A Game of Thrones • A Song of Ice and Fire NWN2 Persistent World • Low Magic Role Play

NWN2 Scripting Constants

Resources - Technical Documentation
Saturday, 03 April 2010 19:42

x2_inc_switches.nss

These are the main constants for configuring campaigns and modules. Builders should use these options before attempting other solutions or workarounds.

//------------------------------------------------------------------------------
//                                    C A M P A I G N
//------------------------------------------------------------------------------

// These are stored as globals - note that global names can only be 32 chars long.
// Force kills dominated group members if no valid members remain - checked on HeartBeat ( nw_g0_dominate )
const string CAMPAIGN_SWITCH_FORCE_KILL_DOMINATED_GROUP = "N2_S_KILL_DOM_GROUP";

// Removes effect and prevents transition if object is dominated - checked on transition ( ginc_transition )
const string CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION = "N2_S_REMOVE_DOM_ON_TRAN";

// This global determines whether or not the campaign uses the personal reputation system, which affects
//    whether or not neutrals can be damaged by spells
const string CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION = "N2_S_USE_PERSONAL_REP";

// Set companion's Plot Flag FALSE on UserDefined EVENT_ROSTER_SPAWN_IN (2051)
const string CAMPAIGN_SWITCH_UNPLOT_ON_ROSTER_SPAWN = "N2_S_UNPLOT_ON_ROSTER_SPAWN";

// Allows companions to do weapon swapping (also applies to AI controlled PCs)
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ENABLED    = "N2_S_WEAP_SWAP_ENABLED";

// Ties companion weapon swapping to the use item behavior.  The flag above must be on for this to have any effect.
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ON_USE_ITEM_ONLY    = "N2_S_WEAP_SWAP_USE_ITEM_ONLY";

// Disables companion weapon auto preference by AI.  They do this when a player hasn't specified a weapon to use (by putting it in there hands).
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_AUTO_PFEF_DISABLED = "N2_S_WEAP_SWAP_AUTO_PFEF_DIS";

// Makes sure clock information only shows time and not date as well
const string CAMPAIGN_SWITCH_ONLY_SHOW_TIME = "N2_S_ONLY_SHOW_TIME";

// Enables smith hammer to be used to rename any item    
const string CAMPAIGN_SWITCH_SMITH_HAMMER_RENAME_ITEM    = "N2_S_SMITH_HAMMER_RENAME_ITEM";

// Enables single player auto save on world map transition    
const string CAMPAIGN_SWITCH_WORLD_MAP_AUTO_SAVE    = "N2_S_WORLD_MAP_AUTO_SAVE";

// Set minimum value for wandering monsters check.  Default is 0 (all rolls allowed)
const string CAMPAIGN_VAR_WM_MIN_THRESHOLD = "N2_WM_MIN_THRESHOLD";

// Not a switch but a string that tells the name of the script to run for custom IPSpeaker target
const string CAMPAIGN_STRING_CUSTOM_IPSPEAKER    = "NX1_S_CUSTOM_IPSPEAKER";

// Enables use of total level for determining caster level for magical crafting.
const string CAMPAIGN_SWITCH_CRAFTING_USE_TOTAL_LEVEL    = "NX1_S_CRAFTING_USE_TOTAL_LEVEL";

// This will cause the NX1 single party rest system to use Force Rest instead of ActionRest (thus no resting bar)
const string CAMPAIGN_SWITCH_REST_SYS_USE_FORCE_REST = "NX1_S_REST_SYS_USE_FORCE_REST";

//------------------------------------------------------------------------------
//                                    M O D U L E
//------------------------------------------------------------------------------

//------------------------------------------------------------------------------
// * Force Use Magic Device Skillchecks, Default = FALSE except for GAME_DIFFICULTY_CORE_RULES+
// * If switched to TRUE, a rogue has to succeed in a UMD check against DC 25+SpellLevel
// * in order to use a scroll. See x2_pc_umdcheck.nss for details
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_UMD_SCROLLS    = "X2_SWITCH_ENABLE_UMD_SCROLLS";

//------------------------------------------------------------------------------
// * Toggle on/off the Item Creation Feats, Default = O
// * Disable the Item Creation Feats that come with Hordes of the Underdark for the
// * module.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS    = "X2_SWITCH_DISABLE_ITEMCREATION_FEATS";

