mahlendur/_work/Data/Scripts/Content/Items/MissionItems_1.d
Daniel Heße a0a3d5defa Fixed about 700 unicode-related typos. (Issue #1)
Fixed Issue #4
Probably fixed Issue #6
Fixed Issue #3

Added new side-quest
2022-05-24 10:48:38 +02:00

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48 KiB
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//****************************************************************************
// Schlüssel für Xardas Truhe
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Xardas(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Ein Truhenschlüssel";
TEXT[3] = "von Xardas";
};
//**********************************************************************************
// Canthars Kompromittierender Brief für Sarah die Händlerin
//----------------------------------------------------------------------------------
INSTANCE ItWr_Canthars_KomproBrief_MIS (C_Item)
{
name = "Brief";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = Use_Canthars_KomproBrief;
scemeName = "MAP";
description = "Canthars Brief für die Händlerin Sarah";
};
func void Use_Canthars_KomproBrief ()
{
var int nDocID;
nDocID = Doc_Create ();
Doc_SetPages (nDocID, 1);
Doc_SetPage (nDocID, 0, "letters.TGA", 0);
Doc_SetFont (nDocID, -1, FONT_Book);
Doc_SetMargins (nDocID, -1, 50, 50, 50, 50, 1);
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Letzte Ermahnung" );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetFont (nDocID, 0, FONT_Book);
Doc_PrintLine (nDocID, 0, " Ich habe dir schon mehrere Male auf" );
Doc_PrintLine (nDocID, 0, " liebenswürdigste Weise mitgeteilt," );
Doc_PrintLine (nDocID, 0, " daß ich die Waffen, die ich bei dir" );
Doc_PrintLine (nDocID, 0, " vor einer Woche bestellt habe, dringend" );
Doc_PrintLine (nDocID, 0, " brauche." );
Doc_PrintLine (nDocID, 0, " Wenn ich nicht bald, etwas von dir höre," );
Doc_PrintLine (nDocID, 0, " Sarah, dann sehe ich mich gezwungen," );
Doc_PrintLine (nDocID, 0, " andere Seiten auf zu ziehen. Ich hoffe," );
Doc_PrintLine (nDocID, 0, " wir verstehen uns!!!!!!!!!!!!" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Onar" );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetMargins (nDocID, -1, 200, 50, 50, 50, 1);
Doc_Show (nDocID);
};
//****************************************************************************
// Rods Schwert
// ---------------------------------------------
//****************************************************************************
INSTANCE ItMw_2h_Rod (C_Item)
{
name = "Rod's Zweihänder";
mainflag = ITEM_KAT_NF;
flags = ITEM_2HD_SWD;
material = MAT_METAL;
value = Value_Sld2hSchwert;
damageTotal = Damage_Rod;
damagetype = DAM_EDGE;
range = RANGE_Sld2hSchwert;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = Condition_Rod;
visual = "ItMw_035_2h_sld_sword_01.3DS";
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_TwoHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//***************
//Coragons Silber
//***************
INSTANCE ItMi_CoragonsSilber (C_Item)
{
name = "Coragons Silber";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SilverCup;
visual = "ItMi_SilverCup.3DS";
material = MAT_METAL;
description = name;
TEXT[3] = "";
TEXT[4] = "";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
//*******************************
//Päckchen für Thekla von Sagitta
//*******************************
INSTANCE ItMi_TheklasPaket (C_Item)
{
name = "Theklas Päckchen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION |ITEM_MULTI;
value = 0;
visual = "ItMi_Packet.3ds";
scemename = "MAPSEALED";
material = MAT_LEATHER;
on_state[0] = Use_TheklasPacket;
description = name;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Use_TheklasPacket ()
{
CreateInvItems (hero,ItPl_Mana_Herb_01 ,3);
CreateInvItems (hero,ItPl_Health_Herb_02 ,1);
CreateInvItems (hero,ItPl_Speed_Herb_01 ,1);
CreateInvItems (hero,ItPl_Blueplant ,2);
Print (PRINT_GotPlants);
};
//*******************************
//Marias Goldener Teller
//*******************************
instance ItMi_MariasGoldPlate (C_Item)
{
name = "Schwerer Goldteller";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldPlate;
visual = "ItMi_GoldPlate.3DS";
material = MAT_METAL;
description = name;
TEXT[2] = "Auf der Teller sind die Namen";
TEXT[3] = "Onar und Maria eingraviert.";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
//*******************************
//Valentinos Ring
//*******************************
INSTANCE ItRi_ValentinosRing(C_Item) //bei Cassia als Belohnung
{
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_ValentinosRing;
on_unequip = UnEquip_ValentinosRing;
wear = WEAR_EFFECT;
effect = "SPELLFX_ITEMGLIMMER";
description = "Valentinos Ring";
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_ValentinosRing()
{
self.protection [PROT_EDGE] += Ri_ProtEdge;
self.protection [PROT_BLUNT] += Ri_ProtEdge;
};
FUNC VOID UnEquip_ValentinosRing()
{
self.protection [PROT_EDGE] -= Ri_ProtEdge;
self.protection [PROT_BLUNT] -= Ri_ProtEdge;
};
//****************************************************************************
// Schlüssel für Dexter Truhe
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Dexter(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_03.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Ein Truhenschlüssel";
TEXT[3] = "von Dexter";
};
//**********************************************************************************
// Constantinos Kräuterliste
//----------------------------------------------------------------------------------
INSTANCE ItWr_Kraeuterliste (C_Item)
{
name = "Liste";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = Use_Kraeuterliste;
scemeName = "MAP";
description = "Constantinos Kräuterliste";
};
func void Use_Kraeuterliste ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, -1, FONT_Book ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Alchemistische Kräuter" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Heilpflanze" );
Doc_PrintLine ( nDocID, 0, "Heilkraut" );
Doc_PrintLine ( nDocID, 0, "Heilwurzel" );
Doc_PrintLine ( nDocID, 0, "Feuernessel" );
Doc_PrintLine ( nDocID, 0, "Feuerkraut" );
Doc_PrintLine ( nDocID, 0, "Feuerwurzel" );
Doc_PrintLine ( nDocID, 0, "Goblin Beere" );
Doc_PrintLine ( nDocID, 0, "Drachenwurzel");
Doc_PrintLine ( nDocID, 0, "Snapperkraut" );
Doc_PrintLine ( nDocID, 0, "Feldknöterich" );
Doc_PrintLine ( nDocID, 0, "Kronstöckl" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Anmerkung: Lass dir doch von einem Lehrlings - Anwärter die Pflanzen bringen, dann weißt du ob er was taugt. " );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Gruß, Zuris" );
Doc_SetMargins ( nDocID, -1, 200, 50, 50, 50, 1 ); // 0 -> margins are in pixels (Position des Textes von den Ränder des TGAs aus
Doc_Show ( nDocID );
};
//**********************************************************************************
//Neoras Mana Rezept
//----------------------------------------------------------------------------------
INSTANCE ItWr_ManaRezept (C_Item)
{
name = "Rezept";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 20;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = Use_ManaRezept;
scemeName = "MAP";
description = "Rezept der magischen Essenz";
};
func void Use_ManaRezept ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, -1, FONT_Book ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Magische Tränke" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Zur Herstellung von Tränken der magischen Kraft, benötigt der kundige Alchemist:");
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Feuernessel");
Doc_PrintLine ( nDocID, 0, "Feuerkraut");
Doc_PrintLine ( nDocID, 0, "Feuerwurzel");
Doc_PrintLines ( nDocID, 0, "Dazu braucht er jeweils eine Pflanze " );
Doc_PrintLine ( nDocID, 0, "Feldknöterich" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Meister Neoras " );
Doc_SetMargins ( nDocID, -1, 200, 50, 50, 50, 1 ); // 0 -> margins are in pixels (Position des Textes von den Ränder des TGAs aus
Doc_Show ( nDocID );
};
// **************************************************************************************
INSTANCE ItWr_Passierschein (C_Item)
{
name = "Passierschein";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 50;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UsePassierschein;
scemeName = "MAP";
description = name;
TEXT[3] = "Mit diesem Schein";
TEXT[4] = "komme ich an den Stadtwachen vorbei.";
};
func void UsePassierschein ()
{
var int nDocID;
nDocID = Doc_Create ();
Doc_SetPages (nDocID, 1 );
Doc_SetPage (nDocID, 0, "letters.TGA", 0);
Doc_SetFont (nDocID, -1, FONT_BookHeadline);
Doc_SetMargins (nDocID, -1, 50, 50, 50, 50, 1);
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Passierschein" );
Doc_PrintLine (nDocID, 0, " Khorinis" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetFont (nDocID, 0, FONT_Book);
Doc_PrintLine (nDocID, 0, " Diese Urkunde berechtigt seinen" );
Doc_PrintLine (nDocID, 0, " Besitzer, sich auf unbestimmte Zeit in den" );
Doc_PrintLine (nDocID, 0, " unteren Vierteln von Khorinis aufzuhalten." );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Larius" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " königlicher Statthalter" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetMargins (nDocID, -1, 200, 50, 50, 50, 1);
Doc_Show (nDocID);
};
//****************************************************************************
// Kraut Paket für MIS_ANDRE_WAREHOUSE
// ---------------------------------------------
//****************************************************************************
INSTANCE ItMi_HerbPaket(C_Item)
{
name = "Kraut- Paket";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItMi_Packet.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Ein schweres, klebriges Paket,";
TEXT[3] = "das nach Sumpfkraut stinkt";
TEXT[5] = NAME_Value;
COUNT[5] = 200;
};
//****************************************************************************
// Lagerhaus Schlüssel für MIS_ANDRE_WAREHOUSE
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Storage(C_Item)
{
name = "Lagerhaus- Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel vom";
TEXT[3] = "Lagerhaus am Hafen";
};
const int HP_Hering = 20;
//****************************************************************************
// Alternativer Fish - danke Levelbereich !
// ---------------------------------------------
//****************************************************************************
INSTANCE ItFo_SmellyFish (C_Item)
{
name = "Hering";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItFo_Fish.3DS";
material = MAT_LEATHER;
scemeName = "FOOD";
on_state[0] = Use_SmellyFish;
description = "Ein Hering";
TEXT[1] = NAME_Bonus_HP; COUNT[1] = HP_Hering;
TEXT[5] = NAME_Value; COUNT[5] = Value_Fish;
};
FUNC VOID Use_SmellyFish()
{
Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Hering);
};
//****************************************************************************
// Komischer Fisch von den Banditen mit Nachricht an Halvor
// ---------------------------------------------
//****************************************************************************
INSTANCE ItFo_HalvorFish_MIS (C_Item)
{
name = "Seltsamer Fisch";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItFo_Fish.3DS";
material = MAT_LEATHER;
scemeName = "MAPSEALED";
on_state[0] = Use_HalvorFish;
description = "Seltsam aussehender Fisch";
TEXT[2] = "Irgendwas stimmt nicht mit diesem Fisch.";
TEXT[3] = "Sieht aus, als wäre er zugenäht...";
};
FUNC VOID Use_HalvorFish()
{
CreateInvItems (hero,ItWr_HalvorMessage ,1);
Print (PRINT_FishLetter);
};
//****************************************************************************
// Nachricht von Halvor an die Banditen, im Fisch versteckt
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_HalvorMessage (C_Item)
{
name = "Stinkender Zettel";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UseHalvorMessage;
scemeName = "MAP";
description = name;
TEXT[2] = "Dieser Zettel war in einem Fisch versteckt";
};
func void UseHalvorMessage ()
{
Knows_Halvor = TRUE;
var int nDocID;
nDocID = Doc_Create ();
Doc_SetPages (nDocID, 1);
Doc_SetPage (nDocID, 0, "letters.TGA", 0);
Doc_SetFont (nDocID, -1, FONT_Book);
Doc_SetMargins (nDocID, -1, 50, 50, 50, 50, 1);
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Haltet euren Hintern unten Jungs! " );
Doc_PrintLine (nDocID, 0, " Die Miliz ist aufmerksam geworden." );
Doc_PrintLine (nDocID, 0, " Keine Überfälle mehr, bis ich mich wieder melde!");
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, " Halvor");
Doc_Show (nDocID);
};
//****************************************************************************
// Komischer Fisch von Halvor als Schweigegeld
// ---------------------------------------------
//****************************************************************************
/*
INSTANCE ItFo_HalvorFish (C_Item)
{
name = "Seltsamer Fisch";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItFo_Fish.3DS";
material = MAT_LEATHER;
scemeName = "MAPSEALED";
on_state[0] = Use_HalvorFish;
description = "Seltsam aussehender Fisch";
TEXT[2] = "Irgendwas ist in diesem Fisch versteckt";
};
FUNC VOID Use_HalvorFish()
{
CreateInvItems (hero,ItMi_Nugget ,1);
PrintScreen (PRINT_FoundOreNugget, -1, YPOS_LEVELUP, FONT_ScreenSmall, 2);
};
*/
//****************************************
// Alriks Schwert
//****************************************
INSTANCE ItMw_AlriksSword_Mis (C_Item)
{
name = "Alrik´s Schwert";
mainflag = ITEM_KAT_NF;
flags = ITEM_MISSION|ITEM_SWD;
material = MAT_METAL;
value = value_Alrik;
damageTotal = damage_Alrik;
damagetype = DAM_EDGE;
range = range_Alrik;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = Condition_Alrik;
visual = "ItMw_025_1h_Sld_Sword_01.3DS";
on_equip = Equip_AlriksSword;
on_unequip = UnEquip_AlriksSword;
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_OneHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
func void Equip_AlriksSword()
{
B_AddFightSkill (self, NPC_TALENT_1H, 10);
};
func void UnEquip_AlriksSword()
{
B_AddFightSkill (self, NPC_TALENT_1H, -10);
};
//****************************************************************************
// Botschaft von Vatras an die Magier des Feuers
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_VatrasMessage (C_Item)
{
name = "Versiegelte Botschaft";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_02.3DS";
material = MAT_LEATHER;
on_state[0] = UseVatrasMessage;
scemeName = "MAPSEALED";
description = name;
TEXT[2] = "Eine Botschaft von Vatras";
TEXT[3] = "für die Magier des Feuers";
};
func void UseVatrasMessage ()
{
CreateInvItems (self, ItWr_VatrasMessage_Open,1);
var int nDocID;
nDocID = Doc_Create () ;
Doc_SetPages ( nDocID, 1 );
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, -1, FONT_Book );
