// ************************************************************************************************ // Wert von Kram // ************************************************************************************************ // Items für Objektbenutzung und Item-Interaktion... // z.B. Krautstampfer, Hammer, Kochlöffel, Laborflasche, Roheisen (Schmiede) const int Value_SwordBlade = 10; const int Value_SwordBladeHot = 10; const int Value_SwordRawHot = 10; const int Value_SwordRaw = 10; const int Value_Brush = 3; const int Value_Flask = 3; const int Value_Stomper = 3; const int Value_Pan = 20; const int Value_Saw = 20; const int Value_Broom = 10; const int Value_Rake = 10; const int Value_Hammer = 10; const int Value_Scoop = 3; const int Value_Nugget = 200; const int Value_Joint = 30; const int Value_Alarmhorn = 10; const int Value_Lute = 10; const int Value_Gold = 1; const int Value_RuneBlank = 100; const int Value_Sulfur = 20; const int Value_Quartz = 20; const int Value_Pitch = 10; const int Value_Rockcrystal = 30; const int Value_Aquamarine = 100; const int Value_HolyWater = 20; const int Value_Coal = 15; const int Value_DarkPearl = 1000; //Tabak const int VALUE_ItMi_ApfelTabak = 10; const int VALUE_ItMi_PilzTabak = 10; const int VALUE_ItMi_SumpfTabak = 10; const int VALUE_ItMi_DoppelTabak = 10; const int VALUE_ItMi_HonigTabak = 10; //Schmuck Items const int Value_SilverRing = 120; const int Value_SilverNecklace = 200; const int Value_SilverCandleHolder = 50; const int Value_SilverPlate = 100; //muss durch 2 teilbar in B_Say Gold enthalten sein const int Value_SilverCup = 100; //muss durch 2 teilbar in B_Say Gold enthalten sein const int Value_SilverChalice = 250; const int Value_GoldPlate = 200; const int Value_GoldRing = 250; const int Value_GoldNecklace = 300; const int Value_GoldCandleHolder = 120; const int Value_GoldCup = 350; const int Value_BloodCup = 200; const int Value_GoldChalice = 500; const int Value_GoldChest = 750; const int Value_JeweleryChest = 1000; const int Value_InnosStatue = 100; const int Value_Sextant = 1500; /*ursprüngliche Werte: const int Value_SilverRing = 200; const int Value_SilverNecklace = 100; const int Value_SilverCandleHolder = 30 ; const int Value_SilverPlate = 100; const int Value_SilverCup = 200; const int Value_SilverChalice = 100; const int Value_GoldRing = 1150; const int Value_GoldNecklace = 250 ; const int Value_GoldCandleHolder = 300 ; const int Value_GoldCup = 800 ; const int Value_GoldChalice = 400 ; const int Value_GoldChest = 1000; const int Value_JeweleryChest = 50 ; const int Value_InnosStatue = 100 ; const int Value_Sextant = 30 ; */ /******************************************************************************************* ** Items für Mobsi-Benutzung ** *******************************************************************************************/ // Krautstampfen INSTANCE ItMi_Stomper (C_Item) { name = "Krautstampfer"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Stomper; visual = "ItMi_Stomper.3DS"; material = MAT_WOOD ; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Runen Bauen INSTANCE ItMi_RuneBlank (C_Item) { name = "Runenstein"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_RuneBlank; visual = "ItMi_RuneBlank.3DS"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_Pliers (C_Item) { name = "Zange"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_RuneBlank; visual = "ItMi_Pliers.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Labor Wasserflasche INSTANCE ItMi_Flask (C_Item) { name = "Laborwasserflasche"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Flask; visual = "ItMi_Flask.3ds"; material = MAT_GLAS; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Reparieren INSTANCE ItMi_Hammer (C_Item) { name = "Hammer"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Hammer; visual = "ItMi_Hammer.3DS"; material = MAT_WOOD; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // im Topf rühren INSTANCE ItMi_Scoop (C_Item) { name = "Kochlöffel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Scoop; visual = "ItMi_Scoop.3DS"; material = MAT_WOOD; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Pfanne zum Braten (für Lagerfeuer) INSTANCE ItMi_Pan (C_Item) { name = "Pfanne"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Pan; visual = "ItMi_Pan.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; //Pfann für Herd INSTANCE ItMi_PanFull (C_Item) { name = "Pfanne"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Pan; visual = "ItMi_PanFull.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Säge für Baumstamm INSTANCE ItMi_Saw (C_Item) { name = "Säge"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Saw; visual = "ItMi_Saw.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ // Items für Schmiede ** INSTANCE ItMiSwordraw (C_Item) { name = "Rohstahl"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SwordRaw; visual = "ItMiSwordraw.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMiSwordrawhot (C_Item) { name = "Glühender Stahl"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SwordRawHot; visual = "ItMiSwordrawhot.