//**************************************************************************** // Erzfisch (Halvor) // --------------------------------------------- //**************************************************************************** INSTANCE ItSe_ErzFisch (C_Item) { name = "Kugeliger Fisch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 25; visual = "ItFo_Fish.3DS"; material = MAT_LEATHER; scemeName = "MAPSEALED"; on_state[0] = Use_ErzFisch; description = name; TEXT[2] = "Irgendwas ist in diesem Fisch versteckt"; }; FUNC VOID Use_ErzFisch() { B_PlayerFindItem (ItMi_Nugget,1); }; //**************************************************************************** // Goldfisch (Halvor) // --------------------------------------------- //**************************************************************************** INSTANCE ItSe_GoldFisch (C_Item) { name = "Schwerer Fisch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 25; visual = "ItFo_Fish.3DS"; material = MAT_LEATHER; scemeName = "MAPSEALED"; on_state[0] = Use_GoldFisch; description = name; TEXT[2] = "Irgendwas ist in diesem Fisch versteckt"; }; FUNC VOID Use_GoldFisch() { B_PlayerFindItem (ItMI_Gold,50); }; //**************************************************************************** // Ringfisch (Halvor) (Protcetion Fire Ring) // --------------------------------------------- //**************************************************************************** INSTANCE ItSe_Ringfisch (C_Item) { name = "Kleiner Fisch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 25; visual = "ItFo_Fish.3DS"; material = MAT_LEATHER; scemeName = "MAPSEALED"; on_state[0] = Use_Ringfisch; description = name; TEXT[2] = "Irgendwas ist in diesem Fisch versteckt"; }; FUNC VOID Use_Ringfisch() { B_PlayerFindItem (ItRi_Prot_Fire_01,1); }; //**************************************************************************** // Lockpickfisch (Halvor) // --------------------------------------------- //**************************************************************************** INSTANCE ItSe_LockpickFisch (C_Item) { name = "Leichter Fisch"; mainflag = ITEM_KAT_NONE; flags = ITEM_MISSION; value = 25; visual = "ItFo_Fish.3DS"; material = MAT_LEATHER; scemeName = "MAPSEALED"; on_state[0] = Use_LockpickFisch; description = name; TEXT[2] = "Irgendwas ist in diesem Fisch versteckt"; }; FUNC VOID Use_LockpickFisch() { B_PlayerFindItem (ITKE_Lockpick,3); }; //**************************************************************************** // Allgemeine Goldbeutel (25, 50, 100) // --------------------------------------------- //**************************************************************************** //------------- 25 Gold ----------------------- INSTANCE ItSe_GoldPocket25 (C_Item) { name = "Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = 25; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = GoldPocket25; description = "Ein Lederbeutel"; TEXT[0] = ""; TEXT[1] = ""; TEXT[2] = "Ein paar Münzen klimpern darin"; TEXT[3] = ""; TEXT[4] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID GoldPocket25 () { B_PlayerFindItem (ItMI_Gold,25); }; //------------- 50 Gold ----------------------- INSTANCE ItSe_GoldPocket50 (C_Item) { name = "Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = 50; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = GoldPocket50; description = "Ein Lederbeutel"; TEXT[0] = ""; TEXT[1] = ""; TEXT[2] = "Der Beutel ist voller Münzen"; TEXT[3] = ""; TEXT[4] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID GoldPocket50 () { B_PlayerFindItem (ItMI_Gold,50); }; //------------- 100 Gold ----------------------- INSTANCE ItSe_GoldPocket100 (C_Item) { name = "Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = 100; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = GoldPocket100; description = "Ein Lederbeutel"; TEXT[0] = ""; TEXT[1] = ""; TEXT[2] = "Ein schwerer Beutel"; TEXT[3] = "gefüllt mit goldenen Münzen"; TEXT[4] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID GoldPocket100 () { B_PlayerFindItem (ItMI_Gold,100); }; //------------- Hannas Beutel ----------------------- INSTANCE ItSe_HannasBeutel (C_Item) { name = "Lederbeutel"; mainflag = ITEM_KAT_NONE; flags = ITEM_MULTI; value = 100; visual = "ItMi_Pocket.3ds"; scemename = "MAPSEALED"; material = MAT_LEATHER; on_state[0] = HannasBeutel; description = "Ein Lederbeutel"; TEXT[0] = ""; TEXT[1] = ""; TEXT[2] = "Hanna hat ihn mir gegeben"; TEXT[3] = ""; TEXT[4] = ""; TEXT[5] = NAME_Value; COUNT[5] = value; }; FUNC VOID HannasBeutel () { CreateInvItems (hero,ITKE_Lockpick,10); CreateInvItems (hero,ItKe_ThiefTreasure,1); Print (PRINT_HannasBeutel); };