//Ringe// //Schutzringe const int Value_Ri_ProtFire = 250; const int Ri_ProtFire = 3; const int Value_Ri_ProtEdge = 250; const int Ri_ProtEdge = 3; const int Value_Ri_ProtMage = 250; const int Ri_ProtMage = 3; const int Value_Ri_ProtPoint = 250; const int Ri_ProtPoint = 3; const int Value_Ri_ProtFire02 = 500; const int Ri_ProtFire02 = 5; const int Value_Ri_ProtEdge02 = 500; const int Ri_ProtEdge02 = 5; const int Value_Ri_ProtMage02 = 500; const int Ri_ProtMage02 = 5; const int Value_Ri_ProtPoint02 = 500; const int Ri_ProtPoint02 = 5; const int Value_Ri_ProtTotal = 600; const int Ri_TProtFire = 2; // Schutzring Total 1 const int Ri_TProtEdge = 3; const int Ri_TProtMage = 2; const int Ri_TProtPoint = 3; const int Value_Ri_ProtTotal02 = 1000; const int Ri_TProtFire02 = 3; // Schutzring Total 2 const int Ri_TProtEdge02 = 5; const int Ri_TProtMage02 = 3; const int Ri_TProtPoint02 = 5; // Andere Ringe const int Value_Ri_Dex = 300; const int Ri_Dex = 3; const int Value_Ri_Dex02 = 500; const int Ri_Dex02 = 5; const int Value_Ri_Mana = 500; const int Ri_Mana = 5; const int Value_Ri_Mana02 = 1000; const int Ri_Mana02 = 10; const int Value_Ri_Strg = 300; const int Ri_Strg = 3; const int Value_Ri_Strg02 = 500; const int Ri_Strg02 = 5; const int Value_Ri_Hp = 200; const int Ri_Hp = 20; const int Value_Ri_Hp02 = 400; const int Ri_Hp02 = 40; const int Value_Ri_HpMana = 1300; const int Ri_HpMana_Hp = 30; const int Ri_HpMana_Mana = 10; const int Value_Ri_DexStrg = 800; const int Ri_DexStrg_Dex = 4; const int Ri_DexStrg_Strg = 4; /******************************************************************************************/ instance ItRi_Prot_Fire_01(C_Item) //in einem von Halvors Fischen { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtFire; visual = "ItRi_Prot_Fire_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Fire_01; on_unequip = UnEquip_ItRi_Prot_Fire_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = " Flammenschutzring"; TEXT[2] = NAME_Prot_Fire; COUNT[2] = Ri_ProtFire; 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; }; FUNC VOID Equip_ItRi_Prot_Fire_01() { self.protection [PROT_FIRE] += Ri_ProtFire; }; FUNC VOID UnEquip_ItRi_Prot_Fire_01() { self.protection [PROT_FIRE] -= Ri_ProtFire; }; /******************************************************************************************/ instance ItRi_Prot_Fire_02(C_Item) //MayaTurm2 (Truhe) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtFire02; visual = "ItRi_Prot_Fire_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Fire_02; on_unequip = UnEquip_ItRi_Prot_Fire_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "FeuerRing"; TEXT[2] = NAME_Prot_Fire; COUNT[2] = Ri_ProtFire02; 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; }; FUNC VOID Equip_ItRi_Prot_Fire_02() { self.protection [PROT_FIRE] += Ri_ProtFire02; }; FUNC VOID UnEquip_ItRi_Prot_Fire_02() { self.protection [PROT_FIRE] -= Ri_ProtFire02; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Point_01(C_Item) //Constantinos Schutzring { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtPoint ; visual = "ItRi_Prot_Point_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Point_01; on_unequip = UnEquip_ItRi_Prot_Point_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Holzhaut"; TEXT[2] = NAME_Prot_Point; COUNT[2] = Ri_ProtPoint; 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; }; FUNC VOID Equip_ItRi_Prot_Point_01() { self.protection [PROT_POINT] += Ri_ProtPoint; }; FUNC VOID UnEquip_ItRi_Prot_Point_01() { self.protection [PROT_POINT] -= Ri_ProtPoint; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Point_02(C_Item) // Beim Schwarzen Troll / Auf Dacheninsel -> NONE_101_MARIO_DI in der Tasche { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtPoint02 ; visual = "ItRi_Prot_Point_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Point_02; on_unequip = UnEquip_ItRi_Prot_Point_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Steinhaut"; TEXT[2] = NAME_Prot_Point; COUNT[2] = Ri_ProtPoint02; 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; }; FUNC VOID Equip_ItRi_Prot_Point_02() { self.protection [PROT_POINT] += Ri_ProtPoint02; }; FUNC VOID UnEquip_ItRi_Prot_Point_02() { self.protection [PROT_POINT] -= Ri_ProtPoint02; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Edge_01(C_Item) //bei Cassia als Belohnung //Höhle OW//PassNW bei den Orks { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtEdge; visual = "ItRi_Prot_Edge_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Edge_01; on_unequip = UnEquip_ItRi_Prot_Edge_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Eisenhaut"; TEXT[2] = NAME_Prot_Edge; COUNT[2] = Ri_ProtEdge; 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; }; FUNC VOID Equip_ItRi_Prot_Edge_01() { self.protection [PROT_EDGE] += Ri_ProtEdge; self.protection [PROT_BLUNT] += Ri_ProtEdge; }; FUNC VOID UnEquip_ItRi_Prot_Edge_01() { self.protection [PROT_EDGE] -= Ri_ProtEdge; self.protection [PROT_BLUNT] -= Ri_ProtEdge; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Edge_02(C_Item) //Im Alten Lager { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtEdge02; visual = "ItRi_Prot_Edge_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Edge_02; on_unequip = UnEquip_ItRi_Prot_Edge_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Erzhaut"; TEXT[2] = NAME_Prot_Edge; COUNT[2] = Ri_ProtEdge02; 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; }; FUNC VOID Equip_ItRi_Prot_Edge_02() { self.protection [PROT_EDGE] += Ri_ProtEdge02; self.protection [PROT_BLUNT] += Ri_ProtEdge02; }; FUNC VOID UnEquip_ItRi_Prot_Edge_02() { self.protection [PROT_EDGE] -= Ri_ProtEdge02; self.protection [PROT_BLUNT] -= Ri_ProtEdge02; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Mage_01(C_ITEM) //XARDAS RING { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtMage; visual = "ItRi_Prot_Mage_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Mage_01; on_unequip = UnEquip_ItRi_Prot_Mage_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Geisteskraft"; TEXT[2] = NAME_Prot_Magic; COUNT[2] = Ri_ProtMage; 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; }; FUNC VOID Equip_ItRi_Prot_Mage_01() { self.protection [PROT_MAGIC] += Ri_ProtMage; }; FUNC VOID UnEquip_ItRi_Prot_Mage_01() { self.protection [PROT_MAGIC] -= Ri_ProtMage; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Mage_02(C_ITEM) //Joly: von Neoras, wenn SC ihm Drachenei bringt. (Nur PAL oder KDF) ab Kapitel 4 //ricelordhütte OW { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtMage02; visual = "ItRi_Prot_Mage_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Mage_02; on_unequip = UnEquip_ItRi_Prot_Mage_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Verteidigung"; TEXT[2] = NAME_Prot_Magic; COUNT[2] = Ri_ProtMage02; 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; }; FUNC VOID Equip_ItRi_Prot_Mage_02() { self.protection [PROT_MAGIC] += Ri_ProtMage02; }; FUNC VOID UnEquip_ItRi_Prot_Mage_02() { self.protection [PROT_MAGIC] -= Ri_ProtMage02; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Total_01(C_ITEM) //Bei Lutero { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtTotal; visual = "ItRi_Prot_Total_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Total_01; on_unequip = UnEquip_ItRi_Prot_Total_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Unbezwingbarkeit"; TEXT[1] = NAME_Prot_Magic; COUNT[1] = Ri_TProtMage; TEXT[2] = NAME_Prot_Fire; COUNT[2] = Ri_TProtFire; TEXT[3] = NAME_Prot_Point; COUNT[3] = Ri_TProtPoint; TEXT[4] = NAME_Prot_Edge; COUNT[4] = Ri_TProtEdge; 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; }; FUNC VOID Equip_ItRi_Prot_Total_01() { self.protection [PROT_EDGE] += Ri_TProtEdge; self.protection [PROT_BLUNT] += Ri_TProtEdge; self.protection [PROT_POINT] += Ri_TProtPoint; self.protection [PROT_FIRE] += Ri_TProtFire; self.protection [PROT_MAGIC] += Ri_TProtMage; }; FUNC VOID UnEquip_ItRi_Prot_Total_01() { self.protection [PROT_EDGE] -= Ri_TProtEdge; self.protection [PROT_BLUNT] -= Ri_TProtEdge; self.protection [PROT_POINT] -= Ri_TProtPoint; self.protection [PROT_FIRE] -= Ri_TProtFire; self.protection [PROT_MAGIC] -= Ri_TProtMage; }; /******************************************************************************************/ INSTANCE ItRi_Prot_Total_02(C_ITEM) //bei Lutero ab Kapitel 4 zu kaufen { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_ProtTotal02; visual = "ItRi_Prot_Total_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Prot_Total_02; on_unequip = UnEquip_ItRi_Prot_Total_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Unbesiegbarkeit"; TEXT[1] = NAME_Prot_Magic; COUNT[1] = Ri_TProtMage02; TEXT[2] = NAME_Prot_Fire; COUNT[2] = Ri_TProtFire02; TEXT[3] = NAME_Prot_Point; COUNT[3] = Ri_TProtPoint02; TEXT[4] = NAME_Prot_Edge; COUNT[4] = Ri_TProtEdge02; 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; }; FUNC