mahlendur/_work/Data/Scripts/Content/Items/IT_Misc.d
2022-05-26 23:18:59 +02:00

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D

// ************************************************************************************************
// Wert von Kram
// ************************************************************************************************
// Items für Objektbenutzung und Item-Interaktion...
// z.B. Krautstampfer, Hammer, Kochlöffel, Laborflasche, Roheisen (Schmiede)
const int Value_SwordBlade = 10;
const int Value_SwordBladeHot = 10;
const int Value_SwordRawHot = 10;
const int Value_SwordRaw = 10;
const int Value_Brush = 3;
const int Value_Flask = 3;
const int Value_Stomper = 3;
const int Value_Pan = 20;
const int Value_Saw = 20;
const int Value_Broom = 10;
const int Value_Rake = 10;
const int Value_Hammer = 10;
const int Value_Scoop = 3;
const int Value_Nugget = 200;
const int Value_Joint = 30;
const int Value_Alarmhorn = 10;
const int Value_Lute = 10;
const int Value_Gold = 1;
const int Value_RuneBlank = 100;
const int Value_Sulfur = 20;
const int Value_Quartz = 20;
const int Value_Pitch = 10;
const int Value_Rockcrystal = 30;
const int Value_Aquamarine = 100;
const int Value_HolyWater = 20;
const int Value_Coal = 15;
const int Value_DarkPearl = 1000;
//Tabak
const int VALUE_ItMi_ApfelTabak = 10;
const int VALUE_ItMi_PilzTabak = 10;
const int VALUE_ItMi_SumpfTabak = 10;
const int VALUE_ItMi_DoppelTabak = 10;
const int VALUE_ItMi_HonigTabak = 10;
//Schmuck Items
const int Value_SilverRing = 120;
const int Value_SilverNecklace = 200;
const int Value_SilverCandleHolder = 50;
const int Value_SilverPlate = 100; //muss durch 2 teilbar in B_Say Gold enthalten sein
const int Value_SilverCup = 100; //muss durch 2 teilbar in B_Say Gold enthalten sein
const int Value_SilverChalice = 250;
const int Value_GoldPlate = 200;
const int Value_GoldRing = 250;
const int Value_GoldNecklace = 300;
const int Value_GoldCandleHolder = 120;
const int Value_GoldCup = 350;
const int Value_BloodCup = 200;
const int Value_GoldChalice = 500;
const int Value_GoldChest = 750;
const int Value_JeweleryChest = 1000;
const int Value_InnosStatue = 100;
const int Value_Sextant = 1500;
/*ursprüngliche Werte:
const int Value_SilverRing = 200;
const int Value_SilverNecklace = 100;
const int Value_SilverCandleHolder = 30 ;
const int Value_SilverPlate = 100;
const int Value_SilverCup = 200;
const int Value_SilverChalice = 100;
const int Value_GoldRing = 1150;
const int Value_GoldNecklace = 250 ;
const int Value_GoldCandleHolder = 300 ;
const int Value_GoldCup = 800 ;
const int Value_GoldChalice = 400 ;
const int Value_GoldChest = 1000;
const int Value_JeweleryChest = 50 ;
const int Value_InnosStatue = 100 ;
const int Value_Sextant = 30 ;
*/
/*******************************************************************************************
** Items für Mobsi-Benutzung **
*******************************************************************************************/
// Krautstampfen
INSTANCE ItMi_Stomper (C_Item)
{
name = "Krautstampfer";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Stomper;
visual = "ItMi_Stomper.3DS";
material = MAT_WOOD ;
description = name;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
// Runen Bauen
INSTANCE ItMi_RuneBlank (C_Item)
{
name = "Runenstein";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_RuneBlank;
visual = "ItMi_RuneBlank.3DS";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
INSTANCE ItMi_Pliers (C_Item)
{
name = "Zange";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_RuneBlank;
visual = "ItMi_Pliers.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// Labor Wasserflasche
INSTANCE ItMi_Flask (C_Item)
{
name = "Laborwasserflasche";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Flask;
visual = "ItMi_Flask.3ds";
material = MAT_GLAS;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// Reparieren
INSTANCE ItMi_Hammer (C_Item)
{
name = "Hammer";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Hammer;
visual = "ItMi_Hammer.3DS";
material = MAT_WOOD;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// im Topf rühren
INSTANCE ItMi_Scoop (C_Item)
{
name = "Kochlöffel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Scoop;
visual = "ItMi_Scoop.3DS";
material = MAT_WOOD;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// Pfanne zum Braten (für Lagerfeuer)
INSTANCE ItMi_Pan (C_Item)
{