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMiSwordbladehot (C_Item) { name = "Glühende Klinge"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SwordBladehot; visual = "ItMiSwordbladehot.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMiSwordblade (C_Item) { name = "Klinge"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SwordBlade; visual = "ItMiSwordblade.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ /******************************************************************************************* ** Items für Item-Interaktionen (ohne Mobsi benutzbar) ** *******************************************************************************************/ /******************************************************************************************/ // Besen zum Fegen INSTANCE ItMi_Broom (C_Item) { name = "Besen"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Broom; visual = "ItMi_Broom.3DS"; material = MAT_WOOD; scemeName = "BROOM"; on_state[0] = Use_Broom; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Broom() { if (Npc_IsPlayer(self)) && (Wld_GetPlayerPortalGuild() == GIL_NOV) && (MIS_ParlanFegen == LOG_RUNNING) { B_Say (self, self, "$NOSWEEPING"); Print (PRINT_NoSweeping); }; }; /******************************************************************************************/ // zum Rumklimpern INSTANCE ItMi_Lute (C_Item) { name = "Laute"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Lute; visual = "ItMi_Lute.3DS"; material = MAT_WOOD; scemeName = "LUTE"; on_state[0] = Use_Lute; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Lute() { }; /******************************************************************************************/ // Für Babe-Putzen INSTANCE ItMi_Brush(C_Item) { name = "Bürste"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Brush; visual = "ItMi_Brush.3ds"; material = MAT_WOOD; scemeName = "BRUSH"; on_state[0] = Use_Brush; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Brush() { }; /******************************************************************************************/ INSTANCE ItMi_Joint(C_Item) { name = "Ein Stengel Sumpfkraut"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Joint; visual = "ItMi_Joint_US.3ds"; material = MAT_LEATHER; scemeName = "JOINT"; on_state[0] = Use_Joint; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; }; func void Use_Joint() { if (Npc_IsPlayer (self)) { Wld_PlayEffect ("SLOW_TIME", self, self, 0, 0, 0, FALSE); }; }; /******************************************************************************************/ INSTANCE ItMi_Alarmhorn (C_Item) { name = "Angriffshorn"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Alarmhorn; //visual = "ItMi_Alarmhorn.3DS"; visual = "ItAt_DrgSnapperHorn.3DS"; material = MAT_WOOD; scemeName = "HORN"; on_state[0] = Use_Alarmhorn; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Alarmhorn() { startTimeBattle = Timer(); if (MIS_attackCityPir == LOG_RUNNING) { startCityAttack(attPir); FF_ApplyExtData(ffCityAttack, 1000, -1, attPir); }; if (MIS_attackCitySld == LOG_RUNNING) { startCityAttack(attSld); FF_ApplyExtData(ffCityAttack, 1000, -1, attSld); }; }; //******************************* //Päckchen //******************************* INSTANCE ItMi_Packet(C_Item) { name = "Päckchen"; mainflag = ITEM_KAT_NONE; flags = 0; value = 0; visual = "ItMi_Packet.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; //on_state[0] = UsePacket; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; //in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren. FUNC VOID UsePacket () { }; INSTANCE ItMi_Pocket(C_Item)//steht drin, weil auch in Welt verteilt!! { name = "Lederbeutel"; mainflag = ITEM_KAT_NONE|ITEM_MULTI; flags = 0; value = 10; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = UsePocket; description = name; TEXT[2] = "Ein schmaler Beutel,"; TEXT[3] = "wiegt nicht viel"; TEXT[5] = NAME_Value; COUNT[5] = value; }; //in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren. FUNC VOID UsePocket () { CreateInvItems (hero, ItMi_Gold ,10); Print (PRINT_FoundGold10); Snd_Play ("Geldbeutel"); }; //****************************************************************************************** // Wertvolle Gegenstände //****************************************************************************************** INSTANCE ItMi_Nugget(C_Item) { name = "Erzbrocken"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Nugget; visual = "ItMi_Nugget.3ds"; material = MAT_STONE; wear = WEAR_EFFECT; effect = "SPELLFX_MANAPOTION"; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_Gold (C_Item) { name = "Gold"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Gold; visual = "ItMi_Gold.3DS"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_OldCoin (C_Item) { name = "Alte Münze"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI|ITEM_MISSION; value = 0; visual = "ItMi_OldCoin.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_GoldCandleHolder (C_Item) { name = "Goldener Kerzenständer"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_GoldCandleHolder; visual = "ItMi_GoldCandleHolder.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_GoldNecklace (C_Item) { name = "Goldene Halskette"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI | ITEM_AMULET; value = Value_GoldNecklace; visual = "ItMi_GoldNecklace.