O temacie
Autor Cirmius
Zaczęty 10.02.2010 roku
Wyświetleń 4440
Odpowiedzi 12
Cirmius
INSTANCE ItMw_sword4 (C_Item) { name = "Sword4";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Light_Smith_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;};
Adanos Administrator
DDark Gość
Dopisz do pliku IT_Melee_Weapons ten swój skrypt miecza powinno zadziałaćGothic2NK\_Work\data\Scripts\content\Items
*/
INSTANCE ItMw_sword1 (C_Item) { name = "Sword1";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Heavy_Smith_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_sword2 (C_Item) { name = "Sword2";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Heavy_Smith_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_sword3 (C_Item) { name = "Sword3";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Light_Smith_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_sword4 (C_Item) { name = "Sword4";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Light_Smith_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_sword5 (C_Item) { name = "Sword5";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Smith_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_2h_Sword_Smith_02 (C_Item) { name = "Sword6";mainflag = ITEM_KAT_NF;flags = ITEM_2HD_SWD; material = MAT_METAL;value = Value_Blessed_2H_2;damageTotal = Damage_Blessed_2H_2;damagetype = DAM_EDGE;range = Range_Blessed_2H_2; cond_atr[2] = ATR_STRENGTH;cond_value[2] = Condition_Blessed_2H_2;visual = "DB_ItMw_2H_Sword_Smith_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;};*/
maciejG
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];TEXT[4] = NAME_TwoHanded;TEXT[5] = NAME_Value; COUNT[5] = value;};[b]*/[/b]
heniu