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

617 lines
22 KiB
D
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//**********************************************************************************
// StandardBrief
//**********************************************************************************
INSTANCE StandardBrief (C_Item)
{
name = "Brief";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS"; //VARIATIONEN: ItWr_Scroll_01.3DS, ItWr_Scroll_02.3DS
material = MAT_LEATHER;
on_state[0] = UseStandardBrief;
scemeName = "MAP";
description = "StandardBrief";
};
func void UseStandardBrief ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, 0, FONT_BookHeadline ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "StandardBrief" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Bla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bla" );
Doc_Show ( nDocID );
};
//**********************************************************************************
// StandardBuch
//**********************************************************************************
INSTANCE StandardBuch (C_ITEM)
{
name = "StandardBuch";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 100;
visual = "ItWr_Book_02_05.3ds"; //BUCH VARIATIONEN: ItWr_Book_01.3DS , ItWr_Book_02_01.3DS, ItWr_Book_02_02.3DS, ItWr_Book_02_03.3DS, ItWr_Book_02_04.3DS, ItWr_Book_02_05.3DS
material = MAT_LEATHER;
scemeName = "MAP";
description = "StandardBuch";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseStandardBuch;
};
FUNC VOID UseStandardBuch()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 2 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "Book_Brown_L.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_L.tga , BOOK_MAGE_L.tga , BOOK_RED_L.tga
Doc_SetPage ( nDocID, 1, "Book_Brown_R.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_R.tga , BOOK_MAGE_R.tga , BOOK_RED_R.tga
//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, "StandardBuch Seite 1" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "Bla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bla" );
//Absatz
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 0, "Bla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bBla blaBla blaBla blaBlaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bla");
//2.Seite
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den R<>nder 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_PrintLines ( nDocID, 1, "Bla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bla" );
Doc_PrintLine ( nDocID, 1, "" );
//Absatz
Doc_PrintLines ( nDocID, 1, "Bla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla blaBla bla");
Doc_Show ( nDocID );
};
//////////////////////////////////////////////////////////////////////////////
//
// MAPS
//
//////////////////////////////////////////////////////////////////////////////
instance ItWr_Map_NewWorld (C_Item)
{
name = "Landkarte Mahlendur"; //
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION|ITEM_MULTI;
value = 250;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAP";
on_state[0] = Use_Map_NewWorld;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Map_NewWorld()
{
if (Npc_IsPlayer(self))
{
B_SetPlayerMap(ItWr_Map_NewWorld);
};
var int Document;
Document = Doc_CreateMap ();
Doc_SetPages (Document, 1);
Doc_SetPage (Document, 0, "Map_NewWorld.tga", TRUE); // TRUE = scale to fullscreen
Doc_SetLevel (Document, "Mahlendur\MAHLENDUR.zen");
Doc_SetLevelCoords (Document, -28000, 50500, 95500, -42500);
Doc_Show (Document);
};
instance ItWr_Map_NewWorld_City (C_Item)
{
name = "Stadtkarte Khorinis"; //
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION|ITEM_MULTI;
value = 50;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAP";
on_state[0] = Use_Map_NewWorld_City;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Map_NewWorld_City()
{
if (Npc_IsPlayer(self))
{
B_SetPlayerMap(ItWr_Map_NewWorld_City);
};
var int Document;
Document = Doc_CreateMap ();
Doc_SetPages (Document, 1);
Doc_SetPage (Document, 0, "Map_NewWorld_City.tga", TRUE); // TRUE = scale to fullscreen
Doc_SetLevel (Document, "Mahlendur\Mahlendur.zen");
