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)
|