mahlendur/_work/Data/Scripts/Content/Items/IT_Ringe.d
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

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//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 //H<>hle 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 //ricelordh<64>tte 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 N<>he 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 St<53>rke";
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);
};