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.
237 lines
5.3 KiB
D
237 lines
5.3 KiB
D
//****************************************************************************
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// Erzfisch (Halvor)
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// ---------------------------------------------
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//****************************************************************************
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INSTANCE ItSe_ErzFisch (C_Item)
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{
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name = "Kugeliger Fisch";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MISSION;
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value = 25;
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visual = "ItFo_Fish.3DS";
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material = MAT_LEATHER;
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scemeName = "MAPSEALED";
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on_state[0] = Use_ErzFisch;
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description = name;
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TEXT[2] = "Irgendwas ist in diesem Fisch versteckt";
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};
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FUNC VOID Use_ErzFisch()
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{
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B_PlayerFindItem (ItMi_Nugget,1);
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};
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//****************************************************************************
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// Goldfisch (Halvor)
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// ---------------------------------------------
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//****************************************************************************
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INSTANCE ItSe_GoldFisch (C_Item)
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{
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name = "Schwerer Fisch";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MISSION;
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value = 25;
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visual = "ItFo_Fish.3DS";
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material = MAT_LEATHER;
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scemeName = "MAPSEALED";
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on_state[0] = Use_GoldFisch;
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description = name;
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TEXT[2] = "Irgendwas ist in diesem Fisch versteckt";
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};
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FUNC VOID Use_GoldFisch()
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{
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B_PlayerFindItem (ItMI_Gold,50);
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};
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//****************************************************************************
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// Ringfisch (Halvor) (Protcetion Fire Ring)
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// ---------------------------------------------
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//****************************************************************************
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INSTANCE ItSe_Ringfisch (C_Item)
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{
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name = "Kleiner Fisch";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MISSION;
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value = 25;
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visual = "ItFo_Fish.3DS";
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material = MAT_LEATHER;
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scemeName = "MAPSEALED";
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on_state[0] = Use_Ringfisch;
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description = name;
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TEXT[2] = "Irgendwas ist in diesem Fisch versteckt";
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};
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FUNC VOID Use_Ringfisch()
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{
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B_PlayerFindItem (ItRi_Prot_Fire_01,1);
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};
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//****************************************************************************
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// Lockpickfisch (Halvor)
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// ---------------------------------------------
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//****************************************************************************
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INSTANCE ItSe_LockpickFisch (C_Item)
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{
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name = "Leichter Fisch";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MISSION;
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value = 25;
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visual = "ItFo_Fish.3DS";
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material = MAT_LEATHER;
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scemeName = "MAPSEALED";
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on_state[0] = Use_LockpickFisch;
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description = name;
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TEXT[2] = "Irgendwas ist in diesem Fisch versteckt";
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};
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FUNC VOID Use_LockpickFisch()
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{
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B_PlayerFindItem (ITKE_Lockpick,3);
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};
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//****************************************************************************
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// Allgemeine Goldbeutel (25, 50, 100)
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// ---------------------------------------------
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//****************************************************************************
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//------------- 25 Gold -----------------------
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INSTANCE ItSe_GoldPocket25 (C_Item)
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{
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name = "Lederbeutel";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MULTI;
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value = 25;
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visual = "ItMi_Pocket.3ds";
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scemename = "MAPSEALED";
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material = MAT_LEATHER;
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on_state[0] = GoldPocket25;
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description = "Ein Lederbeutel";
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TEXT[0] = "";
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TEXT[1] = "";
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TEXT[2] = "Ein paar M<>nzen klimpern darin";
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TEXT[3] = "";
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TEXT[4] = "";
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TEXT[5] = NAME_Value; COUNT[5] = value;
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};
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FUNC VOID GoldPocket25 ()
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{
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B_PlayerFindItem (ItMI_Gold,25);
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};
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//------------- 50 Gold -----------------------
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INSTANCE ItSe_GoldPocket50 (C_Item)
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{
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name = "Lederbeutel";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MULTI;
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value = 50;
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visual = "ItMi_Pocket.3ds";
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scemename = "MAPSEALED";
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material = MAT_LEATHER;
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on_state[0] = GoldPocket50;
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description = "Ein Lederbeutel";
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TEXT[0] = "";
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TEXT[1] = "";
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TEXT[2] = "Der Beutel ist voller M<>nzen";
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TEXT[3] = "";
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TEXT[4] = "";
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TEXT[5] = NAME_Value; COUNT[5] = value;
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};
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FUNC VOID GoldPocket50 ()
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{
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B_PlayerFindItem (ItMI_Gold,50);
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};
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//------------- 100 Gold -----------------------
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INSTANCE ItSe_GoldPocket100 (C_Item)
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{
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name = "Lederbeutel";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MULTI;
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value = 100;
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visual = "ItMi_Pocket.3ds";
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scemename = "MAPSEALED";
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material = MAT_LEATHER;
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on_state[0] = GoldPocket100;
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description = "Ein Lederbeutel";
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TEXT[0] = "";
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TEXT[1] = "";
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TEXT[2] = "Ein schwerer Beutel";
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TEXT[3] = "gef<65>llt mit goldenen M<>nzen";
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TEXT[4] = "";
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TEXT[5] = NAME_Value; COUNT[5] = value;
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};
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FUNC VOID GoldPocket100 ()
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{
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B_PlayerFindItem (ItMI_Gold,100);
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};
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//------------- Hannas Beutel -----------------------
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INSTANCE ItSe_HannasBeutel (C_Item)
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{
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name = "Lederbeutel";
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mainflag = ITEM_KAT_NONE;
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flags = ITEM_MULTI;
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value = 100;
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visual = "ItMi_Pocket.3ds";
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scemename = "MAPSEALED";
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material = MAT_LEATHER;
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on_state[0] = HannasBeutel;
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description = "Ein Lederbeutel";
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TEXT[0] = "";
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TEXT[1] = "";
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TEXT[2] = "Hanna hat ihn mir gegeben";
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TEXT[3] = "";
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TEXT[4] = "";
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TEXT[5] = NAME_Value; COUNT[5] = value;
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};
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FUNC VOID HannasBeutel ()
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{
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CreateInvItems (hero,ITKE_Lockpick,10);
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CreateInvItems (hero,ItKe_ThiefTreasure,1);
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Print (PRINT_HannasBeutel);
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};
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