mahlendur/_work/Data/Scripts/Content/Items/IT_Secrets.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

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