Disabled defunct module reset

Disabled defunct module reset.  Disabled item destruction on drop.  Added PRC'd creature abilities.  Fixed invalid hak association.  Updated release archive.
This commit is contained in:
Jaysyn904
2023-11-04 17:58:12 -04:00
parent 5b9e05fa1f
commit 6aa7ab4950
191 changed files with 5844 additions and 234 deletions

View File

@@ -44,7 +44,7 @@ const int nRestart = 0; //Set this to 0 if you are using Re-Load Module
const int nReload = 0; //Set this to 0 if you are using Restart Server
//Set the name of your module below if you are using Re-Load Module
const string sModuleName = "Guile's UNDERWORLD";
const string sModuleName = "Underworld 2";
//Set the # below to what Time you want to reset the Module or Server
//NOTE: The time is in minutes (Multiple Hours X 60)
@@ -430,7 +430,7 @@ sResetTime += " Minutes.";
///////////////////////////////////////////////////////////////
//Check The Reset System (every heartbeat!)
DoResetCheck(sColor, nMinute);
//:: DoResetCheck(sColor, nMinute);
/////////////////////////////////////////////////////////////////
//Let's set some visual effects on the Time Keeper (ONCE!)
@@ -500,7 +500,7 @@ else
PrintString("Auto Quick Saved Fired, SEE SCRIPT: (time_keeper) LINE 488.");
//Export all Non-Polymorphed PCs who are NOT between areas..
DoExportCharacters();
// DoExportCharacters(); //:: Not needed w/ NWNEE
}
//If it's a Single Player Module..
else if(nDoExport==2)
@@ -697,7 +697,7 @@ void BootAll()
//This Prototype is critical to the module, as it determines when to do reset.
void DoResetCheck(string sMC, int nTMin)
{
object oMe = OBJECT_SELF;
/* object oMe = OBJECT_SELF;
string sColor = sMC;
//Get the Module HeartBeats to count up total Minutes..
@@ -893,7 +893,7 @@ GiveWarnings(sColor);
}
//PROTOTYPE END
//PROTOTYPE END */
}
//////////////////////////////////////////////////////////////////