//------------------------------------------------------------------------------
// * Toggle Area of Effect Spell behaviour
// * If set to TRUE, AOE Spells will hurt NPCS that are neutral to the caster if they are
// * caught in the effect
//------------------------------------------------------------------------------
const string MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS = "X0_G_ALLOWSPELLSTOHURT";

//------------------------------------------------------------------------------
// * For balancing reasons the crafting system will create 50 charges on a new wand
// * instead it will create 10 + casterlevel charges. if you want to be "hard core rules compliant"
// * 50 charges, enable thiis switch
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES    = "X2_SWITCH_ENABLE_50_WAND_CHARGES";

//------------------------------------------------------------------------------
// * Some epic spells, namely Hellball, do damage to the caster. We found this too confusing
// * in testing, so it was disabled. You can reactivate using this flag
//------------------------------------------------------------------------------
const string MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER = "X2_SWITCH_EPIC_SPELLS_HURT_CASTER";

//------------------------------------------------------------------------------// * Deathless master touch is not supposed to affect creatures of size > large
// * but we do not check this condition by default to balance the fact that the slain
// * creature is not raised under the command of the pale master.
// * by setting this switch to TRUE, the ability will no longer effect creatures of
// * huge+ size.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH = "X2_SWITCH_SPELL_CORERULE_DMTOUCH";

//------------------------------------------------------------------------------
// * By default, all characters can use the various poisons that can be found to poison their weapons if
// * they win a Dex check. Activating this flag will restrict the use of poison to chars with the UsePoison
// * feat only
//------------------------------------------------------------------------------
const string MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT = "X2_SWITCH_RESTRICT_USE_POISON_FEAT";

//------------------------------------------------------------------------------
// * Multiple Henchmen: By default, henchmen will never damage each other with AoE spells.
// * By activating this switch, henchmen will be able to damage each other with AoE spells
// * and potentially go on each other's throats.
// * Warning: Activating this switch has the potential of introducing game breaking bugs. Do
// *          not use on the official SoU campaign. Use at your own risk. Really, its dangerous!
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_MULTI_HENCH_AOE_DAMAGE = "X2_SWITCH_MULTI_HENCH_AOE_MADNESS";

//------------------------------------------------------------------------------
// * Spell Targeting: Pre Hordes of the underdark, in hardcore mode, creatures would not hurt each other
// * with their AOE spells if they were no PCs. Setting this switch to true, will activate the correct
// * behaviour. Activating this on older modules can break things, unless you know what you are doing!
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_NPC_AOE_HURT_ALLIES = "X2_SWITCH_ENABLE_NPC_AOE_HURT_ALLIES";

//------------------------------------------------------------------------------
// * If set to TRUE, the Bebilith Ruin Armor ability is going to actually destroy
// * the armor it hits. Would be very annoying for players...
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_BEBILITH_RUIN_ARMOR = "X2_SWITCH_BEBILITH_HARDCORE_RUIN_ARMOR";

//------------------------------------------------------------------------------
// * Setting this switch to TRUE will make the Glyph of warding symbol disappear after 6 seconds, but
// * the glyph will stay active....
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING = "X2_SWITCH_GLYPH_OF_WARDING_INVISIBLE";

//------------------------------------------------------------------------------
// * Setting this switch to TRUE will enable the allow NPCs running between waypoints using the WalkWaypoints
// * function to cross areas, like they did in the original NWN. This was changed in 1.30 to use only
// * waypoints in one area.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS = "X2_SWITCH_CROSSAREA_WALKWAYPOINTS";

//------------------------------------------------------------------------------
// * Setting this switch to TRUE will disable the glow of a newly found secret door
// * used in some locations in XP2
//------------------------------------------------------------------------------
const string MODULE_SWITCH_DISABLE_SECRET_DOOR_FLASH = "X2_SWITCH_DISABLE_SECRET_DOOR_FLASH";

//------------------------------------------------------------------------------
// * Setting this switch to TRUE will disable execution of tagbased scripts that are enabled
// * by default when using the standard module events (x2_mod_def_*)
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS = "X2_SWITCH_ENABLE_TAGBASED_SCRIPTS";