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 );
Doc_PrintLine ( nDocID, 0, "Werter Isgaroth," );
Doc_PrintLines ( nDocID, 0, "Ich spüre mehr und mehr die Anwesenheit einer anderen Macht." );
Doc_PrintLines ( nDocID, 0, "Eine Macht, die uns nicht unbekannt ist. Mag es sein, das Diener Beliars nahe sind?" );
Doc_PrintLines ( nDocID, 0, "Möglich das ich irre, aber ich denke es wäre angebracht, das Vater Pyrokar sich der Angelegenheit annimmt. " );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Mögen unsere Gebete erhört werden." );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Vatras" );
Doc_Show ( nDocID );
};
//****************************************************************************
// Botschaft von Vatras an die Magier des Feuers
// Das Siegel wurde geöffnet
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_VatrasMessage_Open (C_Item)
{
name = "Botschaft";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UseVatrasMessageOpen;
scemeName = "MAP";
description = name;
TEXT[2] = "Eine Botschaft von Vatras";
TEXT[3] = "für die Magier des Feuers";
TEXT[4] = "Das Siegel ist gebrochen";
};
func void UseVatrasMessageOpen ()
{
var int nDocID;
nDocID = Doc_Create () ;
Doc_SetPages ( nDocID, 1 );
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, -1, FONT_Book );
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 );
Doc_PrintLine ( nDocID, 0, "Werter Isgaroth," );
Doc_PrintLines ( nDocID, 0, "Ich spüre mehr und mehr die Anwesenheit einer anderen Macht." );
Doc_PrintLines ( nDocID, 0, "Eine Macht, die uns nicht unbekannt ist. Mag es sein, das Diener Beliars nahe sind?" );
Doc_PrintLines ( nDocID, 0, "Möglich das ich irre, aber ich denke es wäre angebracht, das Vater Pyrokar sich der Angelegenheit annimmt. " );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Mögen unsere Gebete erhört werden." );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Vatras" );
Doc_Show ( nDocID );
};
//****************************************************
// Hotelschlüssel
//****************************************************
INSTANCE ItKe_Hotel(C_Item)
{
name = "Zimmerschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItKe_Key_02.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Zimmerschlüssel";
TEXT[3] = "vom Hotel";
};
//****************************************************
// Schlüssel zur Diebesgilde
//****************************************************
INSTANCE ItKe_ThiefGuildKey_MIS (C_Item)
{
name = "verrosteter Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Meersalz hat diesen Schlüssel zerfressen";
};
//****************************************************
// Schlüssel zur Diebesgilde vom Hotel
//****************************************************
INSTANCE ItKe_ThiefGuildKey_Hotel_MIS (C_Item)
{
name = "Rostiger Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Kellerschlüssel vom Hotel";
};
//****************************************************
// Pfortenschlüssel Tempel von Innos
//****************************************************
INSTANCE ItKe_Innos_MIS(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItKe_Key_02.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel zur Pforte";
TEXT[3] = "des Innos Klosters";
};
//****************************************************************************
// Schlüssel Vorratskammer Kloster
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_KlosterSchatz(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_02.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel zur ";
TEXT[3] = "Schatzkammer im Kloster";
};
//****************************************************************************
// Schlüssel Vorratskammer Kloster
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_KlosterStore(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel zur ";
TEXT[3] = "Vorratskammer im Kloster";
};
//****************************************************************************
// Schlüssel Schlafgemach Player
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_KDFPlayer(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_02.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel zum ";
TEXT[3] = "Gemach im Kloster";
};
//****************************************************************************
// Schlüssel Bibliothek Kloster
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_KlosterBibliothek(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel zur ";
TEXT[3] = "Bibliothek im Kloster";
};