name = "Pfanne";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Pan;
visual = "ItMi_Pan.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
//Pfann für Herd
INSTANCE ItMi_PanFull (C_Item)
{
name = "Pfanne";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Pan;
visual = "ItMi_PanFull.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// Säge für Baumstamm
INSTANCE ItMi_Saw (C_Item)
{
name = "Säge";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Saw;
visual = "ItMi_Saw.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
// Items für Schmiede **
INSTANCE ItMiSwordraw (C_Item)
{
name = "Rohstahl";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SwordRaw;
visual = "ItMiSwordraw.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMiSwordrawhot (C_Item)
{
name = "Glühender Stahl";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SwordRawHot;
visual = "ItMiSwordrawhot.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMiSwordbladehot (C_Item)
{
name = "Glühende Klinge";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SwordBladehot;
visual = "ItMiSwordbladehot.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMiSwordblade (C_Item)
{
name = "Klinge";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SwordBlade;
visual = "ItMiSwordblade.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
/*******************************************************************************************
** Items für Item-Interaktionen (ohne Mobsi benutzbar) **
*******************************************************************************************/
/******************************************************************************************/
// Besen zum Fegen
INSTANCE ItMi_Broom (C_Item)
{
name = "Besen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Broom;
visual = "ItMi_Broom.3DS";
material = MAT_WOOD;
scemeName = "BROOM";
on_state[0] = Use_Broom;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Broom()
{
if (Npc_IsPlayer(self))
&& (Wld_GetPlayerPortalGuild() == GIL_NOV)
&& (MIS_ParlanFegen == LOG_RUNNING)
{
B_Say (self, self, "$NOSWEEPING");
Print (PRINT_NoSweeping);
};
};
/******************************************************************************************/
// zum Rumklimpern
INSTANCE ItMi_Lute (C_Item)
{
name = "Laute";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Lute;
visual = "ItMi_Lute.3DS";
material = MAT_WOOD;
scemeName = "LUTE";
on_state[0] = Use_Lute;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Lute()
{
};
/******************************************************************************************/
// Für Babe-Putzen
INSTANCE ItMi_Brush(C_Item)
{
name = "Bürste";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Brush;
visual = "ItMi_Brush.3ds";
material = MAT_WOOD;
scemeName = "BRUSH";
on_state[0] = Use_Brush;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Brush()
{
};
/******************************************************************************************/
INSTANCE ItMi_Joint(C_Item)
{
name = "Ein Stengel Sumpfkraut";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Joint;
visual = "ItMi_Joint_US.3ds";
material = MAT_LEATHER;
scemeName = "JOINT";
on_state[0] = Use_Joint;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_RING_STANDARD;
};
func void Use_Joint()
{
if (Npc_IsPlayer (self))
{
Wld_PlayEffect ("SLOW_TIME", self, self, 0, 0, 0, FALSE);
};
};
/******************************************************************************************/
INSTANCE ItMi_Alarmhorn (C_Item)
{
name = "Angriffshorn";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Alarmhorn;
//visual = "ItMi_Alarmhorn.3DS";
visual = "ItAt_DrgSnapperHorn.3DS";
material = MAT_WOOD;
scemeName = "HORN";
on_state[0] = Use_Alarmhorn;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Alarmhorn()
{
startTimeBattle = Timer();
if (MIS_attackCityPir == LOG_RUNNING) {
startCityAttack(attPir);
FF_ApplyExtData(ffCityAttack, 1000, -1, attPir);
};
if (MIS_attackCitySld == LOG_RUNNING) {
startCityAttack(attSld);
FF_ApplyExtData(ffCityAttack, 1000, -1, attSld);
};
};
//*******************************
//Päckchen
//*******************************
INSTANCE ItMi_Packet(C_Item)
{
name = "Päckchen";
mainflag = ITEM_KAT_NONE;
flags = 0;
value = 0;
visual = "ItMi_Packet.3ds";
scemename = "MAPSEALED";
material = MAT_LEATHER;
//on_state[0] = UsePacket;
description = name;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren.