//------------------------------------------------------------------------------
// * Only applies if MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS is true.
// This switch determines which type of tagbased scrtipting to use
// (used in module events g_mod_*, x2_s3_hitcastspell, and x2_inc_spellhook)
// FALSE = use X2 version wherein all item events are in 1 script.      
// TRUE = use seperated scripts named "i_<tag>_<2 letter postfix>"
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_SEPERATE_ITEM_SCRIPTS = "NWN2_SEPERATE_ITEM_SCRIPTS";


//------------------------------------------------------------------------------
// * Setting this switch to TRUE will enable the XP2 Wandering Monster System
// * for this module (if you are using the default rest script and you have set
// * up the correct variables for each area
//------------------------------------------------------------------------------
const string MODULE_SWITCH_USE_XP2_RESTSYSTEM = "X2_SWITCH_ENABLE_XP2_RESTSYSTEM";

//------------------------------------------------------------------------------
// * Setting thsi switch to TRUE will enable the NX1 Single Party Wandering Monster System
// * for this module (if you are using the default rest script and you have set
// * up the correct variables for each area
// * This system will give the player feedback before choosing to rest, will cause the entire
// * party to rest, and will cause game time to pass.
// * This switch overrides MODULE_SWITCH_USE_XP2_RESTSYSTEM
//------------------------------------------------------------------------------
const string MODULE_SWITCH_USE_NX1_SINGLE_PARTY_RESTSYSTEM = "NX1_SWITCH_ENABLE_SINGLE_PARTY_RESTSYSTEM";

//------------------------------------------------------------------------------
// * if this variable is set, the AI will not use Dispel Magic against harmfull AOE
// * spells.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_DISABLE_AI_DISPEL_AOE = "X2_L_AI_NO_AOE_DISPEL";

//------------------------------------------------------------------------------
// * Setting this variable to TRUE on the module will disable the call to the
// * random loot generation in most creatures' OnSpawn script.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_NO_RANDOM_MONSTER_LOOT = "X2_L_NOTREASURE";

//------------------------------------------------------------------------------
//                             M I S C
//------------------------------------------------------------------------------
const string MODULE_VAR_OVERRIDE_SPELLSCRIPT ="X2_S_UD_SPELLSCRIPT";

// thanks to "0100010" for spotting this!
//const string MODULE_VAR_TAGBASED_SCRIPT_PREFIX ="X2_S_UD_SPELLSCRIPT";
const string MODULE_VAR_TAGBASED_SCRIPT_PREFIX ="X2_S_UD_TAGBASED_SCRIPT_PREFIX";

//------------------------------------------------------------------------------
// * This variable allows to specify a % for NOT using dispel magic against AOEs
// instead fleeing
//------------------------------------------------------------------------------
const string MODULE_VAR_AI_NO_DISPEL_AOE_CHANCE = "X2_L_AI_AOE_DISPEL_CHANCE";

//------------------------------------------------------------------------------
// * Setting this variable to TRUE will cause the Combat Expertise/Improved Combat Expertise
// * modes to be disabled whenever a player is casting a spell.
//------------------------------------------------------------------------------
const string MODULE_VAR_AI_STOP_EXPERTISE_ABUSE = "X2_L_STOP_EXPERTISE_ABUSE";

//------------------------------------------------------------------------------
//                             C R E A T U R E S
//------------------------------------------------------------------------------

//------------------------------------------------------------------------------
// * see x2_ai_demo for details
//------------------------------------------------------------------------------
const string CREATURE_VAR_CUSTOM_AISCRIPT = "X2_SPECIAL_COMBAT_AI_SCRIPT";

//------------------------------------------------------------------------------
// * Setting this variable on a spellcaster creature will make its spelluse a
// * bit more random, but their spell selection may not always be appropriate
// * to the situation anymore.
//------------------------------------------------------------------------------
const string CREATURE_VAR_RANDOMIZE_SPELLUSE = "X2_SPELL_RANDOM";

//------------------------------------------------------------------------------
// * Set to 1 to make the creature activate stealth mode after spawn
//------------------------------------------------------------------------------
const string CREATURE_VAR_USE_SPAWN_STEALTH = "X2_L_SPAWN_USE_STEALTH";