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_SilverRing (C_Item) { name = "Silberner Ring"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI|ITEM_RING; value = Value_SilverRing; visual = "ItMi_SilverRing.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; INV_ROTZ = INVCAM_Z_RING_STANDARD; INV_ROTX = INVCAM_X_RING_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_SilverCup (C_Item) { name = "Silberkelch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SilverCup; visual = "ItMi_SilverCup.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_SilverPlate (C_Item) { name = "Silberteller"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SilverPlate; visual = "ItMi_SilverPlate.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ instance ItMi_GoldPlate (C_Item) { name = "Goldener Teller"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_GoldPlate; visual = "ItMi_GoldPlate.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_GoldCup (C_Item) { name = "Goldener Kelch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_GoldCup; visual = "ItMi_GoldCup.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_BloodCup_MIS (C_Item) { name = "Blutkelch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI | ITEM_MISSION; value = Value_BloodCup; visual = "ItMi_GoldCup.3DS"; material = MAT_METAL; description = "Ein Blutkelch"; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_GoldRing (C_Item) { name = "Goldener Ring"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI|ITEM_RING; value = Value_GoldRing; visual = "ItMi_GoldRing.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; INV_ROTZ = INVCAM_Z_RING_STANDARD; INV_ROTX = INVCAM_X_RING_STANDARD; }; /******************************************************************************************/ INSTANCE ItMi_SilverChalice (C_Item) { name = "Silberne Schale"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SilverChalice; visual = "ItMi_SilverChalice.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_JeweleryChest (C_Item) { name = "Juwelen Schatulle"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_JeweleryChest; visual = "ItMi_JeweleryChest.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_GoldChalice (C_Item) { name = "Goldene Schale"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_GoldChalice; visual = "ItMi_GoldChalice.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_GoldChest (C_Item) { name = "Schatulle"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_GoldChest; visual = "ItMi_GoldChest.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_InnosStatue (C_Item) { name = "Innos Statue"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_InnosStatue; visual = "ItMi_InnosStatue.3DS"; material = MAT_METAL ; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_Sextant (C_Item) { name = "Sextant"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Sextant; visual = "ItMi_Sextant.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_SilverCandleHolder (C_Item) { name = "Silberner Kerzenständer"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_SilverCandleHolder; visual = "ItMi_SilverCandleHolder.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_SilverNecklace (C_Item) { name = "Silberkette"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI| ITEM_AMULET; value = Value_SilverNecklace; visual = "ItMi_SilverNecklace.3DS"; material = MAT_METAL; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; //***************************************************************************************** // Alchemy Ingredienzien //***************************************************************************************** INSTANCE ItMi_Sulfur (C_Item) { name = "Schwefel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Sulfur; visual = "ItMi_Sulfur.3DS"; material = MAT_WOOD; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD; }; INSTANCE ItMi_Quartz (C_Item) { name = "Gletscher Quartz"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Quartz; visual = "ItMi_Quartz.3ds"; material = MAT_STONE ; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_RING_STANDARD; }; INSTANCE ItMi_Pitch (C_Item) { name = "Pech"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Pitch; visual = "ItMi_Pitch.3DS"; material = MAT_GLAS ; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_Rockcrystal (C_Item) { name = "Bergkristall"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Rockcrystal; visual = "ItMi_Rockcrystal.3ds"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_Aquamarine (C_Item) { name = "Aquamarin"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Aquamarine; visual = "ItMi_Aquamarine.3ds"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD; }; INSTANCE ItMi_HolyWater (C_Item) { name = "Geweihtes Wasser"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_HolyWater; visual = "ItMi_HolyWater.3ds"; material = MAT_GLAS; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_Coal (C_Item) { name = "Kohle"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Coal; visual = "ItMi_Coal.3ds"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD; }; INSTANCE ItMi_DarkPearl (C_Item) { name = "Schwarze