//****************************************************************************
// Extra Wurst Gorax Mission
// ---------------------------------------------
//****************************************************************************
INSTANCE ItFo_Schafswurst (C_Item)
{
name = "Schafswurst";
mainflag = ITEM_KAT_FOOD;
flags = ITEM_MULTI;
value = Value_Sausage;
visual = "ItFo_Sausage.3DS";
material = MAT_LEATHER;
scemeName = "FOOD";
on_state[0] = Use_Schafswurst;
description = name;
TEXT[1] = NAME_Bonus_HP; COUNT[1] = HP_Sausage;
TEXT[5] = NAME_Value; COUNT[5] = Value_Sausage;
};
FUNC VOID Use_Schafswurst()
{
Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Sausage);
};
/******************************************************************************************/
INSTANCE ItPo_Perm_LittleMana(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = 150;
visual = "ItPo_Perm_Mana.3ds";
material = MAT_GLAS;
on_state[0] = UseItPo_LittleMana;
scemeName = "POTIONFAST";
wear = WEAR_EFFECT;
effect = "SPELLFX_MANAPOTION";
description = "Essenz des Geistes";
TEXT[1] = NAME_Bonus_ManaMax;
COUNT[1] = 3;
TEXT[5] = NAME_Value;
COUNT[5] = Value;
};
FUNC VOID UseItPo_LittleMana()
{
B_RaiseAttribute (self, ATR_MANA_MAX, 3);
Npc_ChangeAttribute (self, ATR_MANA, 3);
};
//****************************************************
// Hammer Innos, für Golem Prüfung
//****************************************************
INSTANCE Holy_Hammer_MIS (C_Item)
{
name = "Heiliger Hammer";
mainflag = ITEM_KAT_NF;
flags = ITEM_MISSION |ITEM_2HD_AXE ;
material = MAT_METAL;
value = Value_HolyHammer;
damageTotal = Damage_HolyHammer;
damagetype = DAM_BLUNT;
range = Range_HolyHammer;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = Condition_HolyHammer;
visual = "ItMw_030_2h_kdf_hammer_01.3DS";
description = name;
//FIXME_Noki: TAB
TEXT[2] = "Schaden: ??";
TEXT[3] = "benötigte Stärke: ??";
TEXT[4] = "Zweihandwaffe ";
TEXT[5] = "Wert: nicht einschätzbar";
/*
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_OneHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
Die Konstanten stehen in der Tuning_Melee_Weapons.d M.F.
*/
};
//****************************************************************************
// Schlüssel für die Truhe in der Magierhöhle
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_MagicChest(C_Item)
{
name = "Alter Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION |ITEM_MULTI;
value = 0;
visual = "ItKe_Key_02.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Eine alter eiserner Schlüssel.";
TEXT[3] = "Er könnnte zu einem ";
TEXT[4] = "Vorhängeschloss gehören.";
};
//****************************************************************************
// gefälschter Passierschein von Lee
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_Passage_MIS (C_Item)
{
name = "Friedensangebot an die Paladine";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UsePassage;
scemeName = "MAP";
description = name;
TEXT[3] = "Mit diesem Schein,sollte ich bei ";
TEXT[4] = "Lord Hagen vorgelassen werden";
};
func void UsePassage ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, -1, FONT_Book ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Ehrenwerter Lord Hagen," );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Wir beide wissen um die Lage, in der Ihr euch befindet. Ich schlage daher folgenden Handel vor: " );
Doc_PrintLines ( nDocID, 0, "Ihr erteilt mir und allen meinen Männern Generalabsolution vor Innos und dem König. " );
Doc_PrintLines ( nDocID, 0, "Im Gegenzug bieten wir unsere Dienste für die Verteidigung der Stadt und des umliegenden Landes an. " );
Doc_PrintLines ( nDocID, 0, "Desweiteren werde ich dafür sorgen, daß meine Männer von den umliegenden Höfen fernbleiben - natürlich mit Ausnahme des Hofes von Onar, auf dem wir weiterhin stationiert bleiben werden." );
Doc_PrintLines ( nDocID, 0, "Ich weiß, daß auf dem Schiff, mit dem Ihr zum Festland aubrechen werdet, noch Platz für mich und einige meiner Männer ist. Wenn Ihr in See stecht, will ich an Bord sein." );
Doc_PrintLines ( nDocID, 0, "Ich ersuche Euch, trefft Eure Entscheidung mit aller Euch gegebenen Weisheit. " );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "gezeichnet General Lee" );
Doc_SetMargins ( nDocID, -1, 200, 50, 50, 50, 1 ); // 0 -> margins are in pixels (Position des Textes von den Ränder des TGAs aus
Doc_Show ( nDocID );
};
//****************************************************************************
// Nachricht des Banditen -> Plot Wo ist die Armee?
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_BanditLetter_MIS (C_Item)
{
name = "Nachricht";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UseBanditLetter;
scemeName = "MAP";
description = name;
TEXT[3] = "";
TEXT[4] = "";
};
func void UseBanditLetter ()
{
var int nDocID;
nDocID = Doc_Create ();
Doc_SetPages (nDocID, 1);
Doc_SetPage (nDocID, 0, "letters.TGA", 0);
Doc_SetMargins (nDocID, -1, 50, 50, 50, 50, 1);
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetFont (nDocID, 0, FONT_Book);
Doc_PrintLine (nDocID, 0, "Haltet alle Männer auf, " );
Doc_PrintLine (nDocID, 0, " die aus den Bergen kommen." );
Doc_PrintLine (nDocID, 0, "Falls jemand den Pass entlangkommt, " );
Doc_PrintLine (nDocID, 0, " ist es wahrscheinlich ein alter Mann." );
Doc_PrintLine (nDocID, 0, "Lasst euch nicht von ihm täuschen - " );
Doc_PrintLine (nDocID, 0, " er ist ein gefählicher Hexer. " );
Doc_PrintLine (nDocID, 0, "Behaltet den Kerl im Auge" );
Doc_PrintLine (nDocID, 0, " " );
Doc_PrintLine (nDocID, 0, "Kann gut sein, das der Typ den wir suchen, " );
Doc_PrintLine (nDocID, 0, " mit ihm Kontakt aufnimmt. " );
Doc_PrintLine (nDocID, 0, "Mit diesem Brief schicke ich euch " );
Doc_PrintLine (nDocID, 0, " dreissig Goldstücke. " );
Doc_PrintLine (nDocID, 0, "Nochmal dreissig bekommt derjenige, " );
Doc_PrintLine (nDocID, 0, " der den Mann tötet. " );
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, "Bringt seinen Kopf zur alten Mine, beim Großbauer.");
Doc_PrintLine (nDocID, 0, "" );
Doc_PrintLine (nDocID, 0, ".....D." );
Doc_PrintLine (nDocID, 0, "" );
Doc_SetMargins (nDocID, -1, 200, 50, 50, 50, 1);
Doc_Show (nDocID);
};
//****************************************************************************
// Steckbrief vom Spieler
// ---------------------------------------------
//****************************************************************************
INSTANCE ItWr_Poster_MIS (C_Item)
{
name = "Steckbrief";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MULTI|ITEM_MISSION ;
value = 0;
visual = "ItWr_Scroll_01.3DS";
material = MAT_LEATHER;
on_state[0] = UsePoster;
scemeName = "MAP";
description = name;
TEXT[3] = "Ein Bild von mir!";
TEXT[4] = "";
};
FUNC VOID UsePoster()
{
var int nDocID;
nDocID = Doc_Create() ;
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "Gesucht.TGA" , 0 );
Doc_Show (nDocID);
};
//****************************************************************************
// Banditen Truhen Schlüssel
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Bandit(C_Item)
{
name = "Truhenschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel";
TEXT[3] = "gehörte einem Banditen";
};
//****************************************************************************
// Bospers Jagdbogen
// ---------------------------------------------
//****************************************************************************
INSTANCE ItRw_Bow_L_03_MIS (C_Item)
{
name = "Jagdbogen";
mainflag = ITEM_KAT_FF;
flags = ITEM_BOW|ITEM_MISSION;
material = MAT_WOOD;
value = Value_Jagdbogen;
damageTotal = Damage_Jagdbogen;
damagetype = DAM_POINT;
munition = ItRw_Arrow;
cond_atr[2] = ATR_DEXTERITY;
cond_value[2] = Condition_Jagdbogen;
visual = "ItRw_Bow_L_03.mms";
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Dex_needed; COUNT[3] = cond_value[2];
TEXT[4] = "Bosper's Jagdbogen";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//****************************************************************************
// Constantinos Schutzring
// ---------------------------------------------
//****************************************************************************
INSTANCE ItRi_Prot_Point_01_MIS(C_Item)
{
name = "Constantino's Ring";
mainflag = ITEM_KAT_MAGIC;
flags = ITEM_RING|ITEM_MISSION;
value = Value_Ri_ProtPoint ;
visual = "ItRi_Prot_Point_01.3ds";
visual_skin = 0;
material = MAT_METAL;
on_equip = Equip_ItRi_Prot_Point_01_MIS;
on_unequip = UnEquip_ItRi_Prot_Point_01_MIS;
wear = WEAR_EFFECT;
effect = "SPELLFX_ITEMGLIMMER";
description = "Schutz des Holzes ";
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_MIS()
{
self.protection [PROT_POINT] += Ri_ProtPoint;
};
FUNC VOID UnEquip_ItRi_Prot_Point_01_MIS()
{
self.protection [PROT_POINT] -= Ri_ProtPoint;
};
//****************************************************************************
// Eddas Statue
// ---------------------------------------------
//****************************************************************************
INSTANCE ItMi_EddasStatue (C_Item)
{
name = "Innos Statue";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI| ITEM_MISSION ;
value = 50;
visual = "ItMi_InnosStatue.3DS";
material = MAT_METAL;
description = name;
TEXT[2] = "Innos Herr der Gerechtigkeit ";
TEXT[3] = "segne und behüte mich";
TEXT[4] = "auf das mir kein Unheil widerfahre";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
//****************************************************************************
// Crypta-Schlüssel
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_EVT_CRYPT_01(C_Item)
{
name = "Alter Messingschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel vom Skelett in Raum 1";
};
INSTANCE ItKe_EVT_CRYPT_02(C_Item)
{
name = "Alter Messingschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel vom Skelett in Raum 2";
};
INSTANCE ItKe_EVT_CRYPT_03(C_Item)
{
name = "Alter Messingschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Schlüssel vom Skelett Raum 3";
};
const int VALUE_ITAR_PAL_SKEL = 500;
INSTANCE ITAR_PAL_SKEL (C_Item)
{
name = "Alte Ritterrüstung";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection [PROT_EDGE] = 100;
protection [PROT_BLUNT] = 100;
protection [PROT_POINT] = 100;
protection [PROT_FIRE] = 50;
protection [PROT_MAGIC] = 50;
value = VALUE_ITAR_PAL_SKEL;
wear = WEAR_TORSO;
visual = "ItAr_Pal_H.3ds";
visual_change = "Armor_Pal_Skeleton.asc";
visual_skin = 0;
material = MAT_LEATHER;
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;
};
//****************************************************************************
// Schlüssel zu Valentinos Truhe
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Valentino(C_Item)
{
name = "Truhen Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Truhenschlüssel";
TEXT[3] = "von Valentino";
};
//****************************************************************************
// Schlüssel zur Truhe OV Noname Typen
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Buerger(C_Item)
{
name = "Truhen Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Lag auf einer Fensterbank rum";
TEXT[3] = "";
};
//****************************************************************************
// Schlüssel Richter Truhe
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Richter(C_Item)
{
name = "Truhen Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Der Truhenschlüssel";
TEXT[3] = "des Richters";
};
//****************************************************************************
// Schlüssel Salandril
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Salandril(C_Item)
{
name = "Truhen Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "von Salandril dem Alchemisten";
TEXT[3] = "";
};
//****************************************************************************
// Schlüssel Truhe ...wo die Paladine schlafen
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_PaladinTruhe(C_Item)
{
name = "Truhen Schlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Ein kleiner Messingschlüssel";
TEXT[3] = "aus dem Haus der Paladine";
};
//****************************************************************************
// Diebsgilde Schatz (Insel)
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_ThiefTreasure(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION|ITEM_MULTI;
value = Value_Key_01;
visual = "ItKe_Key_03.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Ein kleiner Schlüssel";
};
//****************************************************************************
// Diebsgilde Fingers Tür
// ---------------------------------------------
//****************************************************************************
INSTANCE ItKe_Fingers(C_Item)
{
name = NAME_Key;
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_03.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "Ein rostiger Türschlüssel";
TEXT[3] = "aus der Kanalisation";
};
//**********************************************************************************
// Lehmars Schuldenbuch
//**********************************************************************************
