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Potions.d
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Potions.d
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// ************************************************************************************************
// Wirkung und Kosten von Tränken
// ************************************************************************************************
// Heilung
const int Value_HpEssenz = 25; const int HP_Essenz = 50;
const int Value_HpExtrakt = 35; const int HP_Extrakt = 70;
const int Value_HpElixier = 50; const int HP_Elixier = 100;
// Mana (Magier)
const int Value_ManaEssenz = 25; const int Mana_Essenz = 30;
const int Value_ManaExtrakt = 45; const int Mana_Extrakt = 50;
const int Value_ManaElixier = 65; const int Mana_Elixier = 70;
// Mana (Bruderschaft)
const int Value_Elixier1 = 95; const int Mana_Elixier1 = 100;
// Permanente Attribut-Steigerungen
// FIXME: sind die zu kaufen (müüsen dann teuer sein) oder zu fnden (dann evtl. billiger)
// FIXME: Textanzeige der Attribut-Änderung bei Benutzung möglich?
const int Value_ElixierEgg = 1; const int ManaMax_ElixierEgg = 10; // FIXME: was wenn der SC das selbst benutzt??
const int Value_StrEssenz = 300; const int STR_Essenz = 3;
const int Value_StrExtrakt = 500; const int STR_Extrakt = 5;
const int Value_StrElixier = 800; const int STR_Elixier = 8;
const int Value_DexEssenz = 300; const int DEX_Essenz = 3;
const int Value_DexExtrakt = 500; const int DEX_Extrakt = 5;
const int Value_DexElixier = 800; const int DEX_Elixier = 8;
// Trank der Macht
const int Value_StrDex_Macht = 800; const int StrDex_Macht = 4;
// Trank der Herrschaft
const int Value_StrDex_Herrschaft = 1200; const int StrDex_Herrschaft = 6;
const int Value_HpMaxEssenz = 500; const int HPMax_Essenz = 5;
const int Value_HpMaxExtrakt = 1000; const int HPMax_Extrakt = 10;
const int Value_HpMaxElixier = 1500; const int HPMax_Elixier = 15;
const int Value_ManaMaxEssenz = 500; const int ManaMax_Essenz = 5;
const int Value_ManaMaxExtrakt = 1000; const int ManaMax_Extrakt = 10;
const int Value_ManaMaxElixier = 1500; const int ManaMax_Elixier = 15;
// Speed-Potions
const int Value_Haste1 = 100; const int Time_Haste1 = 60000; // 1 min.
const int Value_Haste2 = 150; const int Time_Haste2 = 120000; // 2 min.
const int Value_Haste3 = 200; const int Time_Haste3 = 300000; // 5 min.
/******************************************************************************************/
// MANATRÄNKE //
/******************************************************************************************/
INSTANCE ItFo_Potion_Mana_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaEssenz;
visual = "ItFo_Potion_Mana_01.3ds";
material = MAT_GLAS;
on_state[0] = UseManaPotion;
scemeName = "POTIONFAST";
description = "Essenz magischer Energie";
TEXT[1] = NAME_Bonus_Mana; COUNT[1] = Mana_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaEssenz;
};
FUNC VOID UseManaPotion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseManaPotion");
Npc_ChangeAttribute (self, ATR_MANA, Mana_Essenz);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Mana_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaExtrakt;
visual = "ItFo_Potion_Mana_02.3ds";
material = MAT_GLAS;
on_state[0] = UseMana2Potion;
scemeName = "POTIONFAST";
description = "Extrakt magischer Energie";
TEXT[1] = NAME_Bonus_Mana; COUNT[1] = Mana_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaExtrakt;
};
FUNC VOID UseMana2Potion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseMana2Potion");
Npc_ChangeAttribute (self, ATR_MANA, Mana_Extrakt);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Mana_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaElixier;
visual = "ItFo_Potion_Mana_03.3ds";
material = MAT_GLAS;
on_state[0] = UseMana3Potion;
scemeName = "POTIONFAST";
description = "Elixier magischer Energie";
TEXT[1] = NAME_Bonus_Mana; COUNT[1] = Mana_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaElixier;
};
FUNC VOID UseMana3Potion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseMana3Potion");
Npc_ChangeAttribute (self, ATR_MANA, Mana_Elixier);
};
/******************************************************************************************/
// MANA ELIXIERE BRUDERSCHAFT//