//------------------------------------------------------------------------------
// * Set to 1 to make the creature activate detectmode after spawn
//------------------------------------------------------------------------------
const string CREATURE_VAR_USE_SPAWN_SEARCH = "X2_L_SPAWN_USE_SEARCH";

//------------------------------------------------------------------------------
// * Set to 1 to make the creature play mobile ambient animations after spawn
//------------------------------------------------------------------------------
const string CREATURE_VAR_USE_SPAWN_AMBIENT = "X2_L_SPAWN_USE_AMBIENT";

//------------------------------------------------------------------------------
// * Set to 1 to make the creature play immobile ambient animations after spawn
//------------------------------------------------------------------------------
const string CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE = "X2_L_SPAWN_USE_AMBIENT_IMMOBILE";

//------------------------------------------------------------------------------
// * Set to 1 to make the creature immune to dispel magic (used for statues)
//------------------------------------------------------------------------------
const string CREATURE_VAR_IMMUNE_TO_DISPEL = "X1_L_IMMUNE_TO_DISPEL";

//------------------------------------------------------------------------------
// * Set this variable to 1 on a creature to make it walk through other creatures
//------------------------------------------------------------------------------
const string CREATURE_VAR_IS_INCORPOREAL = "X2_L_IS_INCORPOREAL";

//------------------------------------------------------------------------------
// * Set this variable to 1 - 6 to override the number of attacks a creature has based on its BAB
//------------------------------------------------------------------------------
const string CREATURE_VAR_NUMBER_OF_ATTACKS = "X2_L_NUMBER_OF_ATTACKS";

//------------------------------------------------------------------------------
// * The value of this variable (int) is added to the chance that a creature
// * will use magic in combat. Set to 100 for always, 0 for never
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_MAGIC_RATE = "X2_L_BEH_MAGIC";

//------------------------------------------------------------------------------
// * The higher value of this variable, the higher the chance that the creature
// * will use offensive abilities in combat. Set to 0 to make them flee.
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_OFFENSE_RATE = "X2_L_BEH_OFFENSE";

//------------------------------------------------------------------------------
// * The higher value of this variable, the higher the chance that the creature
// * will aid friendly creatures in combat. Not that helping usually degrades
// * the overall difficulty of an encounter, but makes it more interesting.
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_COMPASSION_RATE = "X2_L_BEH_COMPASSION";

//------------------------------------------------------------------------------
// * This allows you to script items that enhance a palemaster's summoned creatures. You need
// * to put the name of a script into this variable that will be run on any creature called by
// * the pale master's summon undead ability. You can use this script to add effects to the creature.
// * You can use the OnEquip/OnUnEquip event hooks set this variable.
//------------------------------------------------------------------------------
const string CREATURE_VAR_PALE_MASTER_SPECIAL_ITEM = "X2_S_PM_SPECIAL_ITEM";

//------------------------------------------------------------------------------
// These constants define item messages that are routed to script files with
// the item tag's through the default XP2 module scripts.
//------------------------------------------------------------------------------
const int X2_ITEM_EVENT_ACTIVATE         = 0;
const int X2_ITEM_EVENT_EQUIP             = 1;
const int X2_ITEM_EVENT_UNEQUIP         = 2;
const int X2_ITEM_EVENT_ONHITCAST         = 3;
const int X2_ITEM_EVENT_ACQUIRE         = 4;
const int X2_ITEM_EVENT_UNACQUIRE         = 5;
const int X2_ITEM_EVENT_SPELLCAST_AT     = 6;

const int X2_EXECUTE_SCRIPT_CONTINUE     =0;
const int X2_EXECUTE_SCRIPT_END         =1;

const int SCRIPT_MAX_STRING_LENGTH         = 32;
const int SCRIPT_ITEM_EXTENSION_LENGTH     = 3;

const string SCRIPT_EXTENSION_ITEM_EVENT_ONHITCAST         = "_hc";
const string SCRIPT_EXTENSION_ITEM_EVENT_ACTIVATE        = "_ac";
const string SCRIPT_EXTENSION_ITEM_EVENT_EQUIP             = "_eq";
const string SCRIPT_EXTENSION_ITEM_EVENT_UNEQUIP        = "_ue";
const string SCRIPT_EXTENSION_ITEM_EVENT_ACQUIRE        = "_aq";
const string SCRIPT_EXTENSION_ITEM_EVENT_UNACQUIRE        = "_ua";
const string SCRIPT_EXTENSION_ITEM_EVENT_SPELLCAST_AT     = "_ci";

