Pancerz.txt

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// 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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