INSTANCE ItFo_Potion_Elixier(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_Elixier1;
visual = "ItFo_Potion_Elixier.3ds";
material = MAT_GLAS;
on_state[0] = UseElixier;
scemeName = "POTIONFAST";
description = "Elixier";
TEXT[1] = NAME_Bonus_Mana; COUNT[1] = Mana_Elixier1;
TEXT[5] = NAME_Value; COUNT[5] = Value_Elixier1;
};
func void UseElixier ()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseElixier");
Npc_ChangeAttribute (self, ATR_MANA, Mana_Elixier1);
};
/******************************************************************************************/
// HEILTRÄNKE //
/******************************************************************************************/
INSTANCE ItFo_Potion_Health_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpEssenz;
visual = "ItFo_Potion_Health_01.3ds";
material = MAT_GLAS;
on_state[0] = UseHealthPotion;
scemeName = "POTIONFAST";
description = "Essenz heilender Kraft ";
TEXT[1] = NAME_Bonus_HP; COUNT[1] = HP_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpEssenz;
};
FUNC VOID UseHealthPotion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseHealthPotion");
Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Essenz);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Health_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpExtrakt;
visual = "ItFo_Potion_Health_02.3ds";
material = MAT_GLAS;
on_state[0] = UseHealth2Potion;
scemeName = "POTIONFAST";
description = "Extrakt heilender Kraft ";
TEXT[1] = NAME_Bonus_HP; COUNT[1] = HP_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpExtrakt;
};
FUNC VOID UseHealth2Potion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseHealthPotion");
Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Extrakt);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Health_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpElixier;
visual = "ItFo_Potion_Health_01.3ds";
material = MAT_GLAS;
on_state[0] = UseHealth3Potion;
scemeName = "POTIONFAST";
description = "Elixier heilender Kraft ";
TEXT[1] = NAME_Bonus_HP; COUNT[1] = HP_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpElixier;
};
FUNC VOID UseHealth3Potion()
{
PrintDebugNpc (PD_ITEM_MOBSI, "UseHealthPotion");
Npc_ChangeAttribute (self, ATR_HITPOINTS, HP_Elixier);
};
/******************************************************************************************/
// TRÄNKE FÜR PERMANENTE ATTRIBUT-ÄNDERUNGEN!
/******************************************************************************************/
/******************************************************************************************/
INSTANCE ItFo_Potion_Elixier_Egg(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ElixierEgg;
visual = "ItFo_Potion_Elixier_Egg.3ds";
material = MAT_GLAS;
on_state[0] = UseEggElixier;
scemeName = "POTIONFAST";
description = "Crawler Elixier";
TEXT[0] = "ermöglicht Kontakt zum Schläfer";
TEXT[1] = NAME_Bonus_ManaMax; COUNT[1] = ManaMax_ElixierEgg;
TEXT[5] = NAME_Value; COUNT[5] = Value_ElixierEgg;
};
func void UseEggElixier ()
{
B_RaiseAttribute (ATR_MANA_MAX, ManaMax_ElixierEgg);
};
/******************************************************************************************/
//STRENGTH
INSTANCE ItFo_Potion_Strength_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_StrEssenz;
visual = "ItFo_Potion_Strength_01.3ds";
material = MAT_GLAS;
on_state[0] = UseStrengthPotion;
scemeName = "POTIONFAST";
description = "Essenz der Stärke";
TEXT[1] = NAME_Bonus_Str; COUNT[1] = STR_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_StrEssenz;
};
FUNC VOID UseStrengthPotion()
{
B_RaiseAttribute (ATR_STRENGTH, STR_Essenz);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Strength_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_StrExtrakt;
visual = "ItFo_Potion_Strength_02.3ds";
material = MAT_GLAS;
on_state[0] = UseStrength2Potion;
scemeName = "POTIONFAST";
description = "Extrakt der Stärke";
TEXT[1] = NAME_Bonus_Str; COUNT[1] = STR_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_StrExtrakt;
};
FUNC VOID UseStrength2Potion()
{
B_RaiseAttribute (ATR_STRENGTH, STR_Extrakt);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Strength_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_StrElixier;
visual = "ItFo_Potion_Strength_03.3ds";
material = MAT_GLAS;
on_state[0] = UseStrength3Potion;
scemeName = "POTIONFAST";
description = "Elixier der Stärke";
TEXT[1] = NAME_Bonus_Str; COUNT[1] = STR_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_StrElixier;
};
FUNC VOID UseStrength3Potion()
{
B_RaiseAttribute (ATR_STRENGTH, STR_Elixier);
};
/******************************************************************************************/
// DEXTERITY
INSTANCE ItFo_Potion_Dex_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_DexEssenz;
visual = "ItFo_Potion_Dex_01.3ds";
material = MAT_GLAS;
on_state[0] = UseDexPotion;
scemeName = "POTIONFAST";
description = "Essenz der Geschicklichkeit";
TEXT[1] = NAME_Bonus_Dex; COUNT[1] = DEX_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_DexEssenz;
};
FUNC VOID UseDexPotion()
{
B_RaiseAttribute (ATR_DEXTERITY, DEX_Essenz);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Dex_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_DexExtrakt;
visual = "ItFo_Potion_Dex_02.3ds";
material = MAT_GLAS;
on_state[0] = UseDex2Potion;
scemeName = "POTIONFAST";
description = "Extrakt der Geschicklichkeit";
TEXT[1] = NAME_Bonus_Dex; COUNT[1] = DEX_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_DexExtrakt;
};
FUNC VOID UseDex2Potion()
{
B_RaiseAttribute (ATR_DEXTERITY, DEX_Extrakt);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Dex_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_DexElixier;
visual = "ItFo_Potion_Dex_03.3ds";
material = MAT_GLAS;
on_state[0] = UseDex3Potion;
scemeName = "POTIONFAST";
description = "Elixier der Geschicklichkeit";
TEXT[1] = NAME_Bonus_Dex; COUNT[1] = DEX_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_DexElixier;
};
FUNC VOID UseDex3Potion()
{
B_RaiseAttribute (ATR_DEXTERITY, DEX_Elixier);
};
/******************************************************************************************/
// STRENGTH & DEX
INSTANCE ItFo_Potion_Master_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_StrDex_Macht;
visual = "ItFo_Potion_Master_01.3ds";
material = MAT_GLAS;
on_state[0] = UseMasterPotion;
scemeName = "POTIONFAST";
description = "Trank der Macht";
TEXT[1] = NAME_Bonus_Dex; COUNT[1] = StrDex_Macht;
TEXT[2] = NAME_Bonus_Str; COUNT[2] = StrDex_Macht;
TEXT[5] = NAME_Value; COUNT[5] = Value_StrDex_Macht;
};
FUNC VOID UseMasterPotion()
{
Npc_ChangeAttribute (self, ATR_STRENGTH, StrDex_Macht);
Npc_ChangeAttribute (self, ATR_DEXTERITY, StrDex_Macht);
var string msg;
msg = ConcatStrings(NAME_RaiseStrDex , IntToString(StrDex_Macht));
PrintScreen (msg, -1,-1,"FONT_OLD_20_WHITE.TGA",_TIME_MESSAGE_RAISEATTRIBUTE);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Master_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_StrDex_Herrschaft;
visual = "ItFo_Potion_Master_02.3ds";
material = MAT_GLAS;
on_state[0] = UseMaster2Potion;
scemeName = "POTIONFAST";
description = "Trank der Herrschaft";
TEXT[1] = NAME_Bonus_Dex; COUNT[1] = StrDex_Herrschaft;
TEXT[2] = NAME_Bonus_Str; COUNT[2] = StrDex_Herrschaft;
TEXT[5] = NAME_Value; COUNT[5] = Value_StrDex_Herrschaft;
};
FUNC VOID UseMaster2Potion()
{
Npc_ChangeAttribute (self, ATR_STRENGTH, StrDex_Herrschaft);
Npc_ChangeAttribute (self, ATR_DEXTERITY, StrDex_Herrschaft);
var string msg;
msg = ConcatStrings(NAME_RaiseStrDex , IntToString(StrDex_Herrschaft));
PrintScreen (msg, -1,-1,"FONT_OLD_20_WHITE.TGA",_TIME_MESSAGE_RAISEATTRIBUTE);
};
/******************************************************************************************/
// Hitpoints
INSTANCE ItFo_Potion_Health_Perma_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpMaxEssenz;
visual = "ItFo_Potion_Health_Perma_01.3ds";
material = MAT_GLAS;
on_state[0] = UseLifePotion;
scemeName = "POTIONFAST";
description = "Essenz des Lebens";
TEXT[1] = NAME_Bonus_HpMax; COUNT[1] = HPMax_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpMaxEssenz;
};
FUNC VOID UseLifePotion()
{
B_RaiseAttribute (ATR_HITPOINTS_MAX, HPMax_Essenz);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Health_Perma_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpMaxExtrakt;
visual = "ItFo_Potion_Health_Perma_02.3ds";
material = MAT_GLAS;
on_state[0] = UseLife2Potion;
scemeName = "POTIONFAST";
description = "Extrakt des Lebens";
TEXT[1] = NAME_Bonus_HpMax; COUNT[1] = HPMax_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpMaxExtrakt;