INSTANCE ItWr_Schuldenbuch (C_ITEM)
{
name = "Schulden Buch";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 100;
visual = "ItWr_Book_02_05.3ds";
material = MAT_LEATHER;
scemeName = "MAP";
description = "Lehmar's Schuldenbuch";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseSchuldBuch;
};
FUNC VOID UseSchuldBuch()
{
var int nDocID;
nDocID = Doc_Create () ;
Doc_SetPages ( nDocID, 2 );
Doc_SetPage ( nDocID, 0, "Book_Brown_L.tga" , 0 );
Doc_SetPage ( nDocID, 1, "Book_Brown_R.tga" , 0 );
//1.Seite
Doc_SetMargins ( nDocID, 0, 275, 20, 30, 20, 1 ); // 0 -> margins are in pixels
Doc_SetFont ( nDocID, 0, FONT_BookHeadline ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Geschäfte und Schulden" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Ich Meister Thorben, Schreiner von Khorinis, schulde dem ehrenwerten Herrn Lehmar 200 Goldmünzen");
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, " Thorben");
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Ich Coragon, Wirt in Khorinis, schulde dem ehrenwerten Herrn Lehmar 150 Goldmünzen");
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, " Coragon");
//Absatz
Doc_PrintLine ( nDocID, 0, "" );
//2.Seite
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den Ränder des TGAs aus, links,oben,rechts,unten)
//Doc_SetFont ( nDocID, 1, FONT_BookHeadline ); // -1 -> all pages
//Doc_PrintLine ( nDocID, 1, "" );
//Doc_PrintLines( nDocID, 1, "StandardBuch Seite 2" );
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "Ich, Hanna, Besitzerin des Hotels in Khorinis, schulde Herrn Lehmar 250 Goldmünzen.");
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLine ( nDocID, 1, " Hanna");
//Absatz
Doc_PrintLines ( nDocID, 1, "");
Doc_Show ( nDocID );
};
//**********************************************************************************
// Lehmars Schuldenbuch
//**********************************************************************************
INSTANCE ItPl_Sagitta_Herb_MIS (C_Item)
{
name = "Sonnenaloe";
mainflag = ITEM_KAT_FOOD;
flags = ITEM_MULTI;
value = Value_Strength_Herb_01;
visual = "ItPl_Strength_Herb_01.3DS";
material = MAT_WOOD;
scemeName = "FOOD";
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = Value_Strength_Herb_01;
};
//****************************************************************************
// Schlüssel für die obernen Schlafzimmer in der Taverne (MITTE DER WELT!)
// ---------------------------------------------
//****************************************************************************
INSTANCE ITKE_ORLAN_HOTELZIMMER(C_Item)
{
name = "Zimmerschlüssel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = Value_Key_01;
visual = "ItKe_Key_01.3ds";
material = MAT_METAL;
description = name;
TEXT[2] = "der Tarverne ´Zur Toten Harpie´";
TEXT[3] = "";
};
INSTANCE ItRw_DragomirsArmbrust_MIS (C_Item)
{
name = "Dragomir´s Armbrust";
mainflag = ITEM_KAT_FF;
flags = ITEM_CROSSBOW;
material = MAT_WOOD;
value = Value_LeichteArmbrust;
damageTotal = Damage_LeichteArmbrust;
damagetype = DAM_POINT;
munition = ItRw_Bolt;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = Condition_LeichteArmbrust;
visual = "ItRw_Crossbow_L_02.mms";
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_STR_needed; COUNT[3] = cond_value[2];
TEXT[5] = NAME_Value; COUNT[5] = value;
};
INSTANCE ItMi_Erzkiste (C_Item)
{
name = "Erzkiste";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION | ITEM_MULTI;
value = Value_Strength_Herb_01;
visual = "nw_harbour_crate_01.3DS";
material = MAT_WOOD;
description = name;
TEXT[2] = "Eine Erzkiste für Hatof";
TEXT[3] = "Sehr schwer!";
};
INSTANCE ItMi_BreadPaket(C_Item)
{
name = "Brot-Paket";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItMi_Packet.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Ein schweres Paket, voll mit Brot!";
TEXT[5] = NAME_Value;
COUNT[5] = 50;
};
//-----------------------------------------------------------------------
// Untoten-Kopf
//-----------------------------------------------------------------------
INSTANCE ItMi_UndeadHead (C_Item)
{
name = "Kopf eines Untoten";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MISSION;
value = 0;
visual = "ItMi_Head_Bloodwyn_01.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};