// Set the active User Defined Item Event
// X2_ITEM_EVENT_ACTIVATE
// X2_ITEM_EVENT_EQUIP
// X2_ITEM_EVENT_UNEQUIP
// X2_ITEM_EVENT_ONHITCAST
// X2_ITEM_EVENT_ACQUIRE
// X2_ITEM_EVENT_UNACQUIRE
// X2_ITEM_EVENT_SPELLCAST_AT
void SetUserDefinedItemEventNumber(int nEvent);

// Get the active User Defined Item Event
// X2_ITEM_EVENT_ACTIVATE
// X2_ITEM_EVENT_EQUIP
// X2_ITEM_EVENT_UNEQUIP
// X2_ITEM_EVENT_ONHITCAST
// X2_ITEM_EVENT_ACQUIRE
// X2_ITEM_EVENT_UNACQUIRE
// X2_ITEM_EVENT_SPELLCAST_AT
int GetUserDefinedItemEventNumber();

//------------------------------------------------------------------------------
// * Used to switch between different rule implementations or to subsystems for the game
// * see x2_inc_switches for more detailed information on these constants
//------------------------------------------------------------------------------
void SetModuleSwitch(string sModuleSwitchConstant,int bValue);

//------------------------------------------------------------------------------
// * Returns the value of a module switch
//------------------------------------------------------------------------------
int GetModuleSwitchValue(string  sModuleSwitchConstant);

//------------------------------------------------------------------------------
//                                D O O R S
//------------------------------------------------------------------------------
const string DOOR_FLAG_RESIST_KNOCK = "X2_FLAG_DOOR_RESIST_KNOCK";

//------------------------------------------------------------------------------
// * Used to toggle custom flags on a door
// * oDoor - Door to set the switch on
// * Valid values for sDoorFlagConstant:
// * X2_FLAG_DOOR_RESIST_KNOCK -
// *        Set to 1 to prevent knock from working with feedback.
// *        Set to 2 to prevent knock from working without feedback
//------------------------------------------------------------------------------
void SetDoorFlag(object oDoor, string sDoorFlagConstant, int nValue);
int GetDoorFlag(object oDoor, string  sDoorFlagConstant);

//------------------------------------------------------------------------------
//                           W A Y P O I N T S
//------------------------------------------------------------------------------

//------------------------------------------------------------------------------
// * By setting this variable to 1 on a waypoint, a creature using this
// * waypoint as part of its WalkWaypoints routine will assume the facing
// * of the waypoint upon reaching it.
//------------------------------------------------------------------------------
const string  WAYPOINT_VAR_FORCE_SETFACING = "X2_L_WAYPOINT_SETFACING";

x0_i0_spawncond.nss

Spawn conditions control the master AI variable.

// This is the name of the local variable that holds the spawn-in conditions
const string sSpawnCondVarname = "NW_GENERIC_MASTER";

// The available spawn-in conditions

const int NW_FLAG_SPECIAL_CONVERSATION        = 0x00000001;
const int NW_FLAG_SHOUT_ATTACK_MY_TARGET      = 0x00000002;
const int NW_FLAG_STEALTH                     = 0x00000004;
const int NW_FLAG_SEARCH                      = 0x00000008;
const int NW_FLAG_SET_WARNINGS                = 0x00000010;
const int NW_FLAG_ESCAPE_RETURN               = 0x00000020; //Failed
const int NW_FLAG_ESCAPE_LEAVE                = 0x00000040;
const int NW_FLAG_TELEPORT_RETURN             = 0x00000080; //Failed
const int NW_FLAG_TELEPORT_LEAVE              = 0x00000100;
const int NW_FLAG_PERCIEVE_EVENT              = 0x00000200;
const int NW_FLAG_ATTACK_EVENT                = 0x00000400;
const int NW_FLAG_DAMAGED_EVENT               = 0x00000800;
const int NW_FLAG_SPELL_CAST_AT_EVENT         = 0x00001000;
const int NW_FLAG_DISTURBED_EVENT             = 0x00002000;
const int NW_FLAG_END_COMBAT_ROUND_EVENT      = 0x00004000;
const int NW_FLAG_ON_DIALOGUE_EVENT           = 0x00008000;
const int NW_FLAG_RESTED_EVENT                = 0x00010000;
const int NW_FLAG_DEATH_EVENT                 = 0x00020000;
const int NW_FLAG_SPECIAL_COMBAT_CONVERSATION = 0x00040000;
const int NW_FLAG_AMBIENT_ANIMATIONS          = 0x00080000;
const int NW_FLAG_HEARTBEAT_EVENT             = 0x00100000;
const int NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS = 0x00200000;
const int NW_FLAG_DAY_NIGHT_POSTING           = 0x00400000;
const int NW_FLAG_AMBIENT_ANIMATIONS_AVIAN    = 0x00800000;
const int NW_FLAG_APPEAR_SPAWN_IN_ANIMATION   = 0x01000000;
const int NW_FLAG_SLEEPING_AT_NIGHT           = 0x02000000;
const int NW_FLAG_FAST_BUFF_ENEMY             = 0x04000000;