Perle"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_DarkPearl; visual = "ItMi_DarkPearl.3ds"; material = MAT_STONE; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD; }; //------------------------------------------------------------- // Tabak Sorten // Apfeltabak (Basis für alle anderen) //------------------------------------------------------------- INSTANCE ItMi_ApfelTabak(C_Item) { name = "Apfel Tabak"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = VALUE_ItMi_ApfelTabak; visual = "ItMi_Pocket.3ds"; material = MAT_LEATHER ; description = name; TEXT[2] = "Ein Beutel voll Apfeltabak"; TEXT[5] = NAME_Value; COUNT[5] = value; }; //------------------------------------------------------------- // Pilztabak //------------------------------------------------------------- INSTANCE ItMi_PilzTabak(C_Item) { name = "Pilz Tabak"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = VALUE_ItMi_PilzTabak; visual = "ItMi_Pocket.3ds"; material = MAT_LEATHER; description = name; TEXT[2] = "Dunkler Apfel - Pilz Tabak"; TEXT[5] = NAME_Value; COUNT[5] = value; }; //------------------------------------------------------------- // Doppel Apfel //------------------------------------------------------------- INSTANCE ItMi_DoppelTabak(C_Item) { name = "Doppelter Apfel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = VALUE_ItMi_DoppelTabak; visual = "ItMi_Pocket.3ds"; material = MAT_LEATHER; description = name; TEXT[2] = "Schmeckt stark nach Apfel..."; TEXT[5] = NAME_Value; COUNT[5] = value; }; //------------------------------------------------------------- // Honigtabak //------------------------------------------------------------- INSTANCE ItMi_Honigtabak(C_Item) { name = "Honig Tabak"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = VALUE_ItMi_Honigtabak; visual = "ItMi_Pocket.3ds"; material = MAT_LEATHER; description = name; TEXT[2] = "Süßer Apfel Tabak"; TEXT[5] = NAME_Value; COUNT[5] = value; }; //------------------------------------------------------------- // SumpfKraut Tabak //------------------------------------------------------------- INSTANCE ItMi_SumpfTabak(C_Item) { name = "Krautabak"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = VALUE_ItMi_SumpfTabak; visual = "ItMi_Pocket.3ds"; material = MAT_LEATHER; description = name; TEXT[2] = "Sumpfkraut Mischung"; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_WPitch (C_Item) { name = "Pech"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Pitch; visual = "ItMi_Pitch.3DS"; material = MAT_GLAS ; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; /******************************************************************************************/ INSTANCE ItMi_Angel (C_Item) { name = "Angel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = Value_Alarmhorn; visual = "Angel.3DS"; material = MAT_WOOD; scemeName = "ANGEL"; on_state[0] = Use_Angel; description = name; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void Use_Angel() { }; //******************************************** //Feder zu Schreiben //******************************************** INSTANCE ItMi_Feder (C_Item) { name = "Schreibfeder"; mainflag = ITEM_KAT_NONE; flags = 0; value = 1; visual = "Feder1.3ds"; material = MAT_METAL; description = "Zum Schreiben von Schriftrollen"; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_Holzscheit (C_ITEM) { name = "Holzscheit"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = 5; visual = "nc_lob_log3.3DS"; material = MAT_WOOD; description = name; TEXT[2] = "Ein Holzscheit. Perfekt zum Feuer machen"; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ItMi_FocusBag (C_ITEM) { name = "Fokusbeutel"; mainflag = ITEM_KAT_NONE|ITEM_MULTI; flags = 0; value = 10; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = UseFocusBag; description = name; TEXT[2] = "Ein schmaler Beutel,"; TEXT[3] = "wiegt nicht viel"; TEXT[5] = NAME_Value; COUNT[5] = value; }; func void UseFocusBag() { CreateInvItems(hero, ItMi_Aquamarin_Nugget, 10); CreateInvItems(hero, ItMi_Aquamarine, 15); CreateInvItems(hero, ItMi_Silver_Nugget, 10); }; INSTANCE ItMi_Pocket_Gilbert(C_Item)//steht drin, weil auch in Welt verteilt!! { name = "Gilberts Lederbeutel"; mainflag = ITEM_KAT_NONE|ITEM_MULTI; flags = 0; value = 10; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = UsePocketGilbert; description = name; TEXT[2] = "Ein prall gefüllter Lederbeutel"; TEXT[5] = NAME_Value; COUNT[5] = value; }; var int usedGilbertPocket; //in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren. FUNC VOID UsePocketGilbert () { CreateInvItems (hero, ItMi_Gold ,500); CreateInvItems (hero, ItMi_Silver_Nugget, 10); PrintS ("500 Gold erhalten"); PrintS ("10 Silbernuggets erhalten"); Snd_Play ("Geldbeutel"); usedGilbertPocket = TRUE; }; INSTANCE ItRw_Bow_Gilbert (C_Item) { name = "Gilberts Bogen"; mainflag = ITEM_KAT_FF; flags = ITEM_BOW; material = MAT_WOOD; value = Value_Kompositbogen; damageTotal = Damage_Kompositbogen; damagetype = DAM_POINT; munition = ItRw_Arrow; cond_atr[2] = ATR_DEXTERITY; cond_value[2] = Condition_Kompositbogen; visual = "ItRw_Bow_M_01.mms"; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Dex_needed; COUNT[3] = cond_value[2]; TEXT[5] = NAME_Value; COUNT[5] = value; };