UW2_PRC8/_module/nss/moduleload.nss
Jaysyn904 5197ad9a4d Initial upload
Initial upload
2023-09-25 20:24:01 -04:00

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#include "fky_chat_inc"
#include "x2_inc_switches"
#include "x2_inc_restsys"
#include "aps_include"
void main()
{
// Init placeholders for ODBC gateway
SQLInit();
// Init placeholders for chat gateway
InitSpeech();
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);
// * 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();
}
}