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в compilation.d у меня нет щита, памагити)
Есть такое:
Есть такое:
instance TEST(C_Item)
{
name = "TEST";
mainflag = ITEM_KAT_NF;
flags = ITEM_2HD_SWD | ITEM_MISSION;
material = MAT_METAL;
value = 10;
damageTotal = 3000;
damagetype = DAM_EDGE;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
range = 160;
visual = "TEST.3DS";
on_equip = equip_2h_medium;
on_unequip = unequip_2h_medium;
description = name;
text[4] = "Chlen";
inv_animate = 1;
};
instance TEST1(C_Item)
{
name = "TEST1";
mainflag = ITEM_KAT_NF;
flags = ITEM_SWD | ITEM_MISSION;
material = MAT_METAL;
value = 10;
damageTotal = 3000;
damagetype = DAM_EDGE;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
range = 160;
visual = "TEST1.3DS";
on_equip = Equip_1H_02;
on_unequip = UnEquip_1H_02;
description = name;
text[4] = "Chlen";
inv_animate = 1;
};
instance TESTAR(C_ITEM)
{
name = "Test Armor";
mainflag = ITEM_KAT_ARMOR;
flags = ITEM_MISSION;
protection[PROT_EDGE] = 900;
protection[PROT_BLUNT] = 900;
protection[PROT_POINT] = 900;
protection[PROT_FIRE] = 900;
protection[PROT_MAGIC] = 900;
value = 2500;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
weight = 3;
wear = WEAR_TORSO;
visual = "DB_Adept_Ar.3ds";
on_equip = equip_otherarmor_pablo;
on_unequip = unequip_otherarmor_pablo;
visual_change = "TESTAR.asc";
visual_skin = 0;
material = MAT_METAL;
description = name;
text[0] = NAME_STR_NEEDED;
count[0] = cond_value[2];
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 TESTHELM(C_Item)
{
name = "TEST";
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
description = name;
flags = ITEM_MISSION;
inv_animate = 0;
inv_zbias = INVCAM_ENTF_HELM;
mainflag = ITEM_KAT_ARMOR;
material = MAT_LEATHER;
on_equip = Equip_ItAr_Hut;
on_unequip = UnEquip_ItAr_Hut;
protection[prot_blunt] = 0;
protection[prot_edge] = 0;
protection[prot_fire] = 0;
protection[prot_magic] = 0;
protection[prot_point] = 0;
visual = "TESTHELM.3ds";
visual_change = "TESTHELM.3ds";
visual_skin = 0;
wear = WEAR_HEAD;
value = 200;
text[0] = "Защита от рубящего: 0";
text[1] = "Защита от огня: 0";
//text[5] = "Требуется силы: 0";
text[5] = NAME_Value;
count[5] = value;
};
{
name = "TEST";
mainflag = ITEM_KAT_NF;
flags = ITEM_2HD_SWD | ITEM_MISSION;
material = MAT_METAL;
value = 10;
damageTotal = 3000;
damagetype = DAM_EDGE;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
range = 160;
visual = "TEST.3DS";
on_equip = equip_2h_medium;
on_unequip = unequip_2h_medium;
description = name;
text[4] = "Chlen";
inv_animate = 1;
};
instance TEST1(C_Item)
{
name = "TEST1";
mainflag = ITEM_KAT_NF;
flags = ITEM_SWD | ITEM_MISSION;
material = MAT_METAL;
value = 10;
damageTotal = 3000;
damagetype = DAM_EDGE;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
range = 160;
visual = "TEST1.3DS";
on_equip = Equip_1H_02;
on_unequip = UnEquip_1H_02;
description = name;
text[4] = "Chlen";
inv_animate = 1;
};
instance TESTAR(C_ITEM)
{
name = "Test Armor";
mainflag = ITEM_KAT_ARMOR;
flags = ITEM_MISSION;
protection[PROT_EDGE] = 900;
protection[PROT_BLUNT] = 900;
protection[PROT_POINT] = 900;
protection[PROT_FIRE] = 900;
protection[PROT_MAGIC] = 900;
value = 2500;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
weight = 3;
wear = WEAR_TORSO;
visual = "DB_Adept_Ar.3ds";
on_equip = equip_otherarmor_pablo;
on_unequip = unequip_otherarmor_pablo;
visual_change = "TESTAR.asc";
visual_skin = 0;
material = MAT_METAL;
description = name;
text[0] = NAME_STR_NEEDED;
count[0] = cond_value[2];
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 TESTHELM(C_Item)
{
name = "TEST";
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 1;
description = name;
flags = ITEM_MISSION;
inv_animate = 0;
inv_zbias = INVCAM_ENTF_HELM;
mainflag = ITEM_KAT_ARMOR;
material = MAT_LEATHER;
on_equip = Equip_ItAr_Hut;
on_unequip = UnEquip_ItAr_Hut;
protection[prot_blunt] = 0;
protection[prot_edge] = 0;
protection[prot_fire] = 0;
protection[prot_magic] = 0;
protection[prot_point] = 0;
visual = "TESTHELM.3ds";
visual_change = "TESTHELM.3ds";
visual_skin = 0;
wear = WEAR_HEAD;
value = 200;
text[0] = "Защита от рубящего: 0";
text[1] = "Защита от огня: 0";
//text[5] = "Требуется силы: 0";
text[5] = NAME_Value;
count[5] = value;
};