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