Doc_SetLevelCoords (Document, -6900, 11800, 21600, -9400);
Doc_Show (Document);
};
instance ItWr_Map_OldWorld (C_Item)
{
name = "Landkarte Minental";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION|ITEM_MULTI;
value = 350;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAP";
on_state[0] = Use_Map_OldWorld;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Map_OldWorld()
{
if (Npc_IsPlayer(self))
{
B_SetPlayerMap(ItWr_Map_OldWorld);
};
var int Document;
Document = Doc_CreateMap ();
Doc_SetPages (Document, 1);
Doc_SetPage (Document, 0, "Map_OldWorld.tga", TRUE); // TRUE = scale to fullscreen
Doc_SetLevel (Document, "OldWorld\OldWorld.zen");
Doc_SetLevelCoords (Document, -78500, 47500, 54000, -53000);
Doc_Show (Document);
};
var int Lerne_Einhand;
var int Lerne_Zweihand;
//---------------------------------------------------------------------------------------------------------------------------
// Einhandkampf
//---------------------------------------------------------------------------------------------------------------------------
INSTANCE ItWr_EinhandBuch (C_ITEM)
{
name = "Kampfkunst";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 5000;
visual = "ItWr_Book_02_04.3ds";
material = MAT_LEATHER;
scemeName = "MAP";
description = "Die s<>dl<64>ndische Verteidigung";
TEXT[2] = "Ein Lehrbuch zum Kampf";
TEXT[3] = "mit Einhandwaffen";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseEinhandBuch;
};
FUNC VOID UseEinhandBuch()
{
if (Lerne_Einhand == FALSE)
{
B_RaiseFightTalent (self, NPC_TALENT_1H, 5);
Print (PRINT_Learn1H);
Lerne_Einhand = TRUE;
Snd_Play("Levelup");
};
var int nDocID;
nDocID = Doc_Create () ;
Doc_SetPages ( nDocID, 2 );
Doc_SetPage ( nDocID, 0, "Book_Red_L.tga" , 0 );
Doc_SetPage ( nDocID, 1, "Book_Red_R.tga" , 0 );
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, "Die s<>dl<64>ndische Verteidigung" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Der S<>dl<64>nder k<>mpft nun mehr weniger mit der Kraft des Nordmannes, als mit seiner Behendigkeit. Denn im hei<65>en Klima seiner Heimat, bevorzugt er leichte R<>stungen welche ihm mehr Beweglichkeit erlauben. Durch diesen Umstand hat der S<>dl<64>nder einen ihm angepassten Kampstil entwickelt, der sich auf fundamentale Weise von den uns bekannten unterscheidet. " );
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den R<>nder des TGAs aus, links,oben,rechts,unten)
Doc_SetFont ( nDocID, 1, FONT_BookHeadline ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "Das wohl bekannnteste Man<61>ver des S<>dl<64>nders ist wohl der einarmige Block mit r<>ckw<6B>rtigen Ausfallschritt. Durch den Ausfallschritt gelingt es ihm, die Kraft des gegnerischen Angriffes zu mildern und so eine hervorragende Ausgangsposition zu erlangen, die zum direkten Gegenangriff genutzt werden kann." );
Doc_PrintLine ( nDocID, 1, "" );
Doc_Show ( nDocID );
};
//---------------------------------------------------------------------------------------------------------------------------
// Zweihandkampf
//---------------------------------------------------------------------------------------------------------------------------
INSTANCE ItWr_ZweihandBuch (C_ITEM)
{
name = "Kampftaktik ";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 5000;
visual = "ItWr_Book_02_03.3ds";
material = MAT_LEATHER;
scemeName = "MAP";
description = "Der Doppelblock";
TEXT[2] = "Ein Lehrbuch zum Kampf";
TEXT[3] = "mit Zweihandwaffen";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseZweihandBuch;
};
FUNC VOID UseZweihandBuch()
{
if (Lerne_Zweihand == FALSE)
{
B_RaiseFightTalent (self, NPC_TALENT_2H, 5);
Print (PRINT_Learn2H);
Lerne_Zweihand = TRUE;
Snd_Play("Levelup");
};
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 2 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "Book_Red_L.tga" , 0 );
Doc_SetPage ( nDocID, 1, "Book_Red_R.tga" , 0 );
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, "Der Doppelblock" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Das Abblocken der gegnerischen Klinge, mit einer beidh<64>ndig gef<65>hrten Waffe, kann bei ausreichender Kraft dazu genutzt werden, s<>mtlichen Schwung des Angriffes aufzuhalten und den Gegner zu zwingen seien begonnene Kombination abrupt zu beenden. " );
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den R<>nder des TGAs aus, links,oben,rechts,unten)
Doc_SetFont ( nDocID, 1, FONT_BookHeadline ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "" );
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "Die daraufhin meist folgende Stagnation des Gegners sollte entschlossen genutzt werden, um selbst die Initiative zu ergreifen und den Gegner mit gekonnten Schl<68>gen in die Niederlage zu treiben. " );
Doc_Show ( nDocID );
};
INSTANCE ItWr_Morganleft (C_Item)
{
name = "Morgan's Brief";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS"; //VARIATIONEN: ItWr_Scroll_01.3DS, ItWr_Scroll_02.3DS
material = MAT_LEATHER;
on_state[0] = UseMorganleft;
scemeName = "MAP";
description = "Morgan hat diesen Brief ind er H<>hle zur<75>ckgelassen ";
};
func void UseMorganleft ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, 0, FONT_BookHeadline ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "An meinen Diener" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "Du hast mir in den vergangen Tagen gut gedient, mein Sklave. Nun da meine Gesch<63>fte hier erlediegt sind, gebe ich dir deinen Willlen zur<75>ck, du wirst dich nat<61>rlich an nichts erinnern, was du in meinem Namen getan hast. Dein Qualen einens bewussten untoten Daseins werden dir eine Lehre sein mir nie mehr in die Quere zu kommen" );
Doc_Show ( nDocID );
};
instance ItWr_Map_Monastery (C_Item)
{
name = "Landkarte Mahlendur"; //
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION|ITEM_MULTI;
value = 250;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAP";
on_state[0] = Use_Map_NewWorld_Monastery;
description = name;
TEXT[0] = "Das Kloster ist eingezeichnet";
TEXT[1] = "";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
func void Use_Map_NewWorld_Monastery()
{
if (Npc_IsPlayer(self))
{
B_SetPlayerMap(ItWr_Map_Monastery);
};
var int Document;
Document = Doc_CreateMap ();
Doc_SetPages (Document, 1);
Doc_SetPage (Document, 0, "Map_NewWorld_Monastery.tga", TRUE); // TRUE = scale to fullscreen
Doc_SetLevel (Document, "Mahlendur\Mahlendur.zen");
Doc_SetLevelCoords (Document, -28000, 50500, 95500, -42500);
Doc_Show (Document);
};
INSTANCE ItWr_Kreis1 (C_ITEM)
{
name = "Buch der magischen Kreise";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 100;
visual = "ItWr_Book_02_05.3ds"; //BUCH VARIATIONEN: ItWr_Book_01.3DS , ItWr_Book_02_01.3DS, ItWr_Book_02_02.3DS, ItWr_Book_02_03.3DS, ItWr_Book_02_04.3DS, ItWr_Book_02_05.3DS
material = MAT_LEATHER;
scemeName = "MAP";
description = "Lehrt den ersten Kreis der Magie";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseKreis1;
};
FUNC VOID UseKreis1()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 2 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "Book_Brown_L.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_L.tga , BOOK_MAGE_L.tga , BOOK_RED_L.tga
Doc_SetPage ( nDocID, 1, "Book_Brown_R.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_R.tga , BOOK_MAGE_R.tga , BOOK_RED_R.tga
//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, "Der erste Kreis der Magie" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "F<>r einen ge<67>bten Magier ist es kein Problem, seine magische Kraft durch eine Rune zu b<>ndeln." );
//Absatz
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 0, "Auch f<>r Nicht-Magier ist es m<>glich, mithilfe von Spruchrollen bestimmte Zauber zu wirken.");
//2.Seite
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den R<>nder des TGAs aus, links,oben,rechts,unten)
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "F<>r einen jungen Magier ist es schwer, die Konzentration aufzubringen, die n<>tig ist, um m<>chtige Zauber zu wirken." );
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "Daher beginnt er mit einfachen Zaubern, denn das Wichtigste ist, sich zu konzentrieren und den gew<65>nschten Zauber zu visualisieren." );
Doc_PrintLine ( nDocID, 1, "" );
//Absatz
Doc_PrintLines ( nDocID, 1, "Wenn der Magier seinen Zauber fest vor Augen hat, ist es f<>r ihn ein leichtes, seine Magie durch die Rune zu b<>ndeln und so den Zauber zu wirken.");
Doc_Show ( nDocID );
if (Npc_GetTalentSkill(hero, NPC_TALENT_MAGE) == 0)
{
Npc_SetTalentSkill(hero, NPC_TALENT_MAGE, 1);
PrintS("Gelernt: Erster Kreis der Magie!");
Snd_Play ("LevelUp");
};
};
INSTANCE ItWr_Kreis1_BM (C_ITEM)
{
name = "Buch der magischen Kreise";
mainflag = ITEM_KAT_DOCS;
flags = 0;
value = 100;
visual = "ItWr_Book_02_05.3ds"; //BUCH VARIATIONEN: ItWr_Book_01.3DS , ItWr_Book_02_01.3DS, ItWr_Book_02_02.3DS, ItWr_Book_02_03.3DS, ItWr_Book_02_04.3DS, ItWr_Book_02_05.3DS
material = MAT_LEATHER;
scemeName = "MAP";
description = "Lehrt den ersten Kreis der Magie";
TEXT[5] = NAME_Value;
COUNT[5] = value;
on_state[0] = UseKreis1_BM;
};
FUNC VOID UseKreis1_BM()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 2 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "Book_Brown_L.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_L.tga , BOOK_MAGE_L.tga , BOOK_RED_L.tga
Doc_SetPage ( nDocID, 1, "Book_Brown_R.tga" , 0 ); // VARIATIONEN: BOOK_BROWN_R.tga , BOOK_MAGE_R.tga , BOOK_RED_R.tga
//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, "Der erste Kreis der Magie" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLine ( nDocID, 0, "F<>r einen ge<67>bten Magier ist es kein Problem, seine magische Kraft durch eine Rune zu b<>ndeln." );
//Absatz
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 0, "Auch f<>r Nicht-Magier ist es m<>glich, mithilfe von Spruchrollen bestimmte Zauber zu wirken.");
//2.Seite
Doc_SetMargins ( nDocID, -1, 30, 20, 275, 20, 1 ); // 0 -> margins are in pixels (Position des Textes von den R<>nder des TGAs aus, links,oben,rechts,unten)
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "F<>r einen jungen Magier ist es schwer, die Konzentration aufzubringen, die n<>tig ist, um m<>chtige Zauber zu wirken." );
Doc_SetFont ( nDocID, 1, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 1, "" );
Doc_PrintLines ( nDocID, 1, "Daher beginnt er mit einfachen Zaubern. Denn das wichtigste ist, sich zu konzentrieren und den gew<65>nschten Zauber zu visualisieren." );
Doc_PrintLine ( nDocID, 1, "" );
//Absatz
Doc_PrintLines ( nDocID, 1, "Wenn der Magier seinen Zauber fest vor Augen hat, ist es f<>r ihn ein leichtes, seine Magie durch die Rune zu b<>ndeln und so den Zauber zu wirken.");
Doc_Show ( nDocID );
if ((Npc_GetTalentSkill(hero, NPC_TALENT_MAGE) == 0) && (pcCanLearnMage == TRUE))
{
Npc_SetTalentSkill(hero, NPC_TALENT_MAGE, 1);
PrintS("Gelernt: Erster Kreis der Magie!");
Snd_Play ("LevelUp");
};
};
INSTANCE TestBuff (C_Item)
{
name = "Buff testen!!!1";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 0;
visual = "ItWr_Scroll_01.3DS"; //VARIATIONEN: ItWr_Scroll_01.3DS, ItWr_Scroll_02.3DS
material = MAT_LEATHER;
on_state[0] = UseTestBuff;
scemeName = "MAP";
description = "Buff-Tester!!!1";
};
func void UseTestBuff ()
{
var int nDocID;
nDocID = Doc_Create () ; // DocManager
Doc_SetPages ( nDocID, 1 ); //wieviel Pages
Doc_SetPage ( nDocID, 0, "letters.TGA" , 0 );
Doc_SetFont ( nDocID, 0, FONT_BookHeadline ); // -1 -> all pages
Doc_SetMargins ( nDocID, -1, 50, 50, 50, 50, 1 ); // 0 -> margins are in pixels
Doc_PrintLine ( nDocID, 0, "StandardBrief" );
Doc_SetFont ( nDocID, 0, FONT_Book ); // -1 -> all pages
Doc_PrintLine ( nDocID, 0, "" );
Doc_PrintLines ( nDocID, 0, "DU WURDEST GEBUFFT!!!1" );
Doc_Show ( nDocID );
Buff_Apply(hero, maxManaBuff);
Buff_Apply(hero, maxHealthBuff);
B_GivePlayerXP (400);
learnedHerb = TRUE;
};
INSTANCE ItWr_LegendBook (C_ITEM)
{
name = "Buch der Legenden";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 20;
visual = "ItWr_Book_02_05.3ds";
material = MAT_LEATHER;
on_state[0] = Use_LegendBook;
scemeName = "MAP";
TEXT[2] = "Ein Buch, voll mit alten Legenden.";
TEXT[5] = NAME_Value;
COUNT[5] = value;
description = "Buch der Legenden";
};
func void Use_LegendBook () {
Inv_Close(hero);
AI_Output(hero,hero,"ITWRLEGENDBOOK_HERO01"); //Das ist wirklich viel Text.
AI_Output(hero,hero,"ITWRLEGENDBOOK_HERO02"); //Kelsava oder Thirala werden bestimmt die richtige Legende finden.
};