instance ITAR_DJG_L(C_Item)
{
name = "Легкие доспехи охотника на драконов";
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] = 25;
value = value_itar_djg_l;
wear = WEAR_TORSO;
visual = "ItAr_Djg_L.3ds";
visual_change = "Armor_Djg_L.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_DJG_M(C_Item)
{
name = "Средние доспехи охотника на драконов";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection[PROT_EDGE] = 120;
protection[PROT_BLUNT] = 120;
protection[PROT_POINT] = 120;
protection[PROT_FIRE] = 75;
protection[PROT_MAGIC] = 35;
value = value_itar_djg_m;
wear = WEAR_TORSO;
visual = "ItAr_Djg_M.3ds";
visual_change = "Armor_Djg_M.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_DJG_H(C_Item)
{
name = "Тяжелые доспехи охотника на драконов";
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_djg_h;
wear = WEAR_TORSO;
visual = "ItAr_Djg_H.3ds";
visual_change = "Armor_Djg_H.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_DJG_Babe(C_Item)
{
name = "Женские доспехи охотника на драконов";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection[PROT_EDGE] = 60;
protection[PROT_BLUNT] = 60;
protection[PROT_POINT] = 60;
protection[PROT_FIRE] = 30;
protection[PROT_MAGