_RACIAL_TYPE = "AARGH!!"; // :: Set to TRUE if you want to disable the visual effects when changing from one // :: appearance to another. const int DISABLE_VISUAL_EFFECTS_WHEN_CHANGING_IN_APPEARANCE = FALSE; // :: Set to TRUE if you want Light sensitive subraces to also get a chance of being // :: Blinded by light when in open outdoor areas, suring day time. const int APPLY_LIGHT_BLINDNESS = TRUE; // :: Does the spell Darkness stop Light sensitivity and Light Damage from being // :: applied to the PC? // :: Dafult Value: TRUE const int SPELL_DARKNESS_STOPS_LIGHT_SENSITIVITY = TRUE; // :: The Difficulty Check for Light sensitivity. All subraces with Light sensitivity will // :: have to make a save against this DC or be blinded when in above ground outdoor areas, during daylight. // :: (It is a Fortitude Saving throw) // :: Dafult Value: 20 const int LIGHT_SENSITIVE_SAVING_THROW_DC = 20; // :: How often do you want the PC to be potentially be blinded by 'light' while in // :: above ground outdoor areas, during daylight? // :: (How often does the PC have to save against the blindness?) // :: Dafult Value: Once every 6 rounds. const int LIGHT_BLINDNESS_STRIKES_EVERY_ROUND = 6; // :: If the PC fails the saving throw, how long do you want the blindness to last? // :: Dafult Value: 1 const int LIGHT_STRUCK_BLIND_FOR_ROUNDS = 1; // :: Set to TRUE if you want Light sensitive subraces to also get an attack bonus, // :: and saving throw decrease, when in light areas. // :: (They automatically get the penalty when in Sunlight. They do not have to fail a // :: saving throw.) const int APPLY_AB_AND_SAVING_THROW_DECREASES_IN_LIGHT = TRUE; // :: Set this to true if you want sub-races that get light damaged to also // :: "spontaneously" (SUBRACE_SPONTANEOUS_COMBUSTION_PERCENTAGE chance every LIGHT_DAMAGES_EVERY_ROUNDS) to combust // :: and take d8() fire damage for the number of LIGHT_DAMAGES_EVERY_ROUNDS rounds. // :: Default value: FALSE. const int SUBRACE_SPONTANEOUS_COMBUSTION_WHILE_IN_LIGHT = FALSE; // :: If SUBRACE_SPONTANEOUS_COMBUSTION_WHILE_IN_LIGHT, then // :: what is the chance that they will catch on fire once every LIGHT_DAMAGES_EVERY_ROUNDS rounds // :: Default value: 10%. const int SUBRACE_SPONTANEOUS_COMBUSTION_PERCENTAGE = 10; // :: If the PC is failed to roll... then what is the DC she/he must roll against to // :: save? (It is a reflex saving throw) // :: Default Value: 20 const int SUBRACE_SPONTANEOUSLY_COMBUST_DC = 20; // :: The amount of which the PC's attack bonus is decreased by. const int LIGHT_AB_DECREASE = 2; // :: The amount of which the PC's saving throws are decreased by. const int LIGHT_SAVE_DECREASE = 2; // :: If you have APPLY_AB_AND_SAVING_THROW_DECREASES_IN_LIGHT to TRUE then, how long does the // :: decreases last? // :: Remember every LIGHT_CAUSES_AB_AND_SAVES_DECREASE_FOR_ROUNDS, the decreases are applied again. // :: If the PC is in the sun. (The decreases do not stack) const int LIGHT_CAUSES_AB_AND_SAVES_DECREASE_FOR_ROUNDS = 4; // :: The Difficulty check for Dark sensitivity. All subraces with Dark sensitivity will // :: have to make a save against this DC or be blinded when in Underground areas. // :: (It is a Fortitude Saving throw) // :: Dafult Value: 20 const int DARK_SENSITIVE_SAVING_THROW_DC = 20; // :: How often do you want the PC to be potentially be blinded by 'dark' while // :: in Underground areas? // :: (How often does the PC have to save against the blindness) // :: Dafult Value: Once every 6 rounds. const int DARK_BLINDNESS_STRIKES_EVERY_ROUND = 6; // :: If the PC fails the saving throw, how long do you want the blindness to last? // :: Dafult Value: 1 const int DARK_STRUCK_BLIND_FOR_ROUNDS = 1; // :: How often does Light Damage the PC when in above ground outdoor areas, // :: during daylight? // :: Dafult Value: Once every 1 Round(s). const int LIGHT_DAMAGES_EVERY_ROUNDS = 1; // :: How often does Darkness damage the PC when in Underground? // :: Dafult Value: Once every 1 Round(s). const int DARKNESS_DAMAGES_EVERY_ROUNDS = 1; //::--------------------------------------------------------------------------:: //------------------------- Subrace DM Wand ------------------------------------ //::::::::---------------------------------------------------------::::::::::::: // :: This constant allows you to restrict the DMs ability to receive information from // :: Leto. Depending on the value you can choose to restrict more or less information: // :: 0 = No Information at all. // :: 1 = Server PassWord is hidden. (Portal) // :: 2 = No Restrictions. const int SWAND_RESTRICT_LETO = 2; // :: This constant allows you to restrict the DMs and Players ability to change the subrace // :: of players. // :: Please give SWAND_RESTRICT_SUBRACE_MODIFICATION the value that fits your need best. // :: NB: CHANGE Subraces means changing from one Subrace (or lack of same) to another and // :: CHANGE does NOT include removing a subrace. // :: Also: Players are ONLY allowed to modify their OWN Subrace. // :: // :: This constant is a little special. // :: The first digit after the x is the player settings and the second is the DM settings. // :: To allow DMs to change players' subrace then you must set the second digit to 1 or 3. // :: To allow DMs to remove players' subrace then you must set the second digit to 2 or 3. // :: To allow players to change their own subrace then you must set the first digit to 1 or 3. // :: To allow players to remove their own subrace then you must set the first digit to 2 or 3. // // :: Sample: 0x13 would allow players to change their own subrace and DMs to both change and // :: remove players' subrace. // :: NOTE: There is no limit to amount of times you can change subrace. Therefore if you do // :: allow players to do this, then you should only allow them access to the chooser in // :: a single area they cannot access more than once! const int SWAND_RESTRICT_SUBRACE_MODIFICATION = 0x33; //Engine Consts. const int SWAND_MAY_CHANGE_SUBRACE_DM = 0x01; const int SWAND_MAY_REMOVE_SUBRACE_DM = 0x02; const int SWAND_MAY_CHANGE_SUBRACE_PC = 0x10; const int SWAND_MAY_REMOVE_SUBRACE_PC = 0x20; //Engine Consts for checking SWAND_RESTICT_SUBRACE_MODIFICATION. const int SWAND_OPTIONS_DM = 0x03; const int SWAND_OPTIONS_PC = 0x30; //::--------------------------------------------------------------------------:: //------------------------Subrace Engine's XP system --------------------------- //::::::::---------------------------------------------------------::::::::::::: // ::Displays a message, so you can adjust/fine tune the system. const int XP_DEBUG = TRUE; // ::Set this the same as you would set in your module properties. // ::If you set this to 10, for example the maximum XP a PC with no party will get for // ::monster of extremely high difficulty (relative to the level of the PC) is 600xp. // ::IE: What ever value you set this multiplied by 60. (as per BioWare standard). const float XP_SLIDER_VALUE = 10.0; // ::If set to TRUE, uses Bioware's xp distribution calculations. IE: Two party members, means // ::50% of XP each, 3 means 33%, 4 means 25% and so on... // ::If set to false uses World of Rhun XP system, where being in a party will give you more XP // ::IE: If soloing PC gets 100% of the XP, if with a party of 2, then 50%, if with a party of 3 then 60% and so on.. // :: (The settings of this system can be adjusted below) const int USE_BIOWARE_STANDARD_XP_SYSTEM = TRUE; // ::(This can apply to both XP systems) // ::The higher this value the more experience points that gets deducted from the reward XP // ::for every summon or henchmen in the party. // ::Default: Every NPC reduces overall XP gained by party by 10%. const float XP_MODIFIER_FOR_NPC = 0.1; // ::(This can apply to both XP systems) // ::This is the Maximum Gap between the Average Pary level and level of the Highest level party memeber. // ::If this value is exceeded the pary is rewarded the same XP as the highest Member. // ::(Added on 30/03/2005 to stop "Powerleveling") // ::IE: If a party has a Level 40 Member, Level 8 Member and a Level 2 Member, the Average Party Level is: 16.67 // :: But since the difference between the highest member and the Average party level (40 - 16.67 = 23.33) is more than 10.0-the default value // :: The party will get the same XP as the Level 40. (Which in theory will be much much lower) // ::If you do not want to this restriction to apply, then set it to 40.0; const float MAXIMUM_LEVEL_GAP = 40.0; // ::(This applies to both XP systems) // ::The maximum distance between the dead Monster and party member const float MAX_DISTANCE_BETWEEN_PC_AND_MONSTER = 50.0; // ::(This only applies to the World of Rhun XP system) // ::Say if there is two PCs partying together. Then this is the percentage of XP they will both // ::get per kill. // ::IE: If set to 0.70, then they will recieve 70% of the XP each, where as if there was only one party member // :: she will get 100%. const float XP_MODIFIER_FOR_PARTY_OF_TWO = 0.5; // ::(This only applies to the World of Rhun XP system) // ::Bonus for