var int shieldEquipped; instance ItSh_Simple(C_Item) { name = "Einfacher Schild"; mainflag = ITEM_KAT_NF; flags = ITEM_SHIELD; value = 10; protection[PROT_EDGE] = 20; protection[PROT_BLUNT] = 20; protection[PROT_POINT] = 20; protection[PROT_FIRE] = 0; protection[PROT_MAGIC] = 0; visual = "shield.3ds"; material = MAT_WOOD; on_equip = Equip_ItSh_Simple; on_unequip = UnEquip_ItSh_Simple; description = name; text[1] = NAME_Prot_Edge; count[1] = protection[PROT_EDGE]; text[2] = NAME_Prot_Point; count[2] = protection[PROT_POINT]; text[3] = NAME_Prot_Fire; count[3] = protection[PROT_FIRE]; text[4] = NAME_Prot_Magic; count[4] = protection[PROT_MAGIC]; text[5] = NAME_Value; count[5] = value; }; func void Equip_Shield() { if (shieldEquipped == FALSE) { if(self.HitChance[NPC_TALENT_1H] >= 60) { Mdl_ApplyOverlayMds(self,"SHIELD.MDS"); //PrintScreen("Schild angelegt!",-1,YPOS_LevelUp,FONT_Screen,2); shieldEquipped = TRUE; } else { PrintScreen("Dafür habe ich kein Talent!",-1,YPOS_LevelUp,FONT_Screen,2); AI_UnequipWeapons(self); }; } else { PrintS("Ich kann nur einen Schild anlegen!"); AI_UnequipWeapons(self); }; }; func void UnEquip_Shield() { Mdl_RemoveOverlayMds(self,"SHIELD.MDS"); shieldEquipped = FALSE; }; instance ITSh_Royal(C_Item) { name = "Königlicher Schild"; mainflag = ITEM_KAT_NF; flags = ITEM_SHIELD; value = 100; protection[PROT_EDGE] = 40; protection[PROT_BLUNT] = 40; protection[PROT_POINT] = 30; protection[PROT_FIRE] = 10; protection[PROT_MAGIC] = 0; visual = "scena.3ds"; material = MAT_WOOD; on_equip = Equip_ItSh_Royal; on_unequip = UnEquip_ItSh_Royal; description = name; text[1] = NAME_Prot_Edge; count[1] = protection[PROT_EDGE]; text[2] = NAME_Prot_Point; count[2] = protection[PROT_POINT]; text[3] = NAME_Prot_Fire; count[3] = protection[PROT_FIRE]; text[4] = NAME_Prot_Magic; count[4] = protection[PROT_MAGIC]; text[5] = NAME_Value; count[5] = value; }; func void Equip_ItSh_Royal() { if (shieldEquipped == FALSE) { if(self.HitChance[NPC_TALENT_1H] >= 60) { Mdl_ApplyOverlayMds(self,"SHIELD.MDS"); //PrintScreen("Schild angelegt!",-1,YPOS_LevelUp,FONT_Screen,2); shieldEquipped = TRUE; } else { PrintScreen("Dafür habe ich kein Talent!",-1,YPOS_LevelUp,FONT_Screen,2); AI_UnequipWeapons(self); }; } else { PrintS("Ich kann nur einen Schild anlegen!"); AI_UnequipWeapons(self); }; }; func void UnEquip_ItSh_Royal() { Mdl_RemoveOverlayMds(self,"SHIELD.MDS"); shieldEquipped = FALSE; };