func void B_ItMw_TEXTCOUNT()
{
item.description = item.name;
item.TEXT[2] = NAME_Damage; item.COUNT[2] = item.damageTotal;
item.TEXT[3] = NAME_Str_needed; item.COUNT[3] = item.cond_value[2];
if (item.flags & ITEM_AXE) { item.TEXT[4] = NAME_OneHanded; }
else if (item.flags & ITEM_SWD) { item.TEXT[4] = NAME_OneHanded; }
else if (item.flags & ITEM_2HD_SWD) { item.TEXT[4] = NAME_TwoHanded; }
else if (item.flags & ITEM_2HD_AXE) { item.TEXT[4] = NAME_TwoHanded; };
if item.value > 0 { item.TEXT[5] = NAME_Value; item.COUNT[5] = item.value; };
};
func void B_Prt_ItAr(var string name,
var int EDGE,
var int BLUNT,
var int POINT,
var int FIRE,
var int MAGIC)
{
item.mainflag = ITEM_KAT_ARMOR;
item.flags = 0;
item.visual = ConcatStrings("ItAr_", name);
item.visual = ConcatStrings(item.visual, ".3ds");
item.visual_change = ConcatStrings("Armor_", name);
item.visual_change = ConcatStrings(item.visual_change, ".asc");
item.wear = WEAR_TORSO;
item.material = MAT_LEATHER;
item.protection[PROT_EDGE] = EDGE;
item.protection[PROT_BLUNT] = BLUNT;
item.protection[PROT_POINT] = POINT;
item.protection[PROT_FIRE] = FIRE;
item.protection[PROT_MAGIC] = MAGIC;
// текстовое поле
item.description = item.name;
if item.protection[PROT_EDGE] > 0 { item.TEXT[1] = NAME_Prot_Edge; item.COUNT[1] = item.protection[PROT_EDGE]; };
if item.protection[PROT_POINT] > 0 { item.TEXT[2] = NAME_Prot_Point; item.COUNT[2] = item.protection[PROT_POINT];};
if item.protection[PROT_FIRE] > 0 { item.TEXT[3] = NAME_Prot_Fire; item.COUNT[3] = item.protection[PROT_FIRE]; };
if item.protection[PROT_MAGIC] > 0 { item.TEXT[4] = NAME_Prot_Magic; item.COUNT[4] = item.protection[PROT_MAGIC];};
if item.value > 0 { item.TEXT[5] = NAME_Value; item.COUNT[5] = item.value; };
};
// ******************************************************
INSTANCE ITAR_PIR_L_Addon (C_Item)
{
name = "Piratenkleidung";
value = VALUE_ITAR_PIR_L_Addon;
B_Prt_ItAr("Pir_L_Addon",40,40,40,0,0);
};
// ******************************************************
instance ITAR_PIR_M_Addon (C_Item)
{
name = "Piratenrьstung";
value = VALUE_ITAR_PIR_M_Addon;
B_Prt_ItAr("PIR_M_ADDON",55,55,55,0,0);
};
// ******************************************************
instance ITAR_PIR_H_Addon (C_Item)
{
name = "Kapitдns Kleidung";
value = VALUE_ITAR_PIR_H_Addon;
B_Prt_ItAr("PIR_H_ADDON",60,60,60,0,0);
};
// ******************************************************
instance ITAR_Bloodwyn_Addon (C_Item)
{
name = "Bloodwyn Rьstung";
value = VALUE_ITAR_Bloodwyn_Addon;
B_Prt_ItAr("Bloodwyn_ADDON",70,70,70,0,0);
};
// ******************************************************
INSTANCE ITAR_Thorus_Addon (C_Item)
{
name = "Schwere Gardistenrьstung";
value = VALUE_ITAR_Thorus_Addon;
B_Prt_ItAr("Thorus_ADDON",70,70,70,0,0);
};
// ******************************************************
instance ITAR_Raven_Addon (C_Item)
{
name = "Ravens Rьstung";
value = VALUE_ITAR_Raven_Addon;
B_Prt_ItAr("Raven_ADDON",100,100,100,100,100);
};
// ******************************************************
instance ITAR_RANGER_Addon (C_Item)
{
name = "Rьstung des 'Rings des Wassers'";
value = VALUE_ITAR_Ranger_Addon;
B_Prt_ItAr("Ranger_ADDON",50,50,50,0,10);
};
// ******************************************************
INSTANCE ITAR_Fake_RANGER (C_Item)
{
name = "zerissene Rьstung";
value = VALUE_ITAR_Ranger_Addon;
B_Prt_ItAr("Ranger_ADDON",0,0,0,0,0);
};
// ******************************************************
INSTANCE ITAR_KDW_L_Addon (C_Item)
{
name = "Leichte KDW";
value = VALUE_ITAR_KDW_L_Addon;
B_Prt_ItAr("KDW_L_ADDON",50,50,50,25,25);
};
// ******************************************************
INSTANCE ITAR_MayaZombie_Addon (C_Item)
{
name = "alte Rьstung";
value = 0;
B_Prt_ItAr("Raven_ADDON",50,50,50,50,50);
//visual = "ItAr_Raven_ADDON.3ds";
visual_change = "Armor_MayaZombie_Addon.asc";
};
////////////////////////////////////////////////////////////////////////////////
//
// Magische Rьstungen
//
instance ItAr_FireArmor_Addon (C_Item)
{
name = "Magische Rьstung";
value = VALUE_ITAR_XARDAS;
B_Prt_ItAr("Xardas",100,100,100,50,50);
wear = WEAR_TORSO | WEAR_EFFECT;
effect = "SPELLFX_FIREARMOR";
};