};
FUNC VOID UseLife2Potion()
{
B_RaiseAttribute (ATR_HITPOINTS_MAX, HPMax_Extrakt);
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Health_Perma_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_HpMaxElixier;
visual = "ItFo_Potion_Health_Perma_03.3ds";
material = MAT_GLAS;
on_state[0] = UseLife3Potion;
scemeName = "POTIONFAST";
description = "Elixier des Lebens";
TEXT[1] = NAME_Bonus_HpMax; COUNT[1] = HPMax_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_HpMaxElixier;
};
FUNC VOID UseLife3Potion()
{
B_RaiseAttribute (ATR_HITPOINTS_MAX, HPMax_Elixier);
};
/******************************************************************************************/
// MANA
INSTANCE ItFo_Potion_Mana_Perma_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaMaxEssenz;
visual = "ItFo_Potion_Mana_Perma_01.3ds";
material = MAT_GLAS;
on_state[0] = UseNectarPotion;
scemeName = "POTIONFAST";
description = "Essenz des Geistes";
TEXT[1] = NAME_Bonus_ManaMax; COUNT[1] = ManaMax_Essenz;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaMaxEssenz;
};
FUNC VOID UseNectarPotion()
{
B_RaiseAttribute (ATR_MANA_MAX, ManaMax_Essenz);
PrintDebugNpc (PD_ITEM_MOBSI, "Ich trinke Magie");
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Mana_Perma_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaMaxExtrakt;
visual = "ItFo_Potion_Mana_Perma_02.3ds";
material = MAT_GLAS;
on_state[0] = UseNectar2Potion;
scemeName = "POTIONFAST";
description = "Extrakt des Geistes";
TEXT[1] = NAME_Bonus_ManaMax; COUNT[1] = ManaMax_Extrakt;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaMaxExtrakt;
};
FUNC VOID UseNectar2Potion()
{
B_RaiseAttribute (ATR_MANA_MAX, ManaMax_Extrakt);
PrintDebugNpc (PD_ITEM_MOBSI, "Ich trinke Magie");
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Mana_Perma_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_ManaMaxElixier;
visual = "ItFo_Potion_Mana_Perma_03.3ds";
material = MAT_GLAS;
on_state[0] = UseNectar3Potion;
scemeName = "POTIONFAST";
description = "Elixier des Geistes";
TEXT[1] = NAME_Bonus_ManaMax; COUNT[1] = ManaMax_Elixier;
TEXT[5] = NAME_Value; COUNT[5] = Value_ManaMaxElixier;
};
FUNC VOID UseNectar3Potion()
{
B_RaiseAttribute (ATR_MANA_MAX, ManaMax_Elixier);
PrintDebugNpc (PD_ITEM_MOBSI, "Ich trinke Magie");
};
/******************************************************************************************/
// SPEED-POTIONS //
/******************************************************************************************/
INSTANCE ItFo_Potion_Haste_01(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_Haste1;
visual = "ItFo_Potion_Haste_01.3ds";
material = MAT_GLAS;
on_state[0] = UseHastePotion;
scemeName = "POTIONFAST";
description = "Trank der Geschwindigkeit";
TEXT[1] = "Ermöglicht kurzzeitiges Sprinten ";
TEXT[3] = NAME_Duration; COUNT[3] = Time_Haste1/60000;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID UseHastePotion()
{
Mdl_ApplyOverlayMDSTimed (self, "HUMANS_SPRINT.MDS", Time_Haste1);
PrintDebugNpc (PD_ITEM_MOBSI, "jetzt bin ich schnell");
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Haste_02(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_Haste1;
visual = "ItFo_Potion_Haste_01.3ds";
material = MAT_GLAS;
on_state[0] = UseHastePotion2;
scemeName = "POTIONFAST";
description = "Trank der Schnelligkeit";
TEXT[1] = "Ermöglicht Sprinten ";
TEXT[3] = NAME_Duration; COUNT[3] = Time_Haste2/60000;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID UseHastePotion2()
{
Mdl_ApplyOverlayMDSTimed (self, "HUMANS_SPRINT.MDS", Time_Haste2);
PrintDebugNpc (PD_ITEM_MOBSI, "jetzt bin ich schnell");
};
/******************************************************************************************/
INSTANCE ItFo_Potion_Haste_03(C_Item)
{
name = NAME_Trank;
mainflag = ITEM_KAT_POTIONS;
flags = ITEM_MULTI;
value = Value_Haste1;
visual = "ItFo_Potion_Haste_01.3ds";
material = MAT_GLAS;
on_state[0] = UseHastePotion3;
scemeName = "POTIONFAST";
description = "Trank der Eile";
TEXT[1] = "Ermöglicht längeres Sprinten ";
TEXT[3] = NAME_Duration; COUNT[3] = Time_Haste3/60000;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID UseHastePotion3()
{
Mdl_ApplyOverlayMDSTimed (self, "HUMANS_SPRINT.MDS", Time_Haste3);
PrintDebugNpc (PD_ITEM_MOBSI, "jetzt bin ich schnell");
};