const int Value_Dragonegg = 200;//Joly: nicht ändern const int Value_OrcEliteRing = 130;//Joly: nicht ändern /******************************************************************************************/ // Angars Amulett /******************************************************************************************/ INSTANCE ItAm_Mana_Angar_MIS(C_Item) { name = NAME_Amulett; mainflag = ITEM_KAT_MAGIC; flags = ITEM_AMULET|ITEM_MISSION; value = Value_Am_Mana; visual = "ItAm_Mana_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItAm_Mana_Angar; on_unequip = UnEquip_ItAm_Mana_Angar; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Angars magisches Amulett"; TEXT[2] = NAME_Bonus_Mana; COUNT[2] = 10; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_AMULETTE_STANDARD; }; FUNC VOID Equip_ItAm_Mana_Angar() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Am_Mana; self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Am_Mana; }; FUNC VOID UnEquip_ItAm_Mana_Angar () { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Am_Mana; if (self.attribute[ATR_MANA] > (Am_Mana)) { self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Am_Mana; } else { self.attribute[ATR_MANA] = 0; }; }; //************************************************************** // Ferros Schwert //************************************************************** INSTANCE ItMW_1H_FerrosSword_Mis (C_Item) { name = "Feros Schwert"; mainflag = ITEM_KAT_NF; flags = ITEM_SWD|ITEM_MISSION; material = MAT_METAL; value = Value_Special_1H_2; damageTotal = Damage_Special_1H_2; damagetype = DAM_EDGE; range = Range_Special_1H_2; cond_atr[2] = ATR_STRENGTH; cond_value[2] = Condition_Special_1H_2; visual = "ItMw_060_1h_Sword_smith_03.3DS"; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_KerolothsGeldbeutel_MIS(C_Item) { name = "Keroloth´s Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 0; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_METAL; on_state[0] = UseKerolothsGeldbeutel; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID UseKerolothsGeldbeutel () { CreateInvItems (self,ItMi_Gold,300); CreateInvItems (self,ItMi_KerolothsGeldbeutelLeer_MIS,1); Print (PRINT_KerolothsGeldBeutel); Snd_Play ("Geldbeutel"); }; INSTANCE ItMi_KerolothsGeldbeutelLeer_MIS(C_Item) { name = "Keroloth´s Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 0; visual = "ItMi_Pocket.3ds"; //scemename = "MAPSEALED"; material = MAT_METAL; //on_state[0] = UseKerolothsGeldbeutel; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItRw_SengrathsArmbrust_MIS(C_Item) { name = "Sengraths Armbrust"; mainflag = ITEM_KAT_FF; flags = ITEM_CROSSBOW; material = MAT_WOOD; value = Value_MilArmbrust; damageTotal = Damage_MilArmbrust; damagetype = DAM_POINT; munition = ItRw_Bolt; cond_atr[2] = ATR_STRENGTH; cond_value[2] = Condition_MilArmbrust; visual = "ItRw_Mil_Crossbow.mms"; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[5] = NAME_Value; COUNT[5] = value; }; //Tabins Lurkerhäute von Engrom INSTANCE ItAt_TalbinsLurkerSkin (C_Item) { name = "Lurkerhaut"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI|ITEM_MISSION; value = Value_ReptileSkin; visual = "ItAt_LurkerSkin.3DS"; material = MAT_LEATHER; description = name; TEXT[0] = "Im Innern ist der Name ´Talbin´ eingebrand"; TEXT[1] = ""; TEXT[2] = ""; TEXT[3] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; //--------------------------------------------------------------------- // Drachen-Ei (für DJG only Ambient auftrag) //--------------------------------------------------------------------- INSTANCE ItAt_DragonEgg_MIS (C_ITEM) { name = "Drachen-Ei"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION|ITEM_MULTI; value = Value_Dragonegg; visual = "ItAt_DragonEgg.3ds"; material = MAT_LEATHER; description = name; TEXT[0] = "Das Ei ist warm und von innen"; TEXT[1] = "hört man leises Kratzen"; TEXT[2] = ""; TEXT[3] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; //--------------------------------------------------------------------- // OrcEliteRing (für PAL only Ambient auftrag) //--------------------------------------------------------------------- INSTANCE ItRi_OrcEliteRing(C_Item) { name = "Ring der orkischen Kriegsherren"; mainflag = ITEM_KAT_MAGIC; flags = ITEM_MISSION|ITEM_RING|ITEM_MULTI; //Joly: Muß so bleiben, sonst XP und Gold Exploit (Lord Hagen die Dinger bringen!) value = Value_OrcEliteRing; visual = "ItRi_Str_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_OrcEliteRing; on_unequip = UnEquip_OrcEliteRing; description = name; TEXT[0] = "Der Ring ist rauh und strahlt eine"; TEXT[1] = "seltsame Kälte aus"; TEXT[2] = ""; TEXT[3] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; wear = WEAR_EFFECT; effect = "SPELLFX_WEAKGLIMMER"; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; INV_ROTZ = INVCAM_Z_RING_STANDARD; INV_ROTX = INVCAM_X_RING_STANDARD; }; FUNC VOID Equip_OrcEliteRing () { Npc_ChangeAttribute (self, ATR_STRENGTH, - 20); Print (PRINT_OrcEliteRingEquip); }; FUNC VOID UnEquip_OrcEliteRing() { Npc_ChangeAttribute (self, ATR_STRENGTH, + 20); }; /******************************************************************************************/ var int Neoras_SCUsedDragonEggDrink; INSTANCE ItPo_DragonEggDrinkNeoras_MIS (C_Item) { name = NAME_Trank; mainflag = ITEM_KAT_POTIONS; flags = ITEM_MULTI; value = Value_HpElixier; visual = "ItPo_Perm_STR.3ds"; material = MAT_GLAS; on_state[0] = Use_DragonEggDrinkNeoras; scemeName = "POTIONFAST"; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Trank aus Dracheneisekret"; TEXT[3] = "Wirkung unbekannt"; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID Use_DragonEggDrinkNeoras() { Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Elixier); B_RaiseAttribute (self, ATR_STRENGTH, + 3); Snd_Play ("DEM_Warn"); Neoras_SCUsedDragonEggDrink = TRUE; }; ////////////////////////////////////////////////////////////////////////////// // // MAP Der Orcelite // ////////////////////////////////////////////////////////////////////////////// instance ItWr_Map_Orcelite_MIS (C_Item) { name = "Kriegskarte der Orks"; // mainflag = ITEM_KAT_DOCS; flags = ITEM_MISSION|ITEM_MULTI; value = 350; visual = "ItWr_Map_01.3DS"; material = MAT_LEATHER; scemeName = "MAP"; on_state[0] = Use_Map_NewWorld_Orcelite_MIS; description = name; TEXT[0] = ""; TEXT[1] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; var int Use_Map_NewWorld_Orcelite_MIS_OneTime; func void Use_Map_NewWorld_Orcelite_MIS() { if (Npc_IsPlayer(self)) { B_SetPlayerMap(ItWr_Map_Orcelite_MIS); }; var int Document; Document = Doc_CreateMap (); Doc_SetPages (Document, 1); Doc_SetPage (Document, 0, "Map_NewWorld_Orcelite.tga", TRUE); // TRUE = scale to fullscreen Doc_SetLevel (Document, "NewWorld\NewWorld.zen"); Doc_SetLevelCoords (Document, -28000, 50500, 95500, -42500); Doc_Show (Document); if (Use_Map_NewWorld_Orcelite_MIS_OneTime == FALSE) && (MIS_KillOrkOberst != 0) { Use_Map_NewWorld_Orcelite_MIS_OneTime = TRUE; }; }; ////////////////////////////////////////////////////////////////////////////// // // Caves Map // ////////////////////////////////////////////////////////////////////////////// instance ItWr_Map_Caves_MIS (C_Item) { name = "Die Höhlen von Khorinis"; // mainflag = ITEM_KAT_DOCS; flags = ITEM_MISSION|ITEM_MULTI; value = 200; visual = "ItWr_Map_01.3DS"; material = MAT_LEATHER; scemeName = "MAP"; on_state[0] = Use_Map_NewWorld_Caves_MIS; description = name; TEXT[0] = ""; TEXT[1] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Map_NewWorld_Caves_MIS() { if (Npc_IsPlayer(self)) { B_SetPlayerMap(ItWr_Map_Caves_MIS); }; var int Document; Document = Doc_CreateMap (); Doc_SetPages (Document, 1); Doc_SetPage (Document, 0, "Map_NewWorld_Caves.tga", TRUE); // TRUE = scale to fullscreen Doc_SetLevel (Document, "NewWorld\NewWorld.zen"); Doc_SetLevelCoords (Document, -28000, 50500, 95500, -42500); Doc_Show (Document); };