ginc_event_handlers.nss

These constants define the scripts used by event handlers.

//---------------------------------------------------------------------
// Constants
//---------------------------------------------------------------------
const int EVENT_PLACEABLE_SPAWN        = 100; // use w/ gp_pseudo_spawn_hb

const string EVENTS_CLEARED_FLAG     = "EH_CLEARED";
const string EVENTS_SAVE_PREFIX     = "EH_SAVE";

// Standard associate scripts                               // Reference value
const string SCRIPT_ASSOC_ATTACK    = "gb_assoc_attack";    // 5
const string SCRIPT_ASSOC_BLOCK     = "gb_assoc_block";     // e
const string SCRIPT_ASSOC_COMBAT    = "gb_assoc_combat";    // 3
const string SCRIPT_ASSOC_CONV      = "gb_assoc_conv";      // 4
const string SCRIPT_ASSOC_DAMAGE    = "gb_assoc_damage";    // 6
const string SCRIPT_ASSOC_DEATH     = "gb_assoc_death";     // 7
const string SCRIPT_ASSOC_DISTRB    = "gb_assoc_distrb";    // 8
const string SCRIPT_ASSOC_HEART     = "gb_assoc_heart";     // 1
const string SCRIPT_ASSOC_PERCEP    = "gb_assoc_percep";    // 2
const string SCRIPT_ASSOC_REST      = "gb_assoc_rest";      // a
const string SCRIPT_ASSOC_SPAWN     = "gb_assoc_spawn";     // 9
const string SCRIPT_ASSOC_SPELL     = "gb_assoc_spell";     // b
const string SCRIPT_ASSOC_USRDEF    = "gb_assoc_usrdef";    // d

// Standard default scripts                               // Reference value
const string SCRIPT_DEFAULT_ATTACK    = "nw_c2_default5";   // 5
const string SCRIPT_DEFAULT_BLOCK     = "nw_c2_defaulte";   // e
const string SCRIPT_DEFAULT_COMBAT    = "nw_c2_default3";   // 3
const string SCRIPT_DEFAULT_CONV      = "nw_c2_default4";   // 4
const string SCRIPT_DEFAULT_DAMAGE    = "nw_c2_default6";   // 6
const string SCRIPT_DEFAULT_DEATH     = "nw_c2_default7";   // 7
const string SCRIPT_DEFAULT_DISTRB    = "nw_c2_default8";   // 8
const string SCRIPT_DEFAULT_HEART     = "nw_c2_default1";   // 1
const string SCRIPT_DEFAULT_PERCEP    = "nw_c2_default2";   // 2
const string SCRIPT_DEFAULT_REST      = "nw_c2_defaulta";   // a
const string SCRIPT_DEFAULT_SPAWN     = "nw_c2_default9";   // 9
const string SCRIPT_DEFAULT_SPELL     = "nw_c2_defaultb";   // b
const string SCRIPT_DEFAULT_USRDEF    = "nw_c2_defaultd";   // d

// Misc scripts
const string SCRIPT_OBJECT_NOTHING    = "go_nothing";    // nothing script (for any object)

Last Updated on Sunday, 03 April 2011 20:41
 

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