VOID Equip_ItRi_Prot_Total_02() { self.protection [PROT_EDGE] += Ri_TProtEdge02; self.protection [PROT_BLUNT] += Ri_TProtEdge02; self.protection [PROT_POINT] += Ri_TProtPoint02; self.protection [PROT_FIRE] += Ri_TProtFire02; self.protection [PROT_MAGIC] += Ri_TProtMage02; }; FUNC VOID UnEquip_ItRi_Prot_Total_02() { self.protection [PROT_EDGE] -= Ri_TProtEdge02; self.protection [PROT_BLUNT] -= Ri_TProtEdge02; self.protection [PROT_POINT] -= Ri_TProtPoint02; self.protection [PROT_FIRE] -= Ri_TProtFire02; self.protection [PROT_MAGIC] -= Ri_TProtMage02; }; /******************************************************************************************/ INSTANCE ItRi_Dex_01(C_Item) //bei Vatras Kap2. { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Dex; visual = "ItRi_Dex_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Dex_01; on_unequip = UnEquip_ItRi_Dex_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Gewandtheit"; TEXT[2] = NAME_Bonus_Dex; COUNT[2] = Ri_Dex; 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; }; FUNC VOID Equip_ItRi_Dex_01() { Npc_ChangeAttribute(self,ATR_DEXTERITY,+ Ri_Dex ); }; FUNC VOID UnEquip_ItRi_Dex_01() { Npc_ChangeAttribute(self,ATR_DEXTERITY,- Ri_Dex ); }; /******************************************************************************************/ INSTANCE ItRi_Dex_02(C_Item)//Joly:in OW Nähe Alter DT { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Dex02; visual = "ItRi_Dex_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Dex_02; on_unequip = UnEquip_ItRi_Dex_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Geschicklichkeit"; TEXT[2] = NAME_Bonus_Dex; COUNT[2] = Ri_Dex02; 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; }; FUNC VOID Equip_ItRi_Dex_02() { Npc_ChangeAttribute(self,ATR_DEXTERITY,+ Ri_Dex02 ); }; FUNC VOID UnEquip_ItRi_Dex_02() { Npc_ChangeAttribute(self,ATR_DEXTERITY,- Ri_Dex02 ); }; /******************************************************************************************/ INSTANCE ItRi_Hp_01(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Hp; visual = "ItRi_Hp_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Hp_01; on_unequip = UnEquip_ItRi_Hp_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Lebenskraft"; TEXT[2] = NAME_Bonus_HP; COUNT[2] = Ri_Hp; 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; }; FUNC VOID Equip_ItRi_Hp_01() { self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_Hp; self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_Hp; }; FUNC VOID UnEquip_ItRi_Hp_01() { self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] -Ri_Hp; if self.attribute [ATR_HITPOINTS]> Ri_Hp+1 { self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_Hp; } else { self.attribute[ATR_HITPOINTS] = 2; }; }; /******************************************************************************************/ INSTANCE ItRi_Hp_02(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Hp02; visual = "ItRi_Hp_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Hp_02; on_unequip = UnEquip_ItRi_Hp_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Lebendigkeit"; TEXT[2] = NAME_Bonus_HP; COUNT[2] = Ri_Hp02; 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; }; FUNC VOID Equip_ItRi_Hp_02() { self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_Hp02; self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_Hp02; }; FUNC VOID UnEquip_ItRi_Hp_02() { self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX]- Ri_Hp02; if self.attribute [ATR_HITPOINTS]> Ri_Hp02+1 { self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_Hp02; } else { self.attribute[ATR_HITPOINTS] = 2; }; }; /******************************************************************************************/ INSTANCE ItRi_Str_01(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Strg; visual = "ItRi_Str_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Str_01; on_unequip = UnEquip_ItRi_Str_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Kraft"; TEXT[2] = NAME_Bonus_Str; COUNT[2] = Ri_Strg; 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; }; FUNC VOID Equip_ItRi_Str_01() { Npc_ChangeAttribute(self,ATR_STRENGTH,+ Ri_Strg ); }; FUNC VOID UnEquip_ItRi_Str_01() { Npc_ChangeAttribute(self,ATR_STRENGTH,- Ri_Strg ); }; /******************************************************************************************/ INSTANCE ItRi_Str_02(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Strg02; visual = "ItRi_Str_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Str_02; on_unequip = UnEquip_ItRi_Str_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Stärke"; TEXT[2] = NAME_Bonus_Str; COUNT[2] = Ri_Strg02; 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; }; FUNC VOID Equip_ItRi_Str_02() { Npc_ChangeAttribute(self,ATR_STRENGTH,+Ri_Strg02 ); }; FUNC VOID UnEquip_ItRi_Str_02() { Npc_ChangeAttribute(self,ATR_STRENGTH,-Ri_Strg02 ); }; /******************************************************************************************/ INSTANCE ItRi_Mana_01(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Mana; visual = "ItRi_Mana_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Mana_01; on_unequip = UnEquip_ItRi_Mana_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Magie"; TEXT[2] = NAME_Bonus_Mana; COUNT[2] = Ri_Mana; 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; }; FUNC VOID Equip_ItRi_Mana_01() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_Mana; self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_Mana; }; FUNC VOID UnEquip_ItRi_Mana_01() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_Mana; if self.attribute [ATR_MANA] >= Ri_Mana { self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_Mana; } else { self.attribute[ATR_MANA] = 0; }; }; /******************************************************************************************/ INSTANCE ItRi_Mana_02(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_Mana02; visual = "ItRi_Mana_02.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Mana_02; on_unequip = UnEquip_ItRi_Mana_02; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der astralen Kraft"; TEXT[2] = NAME_Bonus_Mana; COUNT[2] = Ri_Mana02; 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; }; FUNC VOID Equip_ItRi_Mana_02() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_Mana02; self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_Mana02; }; FUNC VOID UnEquip_ItRi_Mana_02() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_Mana02; if self.attribute [ATR_MANA] >= Ri_Mana02 { self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_Mana02; } else { self.attribute[ATR_MANA] = 0; }; }; /******************************************************************************************/ INSTANCE ItRi_Hp_Mana_01(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_HpMana; visual = "ItRi_Hp_Mana_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Hp_Mana_01; on_unequip = UnEquip_ItRi_Hp_Mana_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Erleuchtung"; TEXT[2] = NAME_Bonus_Mana; COUNT[2] = Ri_HpMana_Mana; TEXT[3] = NAME_Bonus_HP; COUNT[3] = Ri_HpMana_HP; 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; }; FUNC VOID Equip_ItRi_Hp_Mana_01() { self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_HpMana_Mana; self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_HpMana_Mana; self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_HpMana_Hp; self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_HpMana_Hp; }; FUNC VOID UnEquip_ItRi_Hp_Mana_01() { self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_HpMana_Mana; self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] - Ri_HpMana_Hp; if (self.attribute [ATR_HITPOINTS] > Ri_HpMana_Hp+1) { self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_HpMana_Hp; } else { self.attribute [ATR_HITPOINTS] = 2; }; if self.attribute [ATR_MANA] >= Ri_HpMana_Hp { self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_HpMana_Hp; } else { self.attribute[ATR_MANA] = 0; }; }; /******************************************************************************************/ INSTANCE ItRi_Dex_Strg_01(C_Item) { name = NAME_Ring; mainflag = ITEM_KAT_MAGIC; flags = ITEM_RING; value = Value_Ri_DexStrg; visual = "ItRi_Dex_Strg_01.3ds"; visual_skin = 0; material = MAT_METAL; on_equip = Equip_ItRi_Dex_Strg_01; on_unequip = UnEquip_ItRi_Dex_Strg_01; wear = WEAR_EFFECT; effect = "SPELLFX_ITEMGLIMMER"; description = "Ring der Macht"; TEXT[2] = NAME_Bonus_Str; COUNT[2] = 4; TEXT[3] = NAME_Bonus_Dex; COUNT[3] = 4; 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; }; FUNC VOID Equip_ItRi_Dex_Strg_01() { Npc_ChangeAttribute(self,ATR_STRENGTH, Ri_DexStrg_Strg); Npc_ChangeAttribute(self,ATR_DEXTERITY, Ri_DexStrg_Dex); }; FUNC VOID UnEquip_ItRi_Dex_Strg_01() { Npc_ChangeAttribute(self,ATR_STRENGTH,- Ri_DexStrg_Strg); Npc_ChangeAttribute(self,ATR_DEXTERITY, - Ri_DexStrg_Dex); };