partying. If there was more than 2 party members then they group will recieve a bonus percentage per kill. // ::IE: If set to 0.1 then a party of 3, will recieve 70% party of 4 will get 80%, and so on. const float XP_MODIFIER_BONUS_PER_PARTY_MEMBER = 0.1; // ::(This only applies to the World of Rhun XP system) // ::This is the maximum XP modifier value. // ::IE: Using the above values say there a party of 10 adventurers... then they will be recieving a HUGE bonus (something like 230%) of the // ::XP rewarded for a single player. This will cap the XP modifier value. // ::IE: Here it is capped at 110%. const float XP_MAXIMUM_MODIFER_VALUE = 1.1; // :: Messages sent out by the Subrace Engine :: const string MESSAGE_SUBRACE_APPEARANCE_CHANGED = "Your appearance has been changed to better suit your sub-racial features."; const string MESSAGE_SUBRACE_APPEARANCE_REVERTED = "Your appearance has been reverted back to your typical racial appearance."; const string MESSAGE_SUBRACE_CRITERIA_FAILED = "Character has failed to meet the following criteria(s) required to be part of the subrace"; const string MESSAGE_CANNOT_BE_PART_OF_PRESTIGIOUS_SUBRACE = "The sub-race you had chosen was a prestigious sub-race. You cannot become part of this sub-race directly (Contact a DM for more info)!"; const string MESSAGE_FAILED_TO_MEET_PRESTIGIOUS_CLASS_RESTRICTION = "You have failed to meet the prestigious class restrictions!"; const string MESSAGE_SUBRACE_CRITERIA_MET = "You have met all the requirements for your chosen subrace!"; const string MESSAGE_SUBRACE_CRITERIA_CLASS_FAILED = "You have not met the class requirements for your chosen subrace."; const string MESSAGE_SUBRACE_CRITERIA_ALIGNMENT_FAILED = "You have not met the alignment requirements for your chosen subrace."; const string MESSGAE_SUBRACE_CRITERIA_BASE_RACE_FAILED = "You are not part of the base race required in order to be part of your chosen sub-race."; const string MESSAGE_SUBRACE_UNRECOGNISED = "You are part of an unrecognised sub-race: "; const string MESSAGE_SUBRACE_CLAWS_WAIT_FOR_CLAWS_EQUIPPING = "Please wait... while your sub-racial claws are checked and equipped or unequipped."; const string MESSAGE_SUBRACE_CLAWS_MISSING_CREATURE_WEAPON_PROFICIENCY = "You do not have creature weapon proficiency... yet your subrace wants to equip a creature claw. Inform a DM!"; const string MESSAGE_SUBRACE_CLAWS_SUCCESSFULLY_EQUIPPED = "Your new sub-racial claws should have now been properly equipped or unequipped."; const string MESSAGE_SUBRACE_ACQUIRED_UNIQUE_ITEM1 = "You have acquired "; const string MESSAGE_SUBRACE_ACQUIRED_UNIQUE_ITEM2 = "; a sub-racial item."; const string MESSAGE_SUBRACE_EFFECTS_APPLIED = "Sub-racial effects have been appiled"; const string MESSAGE_SUBRACE_IS_MISSING_FROM_SERVER = "Data for your sub-race is missing or support for your sub-race has been removed from the server! Contact a DM"; const string MESSAGE_SUBRACE_LOADING_DATA1 = "Loading your sub-race; "; const string MESSAGE_SUBRACE_LOADING_DATA2 = "'s data..."; const string MESSAGE_SUBRACE_DATA_LOADED = "Your sub-racial data has been loaded on your character."; const string MESSAGE_LETO_AUTOPORTAL = "Changes need to be made to your character; you are about to be teleported in: "; const string MESSAGE_LETO_AUTOBOOT1 = "You will be automatically booted in: "; const string MESSAGE_LETO_AUTOBOOT2 = " seconds."; const string MESSAGE_LETO_DONT_PANIC_JUSTPORTING = "Changes need to be made to your character; You are about to undergo an area transition... don't worry you should end up right where you are."; const string MESSAGE_LETO_PLEASE_RELOG = "Changes need to be made to your character; Please re-log into the sever."; const string MESSAGE_SUBRACE_PURGING = "Purging sub-race..."; const string MESSAGE_SUBRACE_PURGED = "Purging sub-race...DONE."; const string MESSAGE_SUBRACE_SPELL_RESISTANCE_APPLIED = "Your spell resistance has been modified to fit your sub-racial features."; const string MESSAGE_ABILITY_SCORES_REVERTED = "Your day/night ability scores have been reverted."; const string MESSAGE_ABILITY_SCORES_CHANGED = "Your day/night ability scores have changed..."; const string MESSAGE_ABILITY_SCORES_APPEARANCE_TRIGGERED_REVERTED = "Your special appearance ability scores have been reverted."; const string MESSAGE_ABILITY_SCORES_APPEARANCE_TRIGGERED_CHANGED = "Your special appearance scores have changed..."; const string MESSAGE_SUBRACE_CANNOT_EQUIP_ITEM = "You cannot equip this item because of your sub-race's limitations."; const string