//Script Name: pc_wand_mod_load ////////////////////////////////////////// //Created By: Genisys (Guile) //Created On: 7/23/08 (Updated 3/29/09) ///////////////////////////////////////// /* This script goes in your OnModuleLoad Event found in the Module Properties Event Tab. */ //////////////////////////////////////// //Required Includes #include "x2_inc_switches" #include "x2_inc_restsys" //Required Include for the DM Chat Control Options #include "dm_chat_inc" //New by Sadju! #include "_inc_color_text_" //Main Script void main() { //For Time Keeping...(This MUST BE HERE) SetLocalInt(GetModule(), "DELAY_OK", 1); ///////////////////////////////////////////////////////////////////// //Stop the treasure generation on creatures, so they won't drop loot.. //Delete the // below to activate //SetLocalInt(GetModule(), "X2_L_NOTREASURE", TRUE); ////////////////////////////////////////////////////////////////////// //IMPORTANT: This part is part of 2 color systems! //It must be in your OnModuleLoad Event Script!! //This set color to placeables in the module, it requires that the placeable //tagged color is placed in the module somewhere out of reach. string sColor = GetName(GetObjectByTag("COLORS")); SetCustomToken(1001, GetSubString(sColor, 0, 6)); //white SetCustomToken(1002, GetSubString(sColor, 6, 6)); //yellow SetCustomToken(1003, GetSubString(sColor, 12, 6)); //magenta SetCustomToken(1004, GetSubString(sColor, 18, 6)); //cyan SetCustomToken(1005, GetSubString(sColor, 24, 6)); //red SetCustomToken(1006, GetSubString(sColor, 30, 6)); //green SetCustomToken(1007, GetSubString(sColor, 36, 6)); //blue //More Custom Color Tokens By Genisys //NOTE: These custom tokens go ONLY in conversation lines to colorize text //The example below is everything that would go on a Conversation Line /*******EXAMPLE CONVERSATION LINE************** This text of the conversation would be red IMPORTANT: You must use At the end EVERY TIME!*/ SetCustomToken(100, ""); // CLOSE tag (Ends color, prevents run on!) SetCustomToken(101, ""); // red SetCustomToken(102, ""); // green SetCustomToken(103, ""); // blue SetCustomToken(104, ""); // cyan SetCustomToken(105, ""); // magenta SetCustomToken(106, ""); // yellow SetCustomToken(107, ""); // black SetCustomToken(108, ""); // dark red SetCustomToken(109, ""); // dark green SetCustomToken(110, ""); // dark blue SetCustomToken(111, ""); // dark cyan SetCustomToken(112, ""); // dark magenta SetCustomToken(113, ""); // dark yellow SetCustomToken(114, ""); // grey SetCustomToken(117, ""); // dark grey SetCustomToken(115, ""); // orange SetCustomToken(116, ""); // dark orange SetCustomToken(117, ""); // brown SetCustomToken(118, ""); // dark brown SetCustomToken(119, ""); // Light Purple SetCustomToken(120, ""); // Neon Green SetCustomToken(121, ""); // Light Blue SetCustomToken(122, ""); // Purple SetCustomToken(123, ""); //Neon Green //Set the name on the Rainbow Chest! object oRainbow = GetObjectByTag("rainbowchest"); object oRainbow2 = GetObjectByTag("rainbowchest2"); SetName(oRainbow, ChaoticText(GetName(oRainbow, TRUE))); SetName(oRainbow2, ChaoticText(GetName(oRainbow2, TRUE))); //////////////////////////////////////////////////////////////////////////// //Code added for the DM Chat Control Options.. GetChatConfigurations(); /////////////////////////////////////////////////////////////////////////////// //Your Code Goes here.. ////////////////////////////////////////////////////////////////////////////// //STANDARD BIOWARE XP2 FUNCTIONS///////////////////////////////////////////// //////////////////////////////////////////MODULE SWITCHES/////////////////// if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT) { // * Setting the switch below will enable a seperate Use Magic Device Skillcheck for // * rogues when playing on Hardcore+ difficulty. This only applies to scrolls SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE); // * Activating the switch below will make AOE spells hurt neutral NPCS by default // SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE); } // * AI: Activating the switch below will make the creaures using the WalkWaypoint function // * able to walk across areas // SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE); // * Spells: Activating the switch below will make the Glyph of Warding spell behave differently: // * The visual glyph will disappear after 6 seconds, making them impossible to spot // SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE); // * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing, // * but since it is described this way in the book, here is the switch to get it back... // SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE); // * Craft Feats: Use this to disable Item Creation Feats if you do not want // * them in your module // SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE); // * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size. // * We do not support this check for balancing reasons, but you can still activate it... // SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE); // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this // * did not fit into NWNs spell system and was confusing, so we took it out... // SetModuleSwitch (MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT, TRUE); // * Spellcasting: Some people don't like caster's abusing expertise to raise their AC // * Uncommenting this line will drop expertise mode whenever a spell is cast by a player // SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE); // * Item Event Scripts: The game's default event scripts allow routing of all item related events // * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a // * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...) // * is triggered. Check "x2_it_example.nss" for an example. // * This feature is disabled by default. SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE); if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE) { // * If Tagbased scripts are enabled, and you are running a Local Vault Server // * you should use the line below to add a layer of security to your server, preventing // * people to execute script you don't want them to. If you use the feature below, // * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a // * maximum of 16 chars, instead of the pure tag of the object. // * i.e. without the line below a user activating an item with the tag "test", // * will result in the execution of a script called "test". If you uncomment the line below // * the script called will be "1_test.nss" // SetUserDefinedItemEventPrefix("1_"); } // * This initializes Bioware's wandering monster system as used in Hordes of the Underdark // * You can deactivate it, making your module load faster if you do not use it. // * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE); if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE) { // * This allows you to specify a different 2da for the wandering monster system. // SetWanderingMonster2DAFile("des_restsystem"); //* Do not change this line. WMBuild2DACache(); } //Main Script End }