FUNC VOID UsePacket ()
{
};
INSTANCE ItMi_Pocket(C_Item)//steht drin, weil auch in Welt verteilt!!
{
name = "Lederbeutel";
mainflag = ITEM_KAT_NONE|ITEM_MULTI;
flags = 0;
value = 10;
visual = "ItMi_Pocket.3ds";
scemename = "MAPSEALED";
material = MAT_LEATHER;
on_state[0] = UsePocket;
description = name;
TEXT[2] = "Ein schmaler Beutel,";
TEXT[3] = "wiegt nicht viel";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren.
FUNC VOID UsePocket ()
{
CreateInvItems (hero, ItMi_Gold ,10);
Print (PRINT_FoundGold10);
Snd_Play ("Geldbeutel");
};
//******************************************************************************************
// Wertvolle Gegenstände
//******************************************************************************************
INSTANCE ItMi_Nugget(C_Item)
{
name = "Erzbrocken";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Nugget;
visual = "ItMi_Nugget.3ds";
material = MAT_STONE;
wear = WEAR_EFFECT;
effect = "SPELLFX_MANAPOTION";
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD;
};
/******************************************************************************************/
INSTANCE ItMi_Gold (C_Item)
{
name = "Gold";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Gold;
visual = "ItMi_Gold.3DS";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD;
};
/******************************************************************************************/
INSTANCE ItMi_OldCoin (C_Item)
{
name = "Alte Münze";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = 0;
visual = "ItMi_OldCoin.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD;
};
/******************************************************************************************/
INSTANCE ItMi_GoldCandleHolder (C_Item)
{
name = "Goldener Kerzenständer";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldCandleHolder;
visual = "ItMi_GoldCandleHolder.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_GoldNecklace (C_Item)
{
name = "Goldene Halskette";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI | ITEM_AMULET;
value = Value_GoldNecklace;
visual = "ItMi_GoldNecklace.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_RING_STANDARD;
};
/******************************************************************************************/
INSTANCE ItMi_SilverRing (C_Item)
{
name = "Silberner Ring";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_RING;
value = Value_SilverRing;
visual = "ItMi_SilverRing.3DS";
material = MAT_METAL;
description = name;
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;
};
/******************************************************************************************/
INSTANCE ItMi_SilverCup (C_Item)
{
name = "Silberkelch";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SilverCup;
visual = "ItMi_SilverCup.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_SilverPlate (C_Item)
{
name = "Silberteller";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SilverPlate;
visual = "ItMi_SilverPlate.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
instance ItMi_GoldPlate (C_Item)
{
name = "Goldener Teller";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldPlate;
visual = "ItMi_GoldPlate.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_GoldCup (C_Item)
{
name = "Goldener Kelch";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldCup;
visual = "ItMi_GoldCup.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_BloodCup_MIS (C_Item)
{
name = "Blutkelch";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI | ITEM_MISSION;
value = Value_BloodCup;
visual = "ItMi_GoldCup.3DS";
material = MAT_METAL;
description = "Ein Blutkelch";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_GoldRing (C_Item)
{
name = "Goldener Ring";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_RING;
value = Value_GoldRing;
visual = "ItMi_GoldRing.3DS";
material = MAT_METAL;
description = name;
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;
};
/******************************************************************************************/
INSTANCE ItMi_SilverChalice (C_Item)
{
name = "Silberne Schale";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SilverChalice;
visual = "ItMi_SilverChalice.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_JeweleryChest (C_Item)
{
name = "Juwelen Schatulle";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_JeweleryChest;
visual = "ItMi_JeweleryChest.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_GoldChalice (C_Item)
{
name = "Goldene Schale";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldChalice;
visual = "ItMi_GoldChalice.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_GoldChest (C_Item)
{
name = "Schatulle";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoldChest;
visual = "ItMi_GoldChest.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_InnosStatue (C_Item)
{
name = "Innos Statue";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_InnosStatue;
visual = "ItMi_InnosStatue.3DS";
material = MAT_METAL ;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_Sextant (C_Item)
{
name = "Sextant";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Sextant;
visual = "ItMi_Sextant.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_SilverCandleHolder (C_Item)
{
name = "Silberner Kerzenständer";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SilverCandleHolder;
visual = "ItMi_SilverCandleHolder.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_SilverNecklace (C_Item)
{
name = "Silberkette";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI| ITEM_AMULET;
value = Value_SilverNecklace;
visual = "ItMi_SilverNecklace.3DS";
material = MAT_METAL;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
//*****************************************************************************************
// Alchemy Ingredienzien
//*****************************************************************************************
INSTANCE ItMi_Sulfur (C_Item)
{
name = "Schwefel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Sulfur;
visual = "ItMi_Sulfur.3DS";
material = MAT_WOOD;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC2_STANDARD;
};
INSTANCE ItMi_Quartz (C_Item)
{
name = "Gletscher Quartz";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Quartz;
visual = "ItMi_Quartz.3ds";
material = MAT_STONE ;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_RING_STANDARD;
};
INSTANCE ItMi_Pitch (C_Item)
{
name = "Pech";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Pitch;
visual = "ItMi_Pitch.3DS";
material = MAT_GLAS ;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
INSTANCE ItMi_Rockcrystal (C_Item)
{
name = "Bergkristall";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Rockcrystal;
visual = "ItMi_Rockcrystal.3ds";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
INSTANCE ItMi_Aquamarine (C_Item)
{
name = "Aquamarin";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Aquamarine;
visual = "ItMi_Aquamarine.3ds";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD;
};
INSTANCE ItMi_HolyWater (C_Item)
{
name = "Geweihtes Wasser";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_HolyWater;
visual = "ItMi_HolyWater.3ds";
material = MAT_GLAS;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
INSTANCE ItMi_Coal (C_Item)
{
name = "Kohle";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Coal;
visual = "ItMi_Coal.3ds";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD;
};
INSTANCE ItMi_DarkPearl (C_Item)
{
name = "Schwarze Perle";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_DarkPearl;
visual = "ItMi_DarkPearl.3ds";
material = MAT_STONE;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD;
};
//-------------------------------------------------------------
// Tabak Sorten
// Apfeltabak (Basis für alle anderen)
//-------------------------------------------------------------
INSTANCE ItMi_ApfelTabak(C_Item)
{
name = "Apfel Tabak";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = VALUE_ItMi_ApfelTabak;
visual = "ItMi_Pocket.3ds";
material = MAT_LEATHER ;
description = name;
TEXT[2] = "Ein Beutel voll Apfeltabak";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//-------------------------------------------------------------
// Pilztabak
//-------------------------------------------------------------
INSTANCE ItMi_PilzTabak(C_Item)
{
name = "Pilz Tabak";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = VALUE_ItMi_PilzTabak;
visual = "ItMi_Pocket.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Dunkler Apfel - Pilz Tabak";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//-------------------------------------------------------------
// Doppel Apfel
//-------------------------------------------------------------
INSTANCE ItMi_DoppelTabak(C_Item)
{
name = "Doppelter Apfel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = VALUE_ItMi_DoppelTabak;
visual = "ItMi_Pocket.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Schmeckt stark nach Apfel...";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//-------------------------------------------------------------
// Honigtabak
//-------------------------------------------------------------
INSTANCE ItMi_Honigtabak(C_Item)
{
name = "Honig Tabak";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = VALUE_ItMi_Honigtabak;
visual = "ItMi_Pocket.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Süßer Apfel Tabak";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//-------------------------------------------------------------
// SumpfKraut Tabak
//-------------------------------------------------------------
INSTANCE ItMi_SumpfTabak(C_Item)
{
name = "Krautabak";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = VALUE_ItMi_SumpfTabak;
visual = "ItMi_Pocket.3ds";
material = MAT_LEATHER;
description = name;
TEXT[2] = "Sumpfkraut Mischung";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
INSTANCE ItMi_WPitch (C_Item)
{
name = "Pech";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Pitch;
visual = "ItMi_Pitch.3DS";
material = MAT_GLAS ;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItMi_Angel (C_Item)
{
name = "Angel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Alarmhorn;
visual = "Angel.3DS";
material = MAT_WOOD;
scemeName = "ANGEL";
on_state[0] = Use_Angel;
description = name;
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Angel()
{
};
//********************************************
//Feder zu Schreiben
//********************************************
INSTANCE ItMi_Feder (C_Item)
{
name = "Schreibfeder";
mainflag = ITEM_KAT_NONE;
flags = 0;
value = 1;
visual = "Feder1.3ds";
material = MAT_METAL;
description = "Zum Schreiben von Schriftrollen";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
INSTANCE ItMi_Holzscheit (C_ITEM)
{
name = "Holzscheit";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = 5;
visual = "nc_lob_log3.3DS";
material = MAT_WOOD;
description = name;
TEXT[2] = "Ein Holzscheit. Perfekt zum Feuer machen";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
INSTANCE ItMi_FocusBag (C_ITEM)
{
name = "Fokusbeutel";
mainflag = ITEM_KAT_NONE|ITEM_MULTI;
flags = 0;
value = 10;
visual = "ItMi_Pocket.3ds";
scemename = "MAPSEALED";
material = MAT_LEATHER;
on_state[0] = UseFocusBag;
description = name;
TEXT[2] = "Ein schmaler Beutel,";
TEXT[3] = "wiegt nicht viel";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
func void UseFocusBag() {
CreateInvItems(hero, ItMi_Aquamarin_Nugget, 10);
CreateInvItems(hero, ItMi_Aquamarine, 15);
CreateInvItems(hero, ItMi_Silver_Nugget, 10);
};
INSTANCE ItMi_Pocket_Gilbert(C_Item)//steht drin, weil auch in Welt verteilt!!
{
name = "Gilberts Lederbeutel";
mainflag = ITEM_KAT_NONE|ITEM_MULTI;
flags = 0;
value = 10;
visual = "ItMi_Pocket.3ds";
scemename = "MAPSEALED";
material = MAT_LEATHER;
on_state[0] = UsePocketGilbert;
description = name;
TEXT[2] = "Ein prall gefüllter Lederbeutel";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
var int usedGilbertPocket;
//in dieser Funktio steht der inhalt, die use Funkt dann bitte einkommentiren.
FUNC VOID UsePocketGilbert ()
{
CreateInvItems (hero, ItMi_Gold ,500);
CreateInvItems (hero, ItMi_Silver_Nugget, 10);
PrintS ("500 Gold erhalten");
PrintS ("10 Silbernuggets erhalten");
Snd_Play ("Geldbeutel");
usedGilbertPocket = TRUE;
};
INSTANCE ItRw_Bow_Gilbert (C_Item)
{
name = "Gilberts Bogen";
mainflag = ITEM_KAT_FF;
flags = ITEM_BOW;
material = MAT_WOOD;
value = Value_Kompositbogen;
damageTotal = Damage_Kompositbogen;
damagetype = DAM_POINT;
munition = ItRw_Arrow;
cond_atr[2] = ATR_DEXTERITY;
cond_value[2] = Condition_Kompositbogen;
visual = "ItRw_Bow_M_01.mms";
description = name;
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Dex_needed; COUNT[3] = cond_value[2];
TEXT[5] = NAME_Value; COUNT[5] = value;
};