MESSAGE_SUBRACE_CANNOT_EQUIP_WEAPON = "You cannot equip this weapon because of your sub-race's limitations."; const string MESSAGE_SUBRACE_CANNOT_EQUIP_ARMOR = "You cannot equip this armor because of your sub-race's limitations."; const string MESSAGE_SUBRACE_CANNOT_EQUIP_JEWLRY_OR_STUFF = "You cannot equip this jewlery or clothing item because of your sub-race's limitations."; const string MESSAGE_SUBRACE_SWITCH_CHECKING_REQUIREMENTS1 = "Checking whether your character meets the requirements for the '"; const string MESSAGE_SUBRACE_SWITCH_CHECKING_REQUIREMENTS2 = "' sub-race..."; const string MESSAGE_SUBRACE_FAILED_REQUIREMENTS_ALIGNMENT_FOR_SWITCH = "Your character has failed to meet criteria for the '"; const string MESSAGE_SUBRACE_SWITCHING = "Switching sub-races to: "; const string MESSAGE_SUBRACE_SWITCHED = "Sub-race was switched!"; const string MESSAGE_SUBRACE_FACTION_ADJUSTED = "Your faction has been adjusted to fit your subrace."; const string MESSAGE_SUBRACE_MOVE_TO_START_LOCATION1 = "Welcome to "; const string MESSAGE_SUBRACE_MOVE_TO_START_LOCATION2 = " start location."; const string MESSAGE_SUBRACE_NEW_WINGS_GAINED = "You have gained new wings."; const string MESSAGE_SUBRACE_NEW_TAIL_GAINED = "You have gained a new tail"; const string MESSAGE_SUBRACE_NEW_PORTRAIT_GAINED = "Your character portrait has changed"; const string MESSAGE_SUBRACE_SSE_IS_SHUTOFF = "Subrace Engine has been switched off by a DM. Your subrace will not function."; const string MESSAGE_SUBRACE_SSE_IS_SHUTOFF_IN_AREA = "Subrace Engine is switched off in this area."; const string MESSAGE_SUBRACE_APPEARANCE_DATA_ERROR = "Appearance data error! Re-login to fix this problem."; const string MESSAGE_SUBRACE_GENDER_FAILED = "You have not met the gender requirements for the chosen subrace."; const string MESSAGE_SUBRACE_FAILED_CRITERIA_SO_REMOVED = "Your subrace has been removed because you did not meet the criteria(s)."; // :: XP CONSTANTS --- DO NOT CHANGE UNLESS YOU KNOW WHAT YOU ARE DOING. // :: These constants taken from xptable.2da const float BASE_XP = 32.5; const float XP_LEVEL1 = 5.0; const float XP_LEVEL2 = 10.0; const float XP_LEVEL3 = 15.0; const float XP_LEVEL4 = 17.0; const float XP_LEVEL5 = 20.0; const float XP_LEVEL6 = 22.5; const float XP_LEVEL7 = 25.0; const float XP_LEVEL8 = 27.5; const float XP_LEVEL_8 = -32.1; const float XP_LEVEL_7 = -30.5; const float XP_LEVEL_6 = -28.5; const float XP_LEVEL_5 = -27.5; const float XP_LEVEL_4 = -20.0; const float XP_LEVEL_3 = -15.0; const float XP_LEVEL_2 = -10.0; const float XP_LEVEL_1 = -5.0; //The following list of constants control the internal settings of the engine. //Do not change unless you are sure of what you are doing. If you change the values //you may find the some information will not get stored on a player character.... //:::::::::::::::::::::::::::::::::::::::::::::::::::::::: //::::::::::::DO NOT CHANGE UNLESS NECESSARY:::::::::::::: //:::::::::::::::::::::::::::::::::::::::::::::::::::::::: // Flag Sets v1.1 by Axe (Taken from NWVault) -Brilliant stuff! // Constants const int FLAG1 = 0x00000001; const int FLAG2 = 0x00000002; const int FLAG3 = 0x00000004; const int FLAG4 = 0x00000008; const int FLAG5 = 0x00000010; const int FLAG6 = 0x00000020; const int FLAG7 = 0x00000040; const int FLAG8 = 0x00000080; const int FLAG9 = 0x00000100; const int FLAG10 = 0x00000200; const int FLAG11 = 0x00000400; const int FLAG12 = 0x00000800; const int FLAG13 = 0x00001000; const int FLAG14 = 0x00002000; const int FLAG15 = 0x00004000; const int FLAG16 = 0x00008000; const int FLAG17 = 0x00010000; const int FLAG18 = 0x00020000; const int FLAG19 = 0x00040000; const int FLAG20 = 0x00080000; const int FLAG21 = 0x00100000; const int FLAG22 = 0x00200000; const int FLAG23 = 0x00400000; const int FLAG24 = 0x00800000; const int FLAG25 = 0x01000000; const int FLAG26 = 0x02000000; const int FLAG27 = 0x04000000; const int FLAG28 = 0x08000000; const int FLAG29 = 0x10000000; const int FLAG30 = 0x20000000; const int FLAG31 = 0x40000000; const int FLAG32 = 0x80000000; const int ALLFLAGS = 0xFFFFFFFF; const int NOFLAGS = 0x00000000; const int TINYGROUP1 = 0x0000000F; // 4 Flags per group. 8 groups per flagset. const int TINYGROUP2 = 0x000000F0; // Value range 0-15. const int TINYGROUP3 = 0x00000F00; const int TINYGROUP4 = 0x0000F000; const int TINYGROUP5 = 0x000F0000; const int TINYGROUP6 = 0x00F00000; const int TINYGROUP7 = 0x0F000000; const int TINYGROUP8 = 0xF0000000; const int ALLTINYGROUPS = 0xFFFFFFFF; const int SMALLGROUP1 = 0x0000003F; // 6 Flags per group. 