// Gardisten ** INSTANCE GRD_ARMOR_L(C_Item) { name = "Lekka zbroja Stra�nika"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 45; protection [PROT_BLUNT] = 45; protection [PROT_POINT] = 5; protection [PROT_FIRE] = 20; protection [PROT_MAGIC] = 0; value = VALUE_GRD_ARMOR_L; wear = WEAR_TORSO; visual = "grdl.3ds"; visual_change = "Hum_GRDL_ARMOR.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; //TEXT[0] = ""; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_VLK_Q (C_Item) { name = "Str�j obywatela"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 10; protection [PROT_BLUNT] = 10; protection [PROT_POINT] = 10; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_VLK_L; wear = WEAR_TORSO; visual = "ItAr_VLK_L.3DS"; visual_change = "Armor_Vlk_01.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_VLK_W (C_Item) { name = "Str�j obywatela"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 10; protection [PROT_BLUNT] = 10; protection [PROT_POINT] = 10; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_VLK_L; wear = WEAR_TORSO; visual = "ItAr_VLK_L.3DS"; visual_change = "Armor_Vlk_02.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_VLK_E (C_Item) { name = "Str�j obywatela"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 10; protection [PROT_BLUNT] = 10; protection [PROT_POINT] = 10; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_VLK_L; wear = WEAR_TORSO; visual = "ItAr_VLK_L.3DS"; visual_change = "Armor_Vlk_03.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_VLK_R (C_Item) { name = "Str�j obywatela"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 10; protection [PROT_BLUNT] = 10; protection [PROT_POINT] = 10; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_VLK_L; wear = WEAR_TORSO; visual = "ItAr_VLK_L.3DS"; visual_change = "Armor_Vlk_04.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_VLK_T (C_Item) { name = "Str�j obywatela"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 10; protection [PROT_BLUNT] = 10; protection [PROT_POINT] = 10; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_VLK_L; wear = WEAR_TORSO; visual = "ItAr_VLK_L.3DS"; visual_change = "Armor_Vlk_05.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; INSTANCE ORE_ARMOR_H(C_Item) { name = "Wzmocniona zbroja magiczna"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 100; protection [PROT_BLUNT] = 100; protection [PROT_POINT] = 30; protection [PROT_FIRE] = 45; protection [PROT_MAGIC] = 15; value = VALUE_ORE_ARMOR_H; wear = WEAR_TORSO; visual = "magie.3ds"; visual_change = "Hum_MAGIE_ARMOR.asc"; visual_skin = 0; material = MAT_WOOD; description = name; TEXT[0] = "Kowal Stone jeszcze j� ulepszy�!"; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_MIL_Q (C_Item) { name = "Lekki pancerz stra�y"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 40; protection [PROT_BLUNT] = 40; protection [PROT_POINT] = 40; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_MIL_L; wear = WEAR_TORSO; visual = "ItAr_MIL_L.3DS"; visual_change = "Armor_Mil_M_V21.asc"; visual_skin = 21; material = MAT_LEATHER; on_equip = Equip_ITAR_MIL_L; on_unequip = UnEquip_ITAR_MIL_L; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; /*******************************************************************************************/ // ****************************************************** INSTANCE ITAR_MIL_W (C_Item) { name = "Lekki pancerz stra�y"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 40; protection [PROT_BLUNT] = 40; protection [PROT_POINT] = 40; protection [PROT_FIRE] = 0; protection [PROT_MAGIC] = 0; value = VALUE_ITAR_MIL_L; wear = WEAR_TORSO; visual = "ItAr_MIL_L.3DS"; visual_change = "Armor_Mil_M_V22.asc"; visual_skin = 22; material = MAT_LEATHER; on_equip = Equip_ITAR_MIL_L; on_unequip = UnEquip_ITAR_MIL_L; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_SCHWARZMAGIERNOVIZENROBE (C_Item) { name = "Szta Nowicjusza Cieni"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 100; protection [PROT_BLUNT] = 100; protection [PROT_POINT] = 100; protection [PROT_FIRE] = 50; protection [PROT_MAGIC] = 50; value = VALUE_ITAR_XARDAS; wear = WEAR_TORSO; visual = "ItAr_Xardas.3ds"; visual_change = "Armor_SMN.asc"; visual_skin = 0; material = MAT_LEATHER; description = name; TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE]; TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT]; TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE]; TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC]; TEXT[5] = NAME_Value; COUNT[5] = value; }; // ****************************************************** INSTANCE ITAR_Dunklerumhang(C_Item) { name = "Dunkler umhang eines Magiers"; mainflag = ITEM_KAT_ARMOR; flags = 0; protection [PROT_EDGE] = 150; protection [PROT_BLUNT] = 150; protection [PROT_POINT] = 150; protection [PROT_FIRE] = 100; protection [PROT_MAGIC] = 50; value = VALUE_ITAR_xardas; wear = WEAR_TORSO; visual = "ItAr_xardas.3ds"; visual_cha...
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