Что то я вообше не догнал
Можно по подробнее сам скрипт куда пехать тег придмета
А на счёт OnModuleLoad куда сунуть SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE); У меня вот такой:
Neverwinter Script
// HCR v3.2.0 -
//::////////////////////////////////////////////////////////////////////////////
//:: FileName: HC_On_Mod_Load
//::////////////////////////////////////////////////////////////////////////////
/*
*/
//::////////////////////////////////////////////////////////////////////////////
#include "HC_Inc"
#include "HC_Inc_On_Load"
#include "HC_Inc_HTF"
#include "X2_Inc_Switches"
//PC Vampire Subrace System by Fallen code:
#include "x2_inc_switches"
//ATS code:
#include "ats_inc_init"
//PCs Autosaving
#include "pc_export_inc"
//Player Guild System
#include "inc_gsystem_evnt"
//::////////////////////////////////////////////////////////////////////////////
void main()
{
//**************************************************
**************************
//PCs Autosaving function
pc_export_onmoduleload();
//----------------------------------------------------------------------------
//PC Vampire Subrace System by Fallen:
//
//if you are using another spellscript override you will need to execute the
//"f_vampirespells" script right before returning to the spell. If an altered
//spell is ran by f_vampirespells SetModuleOverrideSpellScriptFinished will be
//set (see x2_inc_switches and x2_inc_spellhook for more info).
SetModuleOverrideSpellscript("f_vampirespells");
// ----------------------------------------------------------- //
//ATS code
{
object oMod=GetModule();
ATS_Initialize();
//Player Guild System
PGSModuleLoadEvent();
}
// ----------------------------------------------------------- //
//HCR code:
if (!preEvent()) return;
// Bioware Module Switches.
if (GetGameDifficulty() >= GAME_DIFFICULTY_CORE_RULES)
{
// * Setting the switch below will enable a seperate Use Magic Device
// * Skillcheck for rogues. 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_NPC
S, TRUE);
}
// * AI: Activating the switch below will make the creaures using the WalkWaypoint function
// * able to walk across areas
SetModuleSwitch(MODULE_SWITCH_ENABLE_CROSSAREA_WAL
KWAYPOINTS, 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_GLY
PH_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_CREATIO
N_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_DMAS
TERTOUCH, 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_CAS
TER, TRUE);
// *
//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);
// * SpellScript: This is the name of the spell router script.
SetModuleOverrideSpellscript("hc_spell_router");
// Hark - Remarked out all PWDB stuff since it isnt used anymore.
//if (GetLocalInt(oMod, "AlreadyExecutedOMD") == 1)
// {
// postEvent();
// return;
// }
//else
// { SetLocalInt(oMod, "AlreadyExecutedOMD", 1); }
//ExecuteScript("hc_pwdb_data", oMod);
//SetLocalInt(GetModule(), "ModLoadEvent", 1);
//int PWDB_HEARTBEAT_EVENT = 502;
//event evEvent = EventUserDefined(PWDB_HEARTBEAT_EVENT);
//SignalEvent(OBJECT_SELF, evEvent);
// Execute the default script and set the HTF area variables.
ExecuteScript("hc_defaults", oMod);
ExecuteScript("hc_setareavars", oMod);
// Store the starting year, month, day and hour.
if (!GetPersistentInt(oMod, "HourStart"))
SetPersistentInt(oMod, "HourStart", GetTimeHour());
if (!GetPersistentInt(oMod, "DayStart"))
SetPersistentInt(oMod, "DayStart", GetCalendarDay());
if (!GetPersistentInt(oMod, "MonthStart"))
SetPersistentInt(oMod, "MonthStart", GetCalendarMonth());
if (!GetPersistentInt(oMod, "YearStart"))
SetPersistentInt(oMod, "YearStart", GetCalendarYear());
// Restore the calendar if one was saved.
int iCurYear = GetPersistentInt(oMod, "CurrentYear");
if (iCurYear > 0)
{
int iCurMonth = GetPersistentInt(oMod, "CurrentMonth");
int iCurDay = GetPersistentInt(oMod, "CurrentDay");
int iCurHour = GetPersistentInt(oMod, "CurrentHour");
int iCurMin = GetPersistentInt(oMod, "CurrentMin");
SetCalendar(iCurYear, iCurMonth, iCurDay);
SetTime(iCurHour, iCurMin, 0, 0);
}
// HCR v3.1.
//LoopHTFSystemChk();
postEvent();
{
//Music Changer:
} ExecuteScript("toj_cm_ol",GetModule());
}
//::////////////////////////////////////////////////////////////////////////////