5 groups per flagset plus 1 extra group with only 2 flags. const int SMALLGROUP2 = 0x00000FC0; // Value range 0-63. const int SMALLGROUP3 = 0x0003F000; const int SMALLGROUP4 = 0x00FC0000; const int SMALLGROUP5 = 0x3F000000; const int SMALLGROUPX = 0xC0000000; // Special Group with only 2 flags. Value range 0-3. const int ALLSMALLGROUPS = 0x3FFFFFFF; const int MEDIUMGROUP1 = 0x000000FF; // 8 Flags per group. 4 groups per flagset. const int MEDIUMGROUP2 = 0x0000FF00; // Value range 0-255. const int MEDIUMGROUP3 = 0x00FF0000; const int MEDIUMGROUP4 = 0xFF000000; const int ALLMEDIUMGROUPS = 0xFFFFFFFF; const int LARGEGROUP1 = 0x000003FF; // 10 Flags per group. 3 groups per flagset plus 1 extra group with only 2 flags. const int LARGEGROUP2 = 0x000FFC00; // Value range 0-1023 const int LARGEGROUP3 = 0x3FF00000; const int LARGEGROUPX = 0xC0000000; // Special Group with only 2 flags. Value range 0-3. const int ALLLARGEGROUPS = 0x3FFFFFFF; const int HUGEGROUP1 = 0x0000FFFF; // 16 Flags per group. 2 groups per flagset. const int HUGEGROUP2 = 0xFFFF0000; // Value range 0-65535 const int ALLHUGEGROUPS = 0xFFFFFFFF; const int ALLGROUPS = 0xFFFFFFFF; const int GROUPVALUE = 0xFFFFFFFF; const int NOGROUPS = 0x00000000; const int SUBRACE_EFFECT_VALUE1_FLAGSET = LARGEGROUP1; const int SUBRACE_EFFECT_VALUE2_FLAGSET = LARGEGROUP2; const int SUBRACE_EFFECT_FLAGSET = LARGEGROUP3; const int SUBRACE_EFFECT_TIME_FLAGSET = LARGEGROUPX; //TwentyOneScore's hair skin color constants const string SUBRACE_COLORS_FLAGS = "SUB_CLR_FS"; const int SUBRACE_COLORS_FLAGS_SKIN_MALE = SMALLGROUP1; const int SUBRACE_COLORS_FLAGS_SKIN_FEMALE = SMALLGROUP2; const int SUBRACE_COLORS_FLAGS_HAIR_MALE = SMALLGROUP3; const int SUBRACE_COLORS_FLAGS_HAIR_FEMALE = SMALLGROUP4; const int SUBRACE_COLORS_FLAGS_SKIN = SMALLGROUP1; const int SUBRACE_COLORS_FLAGS_HAIR = SMALLGROUP2; const string SUBRACE_ALIGNMENT_RESTRICTION = "ALN_RS"; const string MODULE_SUBRACE_COUNT = "SBR_COUNT"; const string MODULE_SUBRACE_NUMBER = "SBR_NUM"; const int SUBRACE_BASE_RACE_FLAGS = MEDIUMGROUP1; const string SUBRACE_BASE_RACE = "BASE_RACE"; const string SUBRACE_SKIN = "SKN"; const string SUBRACE_RIGHT_CLAW = "RCLAW"; const string SUBRACE_LEFT_CLAW = "LCLAW"; const string SUBRACE_UNIQUEITEM = "UITEM"; const string SUBRACE_UNIQUEITEM_COUNT = "UITEM_C"; const string SUBRACE_BASE_INFORMATION = "SUB_BIN"; const int SUBRACE_BASE_INFORMATION_FLAGS = TINYGROUP1; const int SUBRACE_BASE_INFORMATION_LIGHT_SENSITIVE = FLAG1; const int SUBRACE_BASE_INFORMATION_UNDERGROUND_SENSITIVE = FLAG2; const int SUBRACE_BASE_INFORMATION_UNDEAD = FLAG3; const int SUBRACE_BASE_INFORMATION_PRESTIGIOUS_SUBRACE = FLAG4; const int SUBRACE_BASE_INFORMATION_ECL = TINYGROUP2; const string SUBRACE_HAS_DAY_NIGHT_EFFECTS = "S_DAYNIGHT"; const string DAMAGE_AMOUNT_IN_LIGHT = "DMG_IN_LGHT"; const string DAMAGE_AMOUNT_IN_UNDERGROUND = "DMG_IN_UNDG"; const string SUBRACE_SPELL_RESISTANCE = "SPELL_RES"; const int SUBRACE_SPELL_RESISTANCE_BASE_FLAGS = MEDIUMGROUP1; const int SUBRACE_SPELL_RESISTANCE_MAX_FLAGS = MEDIUMGROUP2; const string APPEARANCE_DEFAULT_APPEARANCE = "CRE_DEF"; const string APPEARANCE_CHANGE = "CRE_APP"; const string APPEARANCE_TO_CHANGE = "CRE_APP_X"; const int APPEARANCE_CHANGE_MALE_FLAG = HUGEGROUP1; const int APPEARANCE_CHANGE_FEMALE_FLAG = HUGEGROUP2; const int APPEARANCE_CHANGE_APPEARANCE_FLAG = HUGEGROUP1; const string APPEARANCE_TEMP_CHANGED = "CRE_APP_TC"; const string APPEARANCE_TEMP_UNCHANGED = "CRE_APP_TUNC"; const string SUBRACE_IN_SPELL_DARKNESS = "SBR_DARKNESS"; const string SUBRACE_ECL = "S_ECL"; const string SUBRACE_FAVORED_CLASS = "FAV_CLSS"; const int SUBRACE_FAVORED_CLASS_MALE_FLAG = MEDIUMGROUP1; const int SUBRACE_FAVORED_CLASS_FEMALE_FLAG = MEDIUMGROUP2; const int TIME_FLAGS = TINYGROUP1; const int TIME_DAY = FLAG1; const int TIME_NIGHT = FLAG2; const int TIME_NONE = 4; const int TIME_BOTH = 3; //Don't go bonko and start using this... it only works on a certain few functions. const int TIME_SPECIAL_APPEARANCE_SUBRACE = FLAG10; const int TIME_SPECIAL_APPEARANCE_NORMAL = FLAG11; const int CLASS_TYPE_ANY = 78; const int CLASS_TYPE_NONE = 79; const int SUBRACE_XP_BOOST = 98; const int SUBRACE_XP_DECREASE = 99; const int SUBRACE_XP_UNCHANGED = 100; const int SUBRACE_ACCEPTED = 11; const int SUBRACE_REJECTED = 12; const int SUBRACE_UNINITIALIZED = FALSE; const int SUBRACE_UNRECOGNISED = 15; const string SUBRACE_INFO_LOADED_ON_PC = "SRCE_INIT"; const string SUBRACE_INFO_LOADED_ON_MODULE = "SRCE_MMML"; const string SUBRACE_UNCHANGEABLE_INFO_LOADED_ON_PC = "SBRCE_IMP_INFO"; const string SUBRACE_CLASS_RESTRICTION = "CLASS_RES"; const string SUBRACE_PRESTIGIOUS_CLASS_RESTRICTION = "P_CLASS_RES"; const string SUBRACE_PRESTIGIOUS_CLASS_RESTRICTION_MINIMUM_LEVELS = "P_CLASS_RES_ML"; const string SUBRACE_STATS_STATUS = "BNS_STAT_S"; const int SUBRACE_DAY_STATS_APPLIED = FLAG1; const int SUBRACE_NIGHT_STATS_APPLIED = FLAG2; const int SUBRACE_SPECIAL_STATS_APPEARANCE_SUBRACE_APPLIED = FLAG3; const int SUBRACE_SPECIAL_STATS_APPEARANCE_NORMAL_APPLIED = FLAG4; const string SUBRACE_EFFECT = "SUB_EFF"; const string SUBRACE_EFFECT_COUNT = "SUB_EFF_C"; const string SUBRACE_EFFECT_VALUE_1 = "SUB_EFFV1"; const string SUBRACE_EFFECT_VALUE_2 = "SUB_EFFV2"; const string SUBRACE_EFFECT_DURATION_TYPE = "SUB_EFF_DT"; const string SUBRACE_EFFECT_DURATION = "SUB_EFF_DF"; const string SUBRACE_EFFECT_APPLY_TIME = "SUB_EFF_APT"; const string SUBRACE_STAT_STR_MODIFIER = "STR_MOD"; const string SUBRACE_STAT_DEX_MODIFIER = "DEX_MOD"; const string SUBRACE_STAT_CON_MODIFIER = "CON_MOD"; const string SUBRACE_STAT_WIS_MODIFIER = "WIS_MOD"; const string SUBRACE_STAT_INT_MODIFIER = "INT_MOD"; const string SUBRACE_STAT_CHA_MODIFIER = "CHA_MOD"; const string SUBRACE_STAT_AB_MODIFIER = "AB_MOD"; const string SUBRACE_STAT_AC_MODIFIER = "AC_MOD"; const string SUBRACE_STAT_MODIFIERS = "STT_MDS"; const string SUBRACE_STAT_MODIFIER_TYPE = "STT_MD_TYPE"; const int SUBRACE_STAT_MODIFIER_TYPE_PERCENTAGE = FLAG1; const int SUBRACE_STAT_MODIFIER_TYPE_POINTS = FLAG2; const string SUBRACE_ITEM_RESTRICTION = "I_RES"; /*const string SUBRACE_WEAPON_RESTRICTION = "W_RES"; const string SUBRACE_ARMOUR_RESTRICTION = "A_RES"; const string SUBRACE_ARMOUR_RESTRICTION_VALUE = "A_RES_V"; const int SUBRACE_RESTRICTION_FLAGS = TINYGROUP2; const int SUBRACE_HAS_RESTRICTION = FLAG1; const int SUBRACE_ALLOW_ONLY_THIS_TYPE = FLAG2; const int SUBRACE_RESTRICTION_DEFENSE = MEDIUMGROUP2; const int SUBRACE_RESTRICTION_DEFENSE_HEAVY = FLAG1; const int SUBRACE_RESTRICTION_DEFENSE_MEDIUM = FLAG2; const int SUBRACE_RESTRICTION_DEFENSE_LIGHT = FLAG3; const int SUBRACE_RESTRICTION_DEFENSE_CLOTHING = FLAG4; const int SUBRACE_RESTRICTION_DEFENSE_ALL = FLAG5; const int SUBRACE_RESTRICTION_WEAPON = MEDIUMGROUP2; const int SUBRACE_RESTRICTION_WEAPON_MELEE = FLAG1; const int SUBRACE_RESTRICTION_WEAPON_RANGED = FLAG2; const int SUBRACE_RESTRICTION_WEAPON_TINY = FLAG3; const int SUBRACE_RESTRICTION_WEAPON_LARGE = FLAG4; const int SUBRACE_RESTRICTION_WEAPON_SIMPLE = FLAG5; const int SUBRACE_RESTRICTION_WEAPON_MARTIAL = FLAG6; const int SUBRACE_RESTRICTION_WEAPON_EXOTIC = FLAG7; const int SUBRACE_RESTRICTION_WEAPON_ALL = FLAG8;*/ const string SUBRACE_SWITCH_NAME = "SUB_SWCT"; const string SUBRACE_SWITCH_LEVEL = "SUB_SWCT_L"; const string SUBRACE_SWITCH_MUST_MEET_REQUIREMENTS = "SUB_SWCT_R"; const string SUBRACE_ATTACHMENT_FLAGS = "SUB_ATT_FS"; const int SUBRACE_ATTACHMENT_FLAGS_WINGS_MALE = SMALLGROUP1; const int SUBRACE_ATTACHMENT_FLAGS_WINGS_FEMALE = SMALLGROUP2; const int SUBRACE_ATTACHMENT_FLAGS_TAIL_MALE = SMALLGROUP3; const int SUBRACE_ATTACHMENT_FLAGS_TAIL_FEMALE = SMALLGROUP4; const int SUBRACE_ATTACHMENT_FLAGS_WINGS = SMALLGROUP1; const int SUBRACE_ATTACHMENT_FLAGS_TAIL = SMALLGROUP2; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_NONE = 0; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_DEMON = CREATURE_WING_TYPE_DEMON; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_ANGEL = CREATURE_WING_TYPE_ANGEL; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_BAT = CREATURE_WING_TYPE_BAT; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_RED_DRAGON_DISCIPLE = CREATURE_WING_TYPE_DRAGON; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_BUTTERFLY = CREATURE_WING_TYPE_BUTTERFLY; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_BIRD = CREATURE_WING_TYPE_BIRD; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_ERINYES_DEMON = 30; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_RED_BIRD = 31; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_DARK_BIRD = 32; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_BLUE_BIRD = 33; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_BLACK_DRAGON = 34; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_BLUE_DRAGON = 35; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_BRASS_DRAGON = 36; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_BRONZE_DRAGON = 37; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_COPPER_DRAGON = 38; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_GOLD_DRAGON = 39; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_GREEN_DRAGON = 40; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_SILVER_DRAGON = 41; const int APPEARANCE_TYPE_ATTACHMENT_WINGS_CEP_WHITE_DRAGON = 42; const int APPEARANCE_TYPE_ATTACHMENT_TAIL_NONE = 0; const int APPEARANCE_TYPE_ATTACHMENT_TAIL_LIZARD = 1; const int APPEARANCE_TYPE_ATTACHMENT_TAIL_BONE = 2; const int APPEARANCE_TYPE_ATTACHMENT_TAIL_DEVIL = 3; const int APPEARANCE_TYPE_ATTACHMENT_TAIL_CEP_CAT = 30; const string SUBRACE_HAS_BASE_STAT_MODIFIERS = "H_BSTAT_M"; const string SUBRACE_BASE_STAT_MODIFIERS_REPLACE = "H_BSTAT_R"; const string SUBRACE_BASE_STAT_STR_MODIFIER = "BSTR_MOD"; const string SUBRACE_BASE_STAT_DEX_MODIFIER = "BDEX_MOD"; const string SUBRACE_BASE_STAT_CON_MODIFIER = "BCON_MOD"; const string SUBRACE_BASE_STAT_WIS_MODIFIER = "BWIS_MOD"; const string SUBRACE_BASE_STAT_INT_MODIFIER = "BINT_MOD"; const string SUBRACE_BASE_STAT_CHA_MODIFIER = "BCHA_MOD"; const string SUBRACE_BASE_STAT_HP_MODIFIER = "BHP_MOD"; //const string SUBRACE_BASE_STAT_AB_MODIFIER = "BAB_MOD"; const string SUBRACE_BASE_STAT_SPD_MODIFIER = "BSPD_MOD"; const string SUBRACE_BONUS_FEAT_FLAGS = "BFEATS"; const string SUBRACE_BONUS_FEAT_COUNT= "BFEAT_C"; const int SUBRACE_BONUS_FEAT_FLAG = HUGEGROUP1; const int SUBRACE_BONUS_FEAT_REMOVE_FLAG = HUGEGROUP2; const string SUBRACE_BONUS_SKILL_FLAGS = "BSKILLS"; const string SUBRACE_BONUS_SKILL_COUNT= "BSKILLS_C"; const int SUBRACE_BONUS_SKILL_FLAG = LARGEGROUP1; const int SUBRACE_BONUS_SKILL_MODIFIER_FLAG = LARGEGROUP2; const int SUBRACE_BONUS_SKILL_REMOVE_FLAG = LARGEGROUP3; const string SUBRACE_PORTRAIT_MALE = "SPORT_M"; const string SUBRACE_PORTRAIT_FEMALE = "SPORT_F"; const string SUBRACE_PORTRAIT= "SPORT_P"; const string SUBRACE_SOUNDSET_FLAGS = "SSOUNDS"; const int SUBRACE_SOUNDSET_MALE_FLAG = LARGEGROUP1; const int SUBRACE_SOUNDSET_FEMALE_FLAG = LARGEGROUP2; const int MOVEMENT_SPEED_PC = 0; const int MOVEMENT_SPEED_IMMOBILE = 1; const int MOVEMENT_SPEED_VERY_SLOW = 2; const int MOVEMENT_SPEED_SLOW = 3; const int MOVEMENT_SPEED_NORMAL = 4; const int MOVEMENT_SPEED_FAST = 5; const int MOVEMENT_SPEED_VERY_FAST = 6; const int MOVEMENT_SPEED_DEFAULT = 7; const int MOVEMENT_SPEED_DMSPEED = 8; const int MOVEMENT_SPEED_CURRENT = 9; const int SUBRACE_FACTION_REPUTATION_FRIENDLY = 0; const int SUBRACE_FACTION_REPUTATION_NEUTRAL = -50; const int SUBRACE_FACTION_REPUTATION_HOSTILE = -100; const string SUBRACE_FACTION_CREATURE = "S_FACC"; const string SUBRACE_FACTION_REPUTATION = "S_FACR"; const string SUBRACE_FACTION_COUNT = "S_FACCOU"; const string SUBRACE_START_LOCATION = "S_SLOC"; const string SUBRACE_GENDER_RES = "GEN_RES"; //MOON: DM WAND -- CONTS LINE 825 //Error constants const int SUBRACE_ERROR_ALIGNMENT = FLAG1; const int SUBRACE_ERROR_RACE = FLAG2; const int SUBRACE_ERROR_CLASS = FLAG3; const int SUBRACE_ERROR_PRESTIGE_FAILURE = FLAG4; const int SUBRACE_ERROR_PRESTIGE_NOT_MET = FLAG5; const int SUBRACE_ERROR_UNRECOGNISED = FLAG6; const int SUBRACE_ERROR_GENDER = FLAG7; // Engine const for the Wand const string MOON_PREFIX = "MOON_"; const string MOON_TARGET = "TARGETED_OBJECT"; const string MOON_SPECIAL_START = "SPEC_CONVO_EVENT"; const string MOON_CHANGE_SUBRACE = "MN_SUBRACE_CHANGE"; //Custom Token number. int MN_START_CUSTOM_TOKEN = 8110; //::------------------ Item sorting constants and ints ------------------------- //:: Written by: Moon //Requirement based Flags const int ITEM_TYPE_REQ_ALL = FLAG1; //All requirements must be fulfilled const int ITEM_TYPE_REQ_DO_NOT_ALLOW = FLAG2; //Reversed (You can use all BUT the restrictions set) const int ITEM_TYPE_REQ_ONLY_ALLOW = 3; //FLAG1 | FLAG2 You can only use the restrictions set const int ITEM_TYPE_REQ_ANY = NOFLAGS; //Just 1 requirement must be met //MELEE WEAPON const int ITEM_TYPE_WEAPON_MELEE = FLAG3; //NOTE: Gloves (Monk Melee Weapon) DOES Respond to this one (but Bracers do not) //RANGED OR THROWING WEAPON const int ITEM_TYPE_WEAPON_RANGED_THROWING = FLAG4; //Ammo is not Flagged as Ranged/Throwing. //FLAG SIZE OF THE WEAPON (Note that only weapons have sizes) const int ITEM_TYPE_WEAPON_SIZE_TINY = FLAG5; const int ITEM_TYPE_WEAPON_SIZE_SMALL = FLAG6; const int ITEM_TYPE_WEAPON_SIZE_MEDIUM = FLAG7; const int ITEM_TYPE_WEAPON_SIZE_LARGE = FLAG8; //FLAG AS NONE BIOWARE STANDARD ITEM const int ITEM_TYPE_NONE_BIOWARE_ITEM = FLAG9; //FLAG WEAPON BY PROF. FEAT REQUIRED TO USE const int ITEM_TYPE_WEAPON_PROF_SIMPLE = FLAG10; const int ITEM_TYPE_WEAPON_PROF_MARTIAL = FLAG11; const int ITEM_TYPE_WEAPON_PROF_EXOTIC = FLAG12; //FLAG AS ARMORS/HELMS const int ITEM_TYPE_ARMOR = FLAG13; //Only (Torso) Armor (incls zero AC Clothing) const int ITEM_TYPE_HELM = FLAG14; //Only Helms //FLAGS TORSO ARMOR BY AC const int ITEM_TYPE_ARMOR_AC_0 = FLAG15; //Same Value for ITEM_TYPE_ARMOR_AC_0 and ITEM_TYPE_ARMOR_CLOTH const int ITEM_TYPE_ARMOR_AC_1 = FLAG16; const int ITEM_TYPE_ARMOR_AC_2 = FLAG17; const int ITEM_TYPE_ARMOR_AC_3 = FLAG18; const int ITEM_TYPE_ARMOR_AC_4 = FLAG19; const int ITEM_TYPE_ARMOR_AC_5 = FLAG20; const int ITEM_TYPE_ARMOR_AC_6 = FLAG21; const int ITEM_TYPE_ARMOR_AC_7 = FLAG22; const int ITEM_TYPE_ARMOR_AC_8 = FLAG23; //FLAGS SHIELDS BY TYPE const int ITEM_TYPE_SHIELD_SMALL = FLAG24; //Small Shields const int ITEM_TYPE_SHIELD_LARGE = FLAG25; //Large Shields const int ITEM_TYPE_SHIELD_TOWER = FLAG26; //Tower Shields //FLAG MISC TYPES const int ITEM_TYPE_JEWLERY = FLAG27; //Rings and Amulets const int ITEM_TYPE_MISC_CLOTHING = FLAG28; //None Armors, none Jewlery equipment (Cloak, belt, etc.) const int ITEM_TYPE_AMMO = FLAG29; //Arrows, bolts and bullets const int ITEM_TYPE_MAGICAL_ITEM = FLAG30; //Magical items (Staves [None Quarter Staves], scrolls, wands) //FLAG TIME RESTRICTION (Does not follow TIME_* Standards) const int ITEM_TYPE_REQ_DAY = FLAG31; //Restriction is active during Day-Time const int ITEM_TYPE_REQ_NIGHT = FLAG32; //Restriction is active during Night-Time //SPECIAL FLAGS const int ITEM_TYPE_ALL = ALLFLAGS; //All of the above (incl. the restrictions) const int ITEM_TYPE_INVALID = NOFLAGS; //Invalid or Undefined Type (Also used as "None of the above") //Group Flags. //WEAPONS (Both MELEE and RANGED/THROWING respond to this) int ITEM_TYPE_WEAPON = ITEM_TYPE_WEAPON_MELEE | ITEM_TYPE_WEAPON_RANGED_THROWING; //All Small and Tiny Weapons will respond to this. int ITEM_TYPE_WEAPON_SIZE_SMALL_DOWN = ITEM_TYPE_WEAPON_SIZE_SMALL | ITEM_TYPE_WEAPON_SIZE_TINY; //All Medium and Large Weapons will respond to this. int ITEM_TYPE_WEAPON_SIZE_MEDIUM_UP = ITEM_TYPE_WEAPON_SIZE_MEDIUM | ITEM_TYPE_WEAPON_SIZE_LARGE; //Any Size Respond to this. (For Size Testing) int ITEM_TYPE_WEAPON_SIZE_ANY = ITEM_TYPE_WEAPON_SIZE_SMALL_DOWN | ITEM_TYPE_WEAPON_SIZE_MEDIUM_UP; //Any Prof Respond to this. (For Prof Testing) int ITEM_TYPE_WEAPON_PROF_ANY = ITEM_TYPE_WEAPON_PROF_EXOTIC | ITEM_TYPE_WEAPON_PROF_SIMPLE | ITEM_TYPE_WEAPON_PROF_MARTIAL; //All Shields int ITEM_TYPE_SHIELD_ANY = ITEM_TYPE_SHIELD_LARGE | ITEM_TYPE_SHIELD_TOWER | ITEM_TYPE_SHIELD_SMALL; //All armors/helms and shields should respond to this int ITEM_TYPE_FULL_ARMOR_SET = ITEM_TYPE_SHIELD_ANY | ITEM_TYPE_ARMOR | ITEM_TYPE_HELM; //All Armors, Shields and Helmet //ARMOR SORTED BY TYPE int ITEM_TYPE_ARMOR_TYPE_CLOTH = ITEM_TYPE_ARMOR_AC_0; // AC 0 (See ITEM_TYPE_ARMOR_AC_0) int ITEM_TYPE_ARMOR_TYPE_LIGHT = ITEM_TYPE_ARMOR_AC_1 | ITEM_TYPE_ARMOR_AC_2 | ITEM_TYPE_ARMOR_AC_3;// AC 1 - 3 int ITEM_TYPE_ARMOR_TYPE_MEDIUM = ITEM_TYPE_ARMOR_AC_4 | ITEM_TYPE_ARMOR_AC_5 | ITEM_TYPE_ARMOR_AC_6;// AC 4 - 6 int ITEM_TYPE_ARMOR_TYPE_HEAVY = ITEM_TYPE_ARMOR_AC_7 | ITEM_TYPE_ARMOR_AC_8;// AC 7 - 8 struct Subrace { int BaseRace; string Name; string SkinResRef; string UniqueItemResRef; int IsLightSensitive; int DamageTakenWhileInLight; int IsUndergroundSensitive; int DamageTakenWhileInUnderground; int ECL; int IsUndead; int PrestigiousSubrace; }; struct SubraceAlignmentRestriction { string subraceName; int CanBeAlignment_Good; int CanBeAlignment_Neutral1; int CanBeAlignment_Evil; int CanBeAlignment_Lawful; int CanBeAlignment_Neutral2; int CanBeAlignment_Chaotic; }; struct SubraceClassRestriction { string subraceName; int CanBe_Barbarian; int CanBe_Bard; int CanBe_Cleric; int CanBe_Druid; int CanBe_Fighter; int CanBe_Monk; int CanBe_Paladin; int CanBe_Ranger; int CanBe_Rogue; int CanBe_Sorcerer; int CanBe_Wizard; }; struct SubraceSpellResistance { string subraceName; int SpellResistanceBase; int SpellResistanceMax; }; struct SubraceDifferentAppearance { string subraceName; int ChangeAppearanceTime; int MaleAppearance; int FemaleAppearance; int Level; }; struct SubraceStats { int ModType; float StrengthModifier; float DexterityModifier; float ConstitutionModifier; float IntelligenceModifier; float WisdomModifier; float CharismaModifier; float ACModifier; float ABModifier; }; struct SubraceBaseStatsModifier { int StrengthModifier; int DexterityModifier; int ConstitutionModifier; int IntelligenceModifier; int WisdomModifier; int CharismaModifier; int SpdModifier; // int HPModifier; }; //void main() {}