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Dies sind die Grafiken aus dem G1 Waffenkatalog im Wog. Wir sollten hier gemeinsam festlegen, welche Visuals wie heißen sollten.
Das läuft so: Wenn ihr einen passenden Namen für ein Mesh gefunden habt, dann macht ihr einen Post mit dem Bild der Waffe und dem Scriptcode der Waffe. Wenn ich der Meinung bin, dass das so akzeptiert werden kann, baue ich den Code ein und entferne das Bild aus meinem Post. Daran seht Ihr ob ich euer Schwert bereits eingebaut habe. Wenn ihr mit einem Vorschlag eines anderen nicht einverstanden seid, bitte euch erstmal um Tolleranz, sollte das jedoch nicht ausreichen dürft ihr mit einem Post eurer Meinung ausdruck verleihen. Aber ich werd sauer, wenn ihr dafür keinen triftigen Gund habt.
[Bild: folteraxt.gif][Bild: lares_axt.jpg][Bild: silas_axt.jpg][Bild: axt.jpg][Bild: handaxt.jpg][Bild: verwitterte_axt.jpg]
Loonera Mondschlacht, Schlachtbeil, Bartaxt, Schiffsbeil, Beil, schauriges Schiffsbeil
[Bild: leichtes_gardeschwert.jpg][Bild: grobes_schwert.jpg]
grobes Schwert, altes Schwert
[Bild: herzensbrecher.jpg][Bild: steinbrecher.jpg][Bild: stahlgeflecht.jpg][Bild: morgenstern.jpg][Bild: stahlzunge.jpg]
Shurka die Wasserkeule, Schädeltrümmerer, Blutkeule, Stabkeule, Sternenkeule
[Bild: stachelkeule.jpg][Bild: blutfliegenstachel.jpg][Bild: streitkolben.jpg][Bild: fortunos_keule.jpg]
Stachelkeule, Blutfliegenstachel, Stachelknüppel, Blutfliegenstachel
[Bild: buddlerzucht.jpg][Bild: wundendorn.jpg][Bild: lurkerbiss.jpg][Bild: bauernwehr.jpg][Bild: kurzschwert.jpg]
Scarecrow, Jagdtmesser, Moleratklaue, Skavengerschnabel, grobes Breitschwert
[Bild: knueppel.jpg]
Knüppel
[Bild: uriziel.jpg]
Navriel Drachenfeuer
[Bild: rachestahl.jpg][Bild: grimmstahl.jpg][Bild: zornstahl.jpg][Bild: schwerer_zweihaender.jpg] itmw_2h_sword_heavy_1-4
Rachestahl, Blutstahl, Zornstahl, Adelsmacht
[Bild: blutschneide.jpg][Bild: roter_wind.jpg] itmw_2h_sword_01-2
Sukisu Killerhand, roter Wind
[Bild: daemonenklinge.jpg][Bild: soeldnerklinge.jpg][Bild: hueterklinge.jpg][Bild: schwerer_erz-zweihaender.gif][Bild: koenigsklinge.jpg][Bild: leichter_zweihaender.jpg]
Varanter Schneid (Soldatenschwert), Rittertugend (Ritterschwert), Tempelwächter, Bumansi-Crawlertod, Königsklinge (Lukkors Schwert), leichter Zweihänder
[Bild: orkisches_kriegsschwert.gif][Bild: krush_karrok.jpg][Bild: krush_brokdar.jpg][Bild: krush_varrok.jpg][Bild: krush_agash.jpg][Bild: krush_urrok.jpg][Bild: krush_pach.jpg]
Krush KruDar, Krush KarRock, Krush BrokDar, Krush Varrok, Krush Agasch, Krush UrRock, Krush Patch,
[Bild: ulu-mulu.jpg] [Bild: priesterstab.jpg][Bild: richtstab.jpg]
Ulu-Mulu, Stabkeule, Richtstab
Waffen G2
Einhänder
[Bild: meisterdegen.gif]
Hand des Meisters
Zweihänder
[Bild: krummschwert.gif] [Bild: heiliger_hammer.gif]
Großsäbel, Kriegshammer
httP://openmod.worldofgothic.com/Inf....php?p=103#103
Geändert von Nodrog (12.11.2010 um 15:54 Uhr)
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Code:
CONST int ItMw_Knochenfaust_damage = 110;
CONST int ItMw_Knochenfaust_condition = 110;
CONST int ItMw_Knochenfaust_range = 100;
CONST int ItMw_Knochenfaust_value = 1100;
CONST int ItMw_Himmelsfaust_damage = 110;
CONST int ItMw_Himmelsfaust_condition = 110;
CONST int ItMw_Himmelsfaust_range = 100;
CONST int ItMw_Himmelsfaust_value = 1100;
CONST int ItMw_Hoellenfaust_damage = 110;
CONST int ItMw_Hoellenfaust_condition = 110;
CONST int ItMw_Hoellenfaust_range = 100;
CONST int ItMw_Hoellenfaust_value = 1100;
CONST int ItMw_Todesfaust_damage = 110;
CONST int ItMw_Todesfaust_condition = 110;
CONST int ItMw_Todesfaust_range = 100;
CONST int ItMw_Todesfaust_value = 1100;
/********************************************************************************/
INSTANCE ItMw_Knochenfaust (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_2HD_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Skulamu die Knochenfaust";
value = ItMw_Knochenfaust_value;
damageTotal = ItMw_Knochenfaust_damage;
range = ItMw_Knochenfaust_range;
cond_value[2] = ItMw_Knochenfaust_condition;
visual = "ItMw_060_2h_axe_heavy_01.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_Himmelsfaust (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_2HD_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Symali die Himmelsfaust";
value = ItMw_Himmelsfaust_value;
damageTotal = ItMw_Himmelsfaust_damage;
range = ItMw_Himmelsfaust_range;
cond_value[2] = ItMw_Himmelsfaust_condition;
visual = "ItMw_070_2h_axe_heavy_03.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_Hoellenfaust (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_2HD_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Schubul die Höllenfaust";
value = ItMw_Hoellenfaust_value;
damageTotal = ItMw_Hoellenfaust_damage;
range = ItMw_Hoellenfaust_range;
cond_value[2] = ItMw_Hoellenfaust_condition;
visual = "ItMw_080_2h_axe_heavy_02.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_Todesfaust (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_2HD_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Simuley die Todesfaust";
value = ItMw_Todesfaust_value;
damageTotal = ItMw_Todesfaust_damage;
range = ItMw_Todesfaust_range;
cond_value[2] = ItMw_Todesfaust_condition;
visual = "ItMw_075_2h_axe_heavy_04.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
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Edelerz, Harpienhass, Windstreich, Breitschwert
[Bild: gardistenhand.jpg][Bild: sturmgefluester.jpg][Bild: kriegerurteil.jpg][Bild: breitschwert.jpg]
Code:
/*********************************************************************************
** Breitschwerter **
*********************************************************************************/
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Broad_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Breitschwert";
value = ItMw_1H_Sword_Broad_01_value;
damageTotal = ItMw_1H_Sword_Broad_01_damage;
range = ItMw_1H_Sword_Broad_01_range;
cond_value[2] = ItMw_1H_Sword_Broad_01_condition;
visual = "ItMw_1H_Sword_Broad_01.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Broad_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Windstreich";
value = ItMw_1H_Sword_Broad_02_value;
damageTotal = ItMw_1H_Sword_Broad_02_damage;
range = ItMw_1H_Sword_Broad_02_range;
cond_value[2] = ItMw_1H_Sword_Broad_02_condition;
visual = "ItMw_1H_Sword_Broad_02.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Broad_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Harpienhass";
value = ItMw_1H_Sword_Broad_03_value;
damageTotal = ItMw_1H_Sword_Broad_03_damage;
range = ItMw_1H_Sword_Broad_03_range;
cond_value[2] = ItMw_1H_Sword_Broad_03_condition;
visual = "ItMw_1H_Sword_Broad_03.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Broad_04 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Edelerz";
value = ItMw_1H_Sword_Broad_04_value;
damageTotal = ItMw_1H_Sword_Broad_04_damage;
range = ItMw_1H_Sword_Broad_04_range;
cond_value[2] = ItMw_1H_Sword_Broad_04_condition;
visual = "ItMw_1H_Sword_Broad_04.3DS";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
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Geändert von Nodrog (27.01.2008 um 15:34 Uhr)
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Orokus der Orkschlächter
[Bild: scars_schwert.jpg]
Drakuls Vampirklinge
[Bild: zweihaender.jpg]
Code:
CONST int ItMw_Vampirklinge_damage = 90;
CONST int ItMw_Vampirklinge_condition = 90;
CONST int ItMw_Vampirklinge_range = 120;
CONST int ItMw_Vampirklinge_value = 2000;
CONST int ItMw_Orkschlaechter_damage = 70;
CONST int ITMW_Orkschlaechter_Orkdamage = 50;
CONST int ItMw_Orkschlaechter_condition = 50;
CONST int ItMw_Orkschlaechter_range = 100;
CONST int ItMw_Orkschlaechter_value = 1500;
INSTANCE ItMw_Vampirklinge (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_2HD_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Vampirklinge";
value = ItMw_Vampirklinge_value;
damageTotal = ItMw_Vampirklinge_damage;
range = ItMw_Vampirklinge_range;
cond_value[2] = ItMw_Vampirklinge_condition;
visual = "ItMw_060_2h_sword_01.3DS";
effect = "SPELLFX_FIRESWORD_VAMPIRKLINGE";
text[0] = "Saugt dem Gegner Blut ab.";
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
INSTANCE ItMw_Orkschlaechter (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Orokus der Orkschlächter";
value = ItMw_Orkschlaechter_value;
damageTotal = ItMw_Orkschlaechter_damage;
range = ItMw_Orkschlaechter_range;
cond_value[2] = ItMw_Orkschlaechter_condition;
visual = "ItMw_065_1h_sword_bastard_04.3DS";
text[0] = "Bonusschaden gegen Orks";
count[0] = ITMW_Orkschlaechter_Orkdamage;
description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_TwoHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
Code:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Zusatzschaden für Orkschlächter
// ----------------------------------------------------
//
// other ist der Attacker! self ist das Opfer!
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
FUNC int Force_Orkschlaechter_condition ()
{
//Item bestimmen
VAR C_Item itm; itm = Npc_GetReadiedWeapon(other);
IF Hlp_GetInstanceID(itm) == ITMW_Orkschlaechter
&& self.guild > GIL_SEPERATOR_ORC
&& self.guild < GIL_URVIEH
{
IF (self.flags != NPC_FLAG_IMMORTAL)
{
RETURN TRUE;
};
};
};
FUNC void Force_Orkschlaechter_info ()
{
B_MagicHurtNpc (other, self, ITMW_Orkschlaechter_Orkdamage);
//Hier könnten noch Vfxe stehen oder Sondersachen wie HP Bonus oder ähnliches
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Zusatzschaden/Lebensabsaugung für Vampirklinge
// ----------------------------------------------------
//
// Gibt 20% des Schadens an den Angreifer in HP, wenn Opfer nicht Untot.
// Wenn Opfer untot, dann Schadensboni 20% des Schadens.
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
FUNC int Force_Vampirklinge_undead_condition ()
{
//Item bestimmen
VAR C_Item itm; itm = Npc_GetReadiedWeapon(other);
IF Hlp_GetInstanceID(itm) == ITMW_Vampirklinge
&& (self.guild == GIL_SKELETON
|| self.guild == GIL_SUMMONED_SKELETON
|| self.guild == GIL_SKELETON_MAGE
|| self.guild == GIL_GOBBO_SKELETON
|| self.guild == GIL_SUMMONED_GOBBO_SKELETON
|| self.guild == GIL_ZOMBIE
|| self.guild == GIL_SHADOWBEAST_SKELETON
|| self.guild == GIL_DEMON
|| self.guild == GIL_SUMMONED_DEMON
|| self.guild == GIL_Stoneguardian
|| self.guild == GIL_SHADOW
|| self.guild == GIL_UNDEADORC
){
IF (self.flags != NPC_FLAG_IMMORTAL)
{
RETURN TRUE;
};
};
};
FUNC void Force_Vampirklinge_undead_info ()
{
B_MagicHurtNpc (other, self, ITMW_Vampirklinge_damage / 5);
//Hier könnten noch Vfxe stehen oder Sondersachen wie HP Bonus oder ähnliches
Wld_PlayEffect("spellFX_Destroyundead_COLLIDE", self,self,0,0,0,FALSE);
};
FUNC int Force_Vampirklinge_condition ()
{
//Item bestimmen
VAR C_Item itm; itm = Npc_GetReadiedWeapon(other);
IF Hlp_GetInstanceID(itm) == ITMW_Vampirklinge
&& !(self.guild == GIL_SKELETON
|| self.guild == GIL_SUMMONED_SKELETON
|| self.guild == GIL_SKELETON_MAGE
|| self.guild == GIL_GOBBO_SKELETON
|| self.guild == GIL_SUMMONED_GOBBO_SKELETON
|| self.guild == GIL_ZOMBIE
|| self.guild == GIL_SHADOWBEAST_SKELETON
|| self.guild == GIL_DEMON
|| self.guild == GIL_SUMMONED_DEMON
|| self.guild == GIL_Stoneguardian
|| self.guild == GIL_SHADOW
|| self.guild == GIL_UNDEADORC
){
IF (self.flags != NPC_FLAG_IMMORTAL)
{
RETURN TRUE;
};
};
};
FUNC void Force_Vampirklinge_info ()
{
VAR int damage; damage = self.attribute[ATR_HITPOINTS] / 5;
IF damage > ITMW_Vampirklinge_damage / 5{
damage = ITMW_Vampirklinge_damage / 5;
};
IF damage > 0 {
damage = Hlp_Random(damage);
IF damage > 0 {
Npc_ChangeAttribute(other,ATR_HITPOINTS,damage);
Wld_PlayEffect("spellFX_SuckEnergy", self,self,0,0,0,FALSE);
};
};
};
Geändert von Nodrog (30.01.2008 um 07:21 Uhr)
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Geändert von Nodrog (17.08.2008 um 12:42 Uhr)
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Neuling
Bastardschwerter, Säbel, (ehem.) Erzwaffen
Rostiges Bastardschwert
[Bild: rostiges_bastardschwert.jpg]
ItMw_1H_Sword_Bastard_01
Bastardschwert
[Bild: schlachter.jpg]
ItMw_1H_Sword_Bastard_02
Altes Bastardschwert
[Bild: vollstrecker.jpg]
ItMw_1H_Sword_Bastard_03 // Mesh in G2 nicht gefunden!
El Bastardo
[Bild: el_bastardo.gif]
ItMw_1H_Sword_Bastard_04
Code:
/*****************************************************************************
******** Bastardschwerter **********
*****************************************************************************/
CONST int ItMw_1H_Sword_Bastard_01_damage = 10;
CONST int ItMw_1H_Sword_Bastard_01_condition = 10;
CONST int ItMw_1H_Sword_Bastard_01_range = 100;
CONST int ItMw_1H_Sword_Bastard_01_value = 0;
CONST int ItMw_1H_Sword_Bastard_02_damage = 10;
CONST int ItMw_1H_Sword_Bastard_02_condition = 10;
CONST int ItMw_1H_Sword_Bastard_02_range = 100;
CONST int ItMw_1H_Sword_Bastard_02_value = 0;
CONST int ItMw_1H_Sword_Bastard_03_damage = 10;
CONST int ItMw_1H_Sword_Bastard_03_condition = 10;
CONST int ItMw_1H_Sword_Bastard_03_range = 100;
CONST int ItMw_1H_Sword_Bastard_03_value = 0;
CONST int ItMw_1H_Sword_Bastard_04_damage = 10;
CONST int ItMw_1H_Sword_Bastard_04_condition = 10;
CONST int ItMw_1H_Sword_Bastard_04_range = 100;
CONST int ItMw_1H_Sword_Bastard_04_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Bastard_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Rostiges Bastardschwert";
value = ItMw_1H_Sword_Bastard_01_value;
damageTotal = ItMw_1H_Sword_Bastard_01_damage;
range = ItMw_1H_Sword_Bastard_01_range;
cond_value[2] = ItMw_1H_Sword_Bastard_01_condition;
visual = "ItMw_045_1h_Sword_Bastard_01.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Bastard_01; on_unequip = Unequip_Melee_Weapon_1H_Sword_Bastard_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Bastard_01 () { equipedItem = ItMw_1H_Sword_Bastard_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Bastard_01 () { equipedItem = ItMw_1H_Sword_Bastard_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Bastard_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Bastardschwert";
value = ItMw_1H_Sword_Bastard_02_value;
damageTotal = ItMw_1H_Sword_Bastard_02_damage;
range = ItMw_1H_Sword_Bastard_02_range;
cond_value[2] = ItMw_1H_Sword_Bastard_02_condition;
visual = "ItMw_058_1h_Sword_Bastard_02.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Bastard_02; on_unequip = Unequip_Melee_Weapon_1H_Sword_Bastard_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Bastard_02 () { equipedItem = ItMw_1H_Sword_Bastard_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Bastard_02 () { equipedItem = ItMw_1H_Sword_Bastard_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Bastard_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Altes Bastardschwert";
value = ItMw_1H_Sword_Bastard_03_value;
damageTotal = ItMw_1H_Sword_Bastard_03_damage;
range = ItMw_1H_Sword_Bastard_03_range;
cond_value[2] = ItMw_1H_Sword_Bastard_03_condition;
visual = "ItMw_1H_Sword_Bastard_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Bastard_03; on_unequip = Unequip_Melee_Weapon_1H_Sword_Bastard_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Bastard_03 () { equipedItem = ItMw_1H_Sword_Bastard_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Bastard_03 () { equipedItem = ItMw_1H_Sword_Bastard_03; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Bastard_04 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "El Bastardo";
value = ItMw_1H_Sword_Bastard_04_value;
damageTotal = ItMw_1H_Sword_Bastard_04_damage;
range = ItMw_1H_Sword_Bastard_04_range;
cond_value[2] = ItMw_1H_Sword_Bastard_04_condition;
visual = "ItMw_065_1h_sword_bastard_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Bastard_04; on_unequip = Unequip_Melee_Weapon_1H_Sword_Bastard_04; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Bastard_04 () { equipedItem = ItMw_1H_Sword_Bastard_04; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Bastard_04 () { equipedItem = ItMw_1H_Sword_Bastard_04; Unequip_Melee_Weapon(); };
________________________________________________________________________________ _________________
Schlachtsäbel
[Bild: gardeschwert.jpg]
ItMw_1H_Saebel_01 // Mesh in G2 nicht gefunden!
Piratensäbel
[Bild: piratensaebel.gif]
ItMw_1H_Saebel_02
El Sable
[Bild: rapier.gif]
ItMw_1H_Saebel_03
Code:
/*********************************************************************************
************** Säbelschwerter **************
*********************************************************************************/
CONST int ItMw_1H_Saebel_01_damage = 10;
CONST int ItMw_1H_Saebel_01_condition = 10;
CONST int ItMw_1H_Saebel_01_range = 100;
CONST int ItMw_1H_Saebel_01_value = 0;
CONST int ItMw_1H_Saebel_02_damage = 10;
CONST int ItMw_1H_Saebel_02_condition = 10;
CONST int ItMw_1H_Saebel_02_range = 100;
CONST int ItMw_1H_Saebel_02_value = 0;
CONST int ItMw_1H_Saebel_03_damage = 10;
CONST int ItMw_1H_Saebel_03_condition = 10;
CONST int ItMw_1H_Saebel_03_range = 100;
CONST int ItMw_1H_Saebel_03_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Saebel_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Schlachtsäbel";
value = ItMw_1H_Saebel_01_value;
damageTotal = ItMw_1H_Saebel_01_damage;
range = ItMw_1H_Saebel_01_range;
cond_value[2] = ItMw_1H_Saebel_01_condition;
visual = "ItMw_1H_Sword_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Saebel_01; on_unequip = Unequip_Melee_Weapon_1H_Saebel_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Saebel_01 () { equipedItem = ItMw_1H_Saebel_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Saebel_01 () { equipedItem = ItMw_1H_Saebel_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Saebel_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Piratensäbel";
value = ItMw_1H_Saebel_02_value;
damageTotal = ItMw_1H_Saebel_02_damage;
range = ItMw_1H_Saebel_02_range;
cond_value[2] = ItMw_1H_Saebel_02_condition;
visual = "ItMw_030_1h_sword_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Saebel_02; on_unequip = Unequip_Melee_Weapon_1H_Saebel_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Saebel_02 () { equipedItem = ItMw_1H_Saebel_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Saebel_02 () { equipedItem = ItMw_1H_Saebel_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Saebel_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "El Sable";
value = ItMw_1H_Saebel_03_value;
damageTotal = ItMw_1H_Saebel_03_damage;
range = ItMw_1H_Saebel_03_range;
cond_value[2] = ItMw_1H_Saebel_03_condition;
visual = "ItMw_050_1h_Sword_Rapier_01.3ds";
on_equip = Equip_Melee_Weapon_1H_Saebel_03; on_unequip = Unequip_Melee_Weapon_1H_Saebel_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Saebel_03 () { equipedItem = ItMw_1H_Saebel_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Saebel_03 () { equipedItem = ItMw_1H_Saebel_03; Unequip_Melee_Weapon(); };
________________________________________________________________________________ _____________________
Erzschwert
[Bild: erz-langschwert.gif]
ItMw_1H_Sword_Erz_01
Cura Crawlerbiss
[Bild: erz-schlachtklinge.gif]
ItMw_1H_Sword_Erz_02
Navriel Drachenbiss
[Bild: erz-drachentoeter.gif]
ItMw_1H_Sword_Erz_03
Code:
/*****************************************************************************
******** (ehem.) Erzwaffen **********
*****************************************************************************/
CONST int ItMw_1H_Sword_Erz_01_damage = 10;
CONST int ItMw_1H_Sword_Erz_01_condition = 10;
CONST int ItMw_1H_Sword_Erz_01_range = 100;
CONST int ItMw_1H_Sword_Erz_01_value = 0;
CONST int ItMw_1H_Sword_Erz_02_damage = 10;
CONST int ItMw_1H_Sword_Erz_02_condition = 10;
CONST int ItMw_1H_Sword_Erz_02_range = 100;
CONST int ItMw_1H_Sword_Erz_02_value = 0;
CONST int ItMw_1H_Sword_Erz_03_damage = 10;
CONST int ItMw_1H_Sword_Erz_03_condition = 10;
CONST int ItMw_1H_Sword_Erz_03_range = 100;
CONST int ItMw_1H_Sword_Erz_03_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Erz_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Erzschwert";
value = ItMw_1H_Sword_Erz_01_value;
damageTotal = ItMw_1H_Sword_Erz_01_damage;
range = ItMw_1H_Sword_Erz_01_range;
cond_value[2] = ItMw_1H_Sword_Erz_01_condition;
visual = "ItMw_045_1h_Sword_smith_02.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Erz_01; on_unequip = Unequip_Melee_Weapon_1H_Sword_Erz_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Erz_01 () { equipedItem = ItMw_1H_Sword_Erz_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Erz_01 () { equipedItem = ItMw_1H_Sword_Erz_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Erz_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Cura Crawlerbiss";
value = ItMw_1H_Sword_Erz_02_value;
damageTotal = ItMw_1H_Sword_Erz_02_damage;
range = ItMw_1H_Sword_Erz_02_range;
cond_value[2] = ItMw_1H_Sword_Erz_02_condition;
visual = "ItMw_075_1h_sword_smith_04.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Erz_02; on_unequip = Unequip_Melee_Weapon_1H_Sword_Erz_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Erz_02 () { equipedItem = ItMw_1H_Sword_Erz_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Erz_02 () { equipedItem = ItMw_1H_Sword_Erz_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Erz_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Navriel Drachenbiss";
value = ItMw_1H_Sword_Erz_03_value;
damageTotal = ItMw_1H_Sword_Erz_03_damage;
range = ItMw_1H_Sword_Erz_03_range;
cond_value[2] = ItMw_1H_Sword_Erz_03_condition;
visual = "ItMw_090_1h_sword_smith_05.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Erz_03; on_unequip = Unequip_Melee_Weapon_1H_Sword_Erz_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Erz_03 () { equipedItem = ItMw_1H_Sword_Erz_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Erz_03 () { equipedItem = ItMw_1H_Sword_Erz_03; Unequip_Melee_Weapon(); };
Geändert von X3n0n (17.11.2008 um 18:30 Uhr)
Grund: Update
-
Neuling
Kriegshammer
Schädelspalter
[Bild: kriegshammer.jpg]
ItMw_1H_Warhammer_01
Hammermacht
[Bild: orkhammer.jpg]
ItMw_1H_Warhammer_02
Golemgraus
[Bild: goetterhammer.jpg]
ItMw_1H_Warhammer_03
Code:
/*****************************************************************************
******** Kriegshammer **********
*****************************************************************************/
CONST int ItMw_1H_Warhammer_01_damage = 10;
CONST int ItMw_1H_Warhammer_01_condition = 10;
CONST int ItMw_1H_Warhammer_01_range = 100;
CONST int ItMw_1H_Warhammer_01_value = 0;
CONST int ItMw_1H_Warhammer_02_damage = 10;
CONST int ItMw_1H_Warhammer_02_condition = 10;
CONST int ItMw_1H_Warhammer_02_range = 100;
CONST int ItMw_1H_Warhammer_02_value = 0;
CONST int ItMw_1H_Warhammer_03_damage = 10;
CONST int ItMw_1H_Warhammer_03_condition = 10;
CONST int ItMw_1H_Warhammer_03_range = 100;
CONST int ItMw_1H_Warhammer_03_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Warhammer_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Schädelspalter";
value = ItMw_1H_Warhammer_01_value;
damageTotal = ItMw_1H_Warhammer_01_damage;
range = ItMw_1H_Warhammer_01_range;
cond_value[2] = ItMw_1H_Warhammer_01_condition;
visual = "ItMw_058_1h_warhammer_02.3DS";
on_equip = Equip_Melee_Weapon_1H_Warhammer_01; on_unequip = Unequip_Melee_Weapon_1H_Warhammer_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Warhammer_01 () { equipedItem = ItMw_1H_Warhammer_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Warhammer_01 () { equipedItem = ItMw_1H_Warhammer_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Warhammer_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Hammermacht";
value = ItMw_1H_Warhammer_02_value;
damageTotal = ItMw_1H_Warhammer_02_damage;
range = ItMw_1H_Warhammer_02_range;
cond_value[2] = ItMw_1H_Warhammer_02_condition;
visual = "ItMw_028_1h_warhammer_01.3DS";
on_equip = Equip_Melee_Weapon_1H_Warhammer_02; on_unequip = Unequip_Melee_Weapon_1H_Warhammer_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Warhammer_02 () { equipedItem = ItMw_1H_Warhammer_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Warhammer_02 () { equipedItem = ItMw_1H_Warhammer_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Warhammer_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_AXE; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Golemgraus";
value = ItMw_1H_Warhammer_03_value;
damageTotal = ItMw_1H_Warhammer_03_damage;
range = ItMw_1H_Warhammer_03_range;
cond_value[2] = ItMw_1H_Warhammer_03_condition;
visual = "ItMw_065_1h_warhammer_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Warhammer_03; on_unequip = Unequip_Melee_Weapon_1H_Warhammer_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Warhammer_03 () { equipedItem = ItMw_1H_Warhammer_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Warhammer_03 () { equipedItem = ItMw_1H_Warhammer_03; Unequip_Melee_Weapon(); };
Geändert von X3n0n (17.11.2008 um 20:09 Uhr)
-
Neuling
Schwerter
Rittertugend
[Bild: richtschwert.jpg]
ItMw_1H_Sword_Normal_01
Assassinenkult
[Bild: furchtbringer.jpg]
ItMw_1H_Sword_Normal_02
einfaches Schwert
[Bild: hassbringer.jpg]
ItMw_1H_Sword_Normal_03 // Mesh in Gothic 2 nicht vorhanden. Steht in den Scripts als nicht verwendet drin. Bitte Importieren!
edle Klinge
[Bild: siegbringer.jpg]
ItMw_1H_Sword_Normal_04
Code:
/********************************************************************************
************* normale Schwerter *********************
********************************************************************************/
CONST int ItMw_1H_Sword_Normal_01_damage = 10;
CONST int ItMw_1H_Sword_Normal_01_condition = 10;
CONST int ItMw_1H_Sword_Normal_01_range = 100;
CONST int ItMw_1H_Sword_Normal_01_value = 0;
CONST int ItMw_1H_Sword_Normal_02_damage = 10;
CONST int ItMw_1H_Sword_Normal_02_condition = 10;
CONST int ItMw_1H_Sword_Normal_02_range = 100;
CONST int ItMw_1H_Sword_Normal_02_value = 0;
CONST int ItMw_1H_Sword_Normal_03_damage = 10;
CONST int ItMw_1H_Sword_Normal_03_condition = 10;
CONST int ItMw_1H_Sword_Normal_03_range = 100;
CONST int ItMw_1H_Sword_Normal_03_value = 0;
CONST int ItMw_1H_Sword_Normal_04_damage = 10;
CONST int ItMw_1H_Sword_Normal_04_condition = 10;
CONST int ItMw_1H_Sword_Normal_04_range = 100;
CONST int ItMw_1H_Sword_Normal_04_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Normal_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Rittertugend";
value = ItMw_1H_Sword_Normal_01_value;
damageTotal = ItMw_1H_Sword_Normal_01_damage;
range = ItMw_1H_Sword_Normal_01_range;
cond_value[2] = ItMw_1H_Sword_Normal_01_condition;
visual = "ItMw_030_1h_PAL_Sword_02.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Normal_01; on_unequip = Unequip_Melee_Weapon_1H_Sword_Normal_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Normal_01 () { equipedItem = ItMw_1H_Sword_Normal_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Normal_01 () { equipedItem = ItMw_1H_Sword_Normal_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Normal_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Assassinenkult";
value = ItMw_1H_Sword_Normal_02_value;
damageTotal = ItMw_1H_Sword_Normal_02_damage;
range = ItMw_1H_Sword_Normal_02_range;
cond_value[2] = ItMw_1H_Sword_Normal_02_condition;
visual = "ItMw_037_1h_sword_long_02.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Normal_02; on_unequip = Unequip_Melee_Weapon_1H_Sword_Normal_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Normal_02 () { equipedItem = ItMw_1H_Sword_Normal_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Normal_02 () { equipedItem = ItMw_1H_Sword_Normal_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Normal_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "einfaches Schwert";
value = ItMw_1H_Sword_Normal_03_value;
damageTotal = ItMw_1H_Sword_Normal_03_damage;
range = ItMw_1H_Sword_Normal_03_range;
cond_value[2] = ItMw_1H_Sword_Normal_03_condition;
visual = "ItMw_1H_Sword_Long_03.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Normal_03; on_unequip = Unequip_Melee_Weapon_1H_Sword_Normal_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Normal_03 () { equipedItem = ItMw_1H_Sword_Normal_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Normal_03 () { equipedItem = ItMw_1H_Sword_Normal_03; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Normal_04 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "edle Klinge";
value = ItMw_1H_Sword_Normal_04_value;
damageTotal = ItMw_1H_Sword_Normal_04_damage;
range = ItMw_1H_Sword_Normal_04_range;
cond_value[2] = ItMw_1H_Sword_Normal_04_condition;
visual = "ItMw_045_1h_Sword_long_04.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Normal_04; on_unequip = Unequip_Melee_Weapon_1H_Sword_Normal_04; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Normal_04 () { equipedItem = ItMw_1H_Sword_Normal_04; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Normal_04 () { equipedItem = ItMw_1H_Sword_Normal_04; Unequip_Melee_Weapon(); };
_______________________________________________________________________
Kampfschwert
[Bild: kampfschwert.jpg]
ItMw_1H_Sword_Medium_01
Gnadentot
[Bild: prankenhieb.jpg]
ItMw_1H_Sword_Medium_02
Bürgerwehr
[Bild: kriegsschwert.jpg]
ItMw_1H_Sword_Medium_03
Code:
/********************************************************************************
************* mittlere Schwerter *********************
********************************************************************************/
CONST int ItMw_1H_Sword_Medium_01_damage = 10;
CONST int ItMw_1H_Sword_Medium_01_condition = 10;
CONST int ItMw_1H_Sword_Medium_01_range = 100;
CONST int ItMw_1H_Sword_Medium_01_value = 0;
CONST int ItMw_1H_Sword_Medium_02_damage = 10;
CONST int ItMw_1H_Sword_Medium_02_condition = 10;
CONST int ItMw_1H_Sword_Medium_02_range = 100;
CONST int ItMw_1H_Sword_Medium_02_value = 0;
CONST int ItMw_1H_Sword_Medium_03_damage = 10;
CONST int ItMw_1H_Sword_Medium_03_condition = 10;
CONST int ItMw_1H_Sword_Medium_03_range = 100;
CONST int ItMw_1H_Sword_Medium_03_value = 0;
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Medium_01 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Kampfschwert";
value = ItMw_1H_Sword_Medium_01_value;
damageTotal = ItMw_1H_Sword_Medium_01_damage;
range = ItMw_1H_Sword_Medium_01_range;
cond_value[2] = ItMw_1H_Sword_Medium_01_condition;
visual = "ItMw_035_1h_Sword_04.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Medium_01; on_unequip = Unequip_Melee_Weapon_1H_Sword_Medium_01; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Medium_01 () { equipedItem = ItMw_1H_Sword_Medium_01; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Medium_01 () { equipedItem = ItMw_1H_Sword_Medium_01; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Medium_02 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Gnadentot";
value = ItMw_1H_Sword_Medium_02_value;
damageTotal = ItMw_1H_Sword_Medium_02_damage;
range = ItMw_1H_Sword_Medium_02_range;
cond_value[2] = ItMw_1H_Sword_Medium_02_condition;
visual = "ItMw_055_1h_sword_long_05.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Medium_02; on_unequip = Unequip_Melee_Weapon_1H_Sword_Medium_02; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Medium_02 () { equipedItem = ItMw_1H_Sword_Medium_02; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Medium_02 () { equipedItem = ItMw_1H_Sword_Medium_02; Unequip_Melee_Weapon(); };
/********************************************************************************/
INSTANCE ItMw_1H_Sword_Medium_03 (C_Item){mainflag = ITEM_KAT_NF; flags = ITEM_SWD; material = MAT_METAL; damagetype = DAM_EDGE; cond_atr[2] = ATR_STRENGTH;
name = "Bürgerwehr";
value = ItMw_1H_Sword_Medium_03_value;
damageTotal = ItMw_1H_Sword_Medium_03_damage;
range = ItMw_1H_Sword_Medium_03_range;
cond_value[2] = ItMw_1H_Sword_Medium_03_condition;
visual = "ItMw_050_1h_sword_05.3DS";
on_equip = Equip_Melee_Weapon_1H_Sword_Medium_03; on_unequip = Unequip_Melee_Weapon_1H_Sword_Medium_03; description = name; TEXT[2] = NAME_Damage; COUNT[2] = damageTotal; TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2]; TEXT[4] = NAME_OneHanded; TEXT[5] = NAME_Value; COUNT[5] = value;};
FUNC void Equip_Melee_Weapon_1H_Sword_Medium_03 () { equipedItem = ItMw_1H_Sword_Medium_03; Equip_Melee_Weapon(); }; FUNC void Unequip_Melee_Weapon_1H_Sword_Medium_03 () { equipedItem = ItMw_1H_Sword_Medium_03; Unequip_Melee_Weapon(); };
Geändert von X3n0n (17.11.2008 um 20:36 Uhr)
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Hmm. Hier sind mittlerweile alle Bilder verschwunden. Was machen wir nun?
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Offensichtlich hat sich der Pfad der Itembilder verändert.
Sie liegen jetzt unter "http://www.worldofgothic.de/images/content/gothic2_bzw_gothic/waffen/..." also mit einem zusätzlichen /images/content.
Beispiel:
[Bild: folteraxt.gif]
Alle fragen sich wie kann ich noch schöner werden,
aber keiner fragt sich für wen.
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hmm scheint aber nicht auf alle zuzutreffen.
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Okay, ich such mal nach den neuen Bildern - ich finde den Katalog hier nämlich wirklich toll.
Ich werd alle deine Posts hier nacheinander reineditieren, immer wenn ich fertig bin.
[Bild: folteraxt.gif][Bild: lares_axt.jpg][Bild: silas_axt.jpg][Bild: axt.jpg][Bild: handaxt.jpg][Bild: verwitterte_axt.jpg]
Loonera Mondschlacht, Schlachtbeil, Bartaxt, Schiffsbeil, Beil, schauriges Schiffsbeil
[Bild: leichtes_gardeschwert.jpg][Bild: grobes_schwert.jpg]
grobes Schwert, altes Schwert
[Bild: herzensbrecher.jpg][Bild: steinbrecher.jpg][Bild: stahlgeflecht.jpg][Bild: morgenstern.jpg][Bild: stahlzunge.jpg]
Shurka die Wasserkeule, Schädeltrümmerer, Blutkeule, Stabkeule, Sternenkeule
[Bild: stachelkeule.jpg][Bild: blutfliegenstachel.jpg][Bild: streitkolben.jpg][Bild: fortunos_keule.jpg]
Stachelkeule, Blutfliegenstachel, Stachelknüppel, Blutfliegenstachel
[Bild: buddlerzucht.jpg][Bild: wundendorn.jpg][Bild: lurkerbiss.jpg][Bild: bauernwehr.jpg][Bild: kurzschwert.jpg]
Scarecrow, Jagdtmesser, Moleratklaue, Skavengerschnabel, grobes Breitschwert
[Bild: knueppel.jpg]
Knüppel
[Bild: uriziel.jpg]
Navriel Drachenfeuer
[Bild: rachestahl.jpg][Bild: grimmstahl.jpg][Bild: zornstahl.jpg][Bild: schwerer_zweihaender.jpg] itmw_2h_sword_heavy_1-4
Rachestahl, Blutstahl, Zornstahl, Adelsmacht
[Bild: blutschneide.jpg][Bild: roter_wind.jpg] itmw_2h_sword_01-2
Sukisu Killerhand, roter Wind
[Bild: daemonenklinge.jpg][Bild: soeldnerklinge.jpg][Bild: hueterklinge.jpg][Bild: schwerer_erz-zweihaender.gif][Bild: koenigsklinge.jpg][Bild: leichter_zweihaender.jpg]
Varanter Schneid (Soldatenschwert), Rittertugend (Ritterschwert), Tempelwächter, Bumansi-Crawlertod, Königsklinge (Lukkors Schwert), leichter Zweihänder
[Bild: orkisches_kriegsschwert.gif][Bild: krush_karrok.jpg][Bild: krush_brokdar.jpg][Bild: krush_varrok.jpg][Bild: krush_agash.jpg][Bild: krush_urrok.jpg][Bild: krush_pach.jpg]
Krush KruDar, Krush KarRock, Krush BrokDar, Krush Varrok, Krush Agasch, Krush UrRock, Krush Patch,
[Bild: ulu-mulu.jpg] [Bild: priesterstab.jpg][Bild: richtstab.jpg]
Ulu-Mulu, Stabkeule, Richtstab
Waffen G2
Einhänder
[Bild: meisterdegen.gif]
Hand des Meisters
Zweihänder
[Bild: krummschwert.gif] [Bild: heiliger_hammer.gif]
Großsäbel, Kriegshammer
Alle fragen sich wie kann ich noch schöner werden,
aber keiner fragt sich für wen.
Geändert von Shadowblade (12.11.2010 um 16:13 Uhr)
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Alle fragen sich wie kann ich noch schöner werden,
aber keiner fragt sich für wen.
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Tja, das sollten dann alle sein.
Alle fragen sich wie kann ich noch schöner werden,
aber keiner fragt sich für wen.
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Cool, danke. Ich hätte aus Faulheit ja nur den ersten Post kopiert. Der ist so eine Art ToDo Liste. Es ist ne heiden Arbeit alle Waffen aus den Spielen zu importieren.
Berechtigungen
- Neue Themen erstellen: Nein
- Themen beantworten: Nein
- Anhänge hochladen: Nein
- Beiträge bearbeiten: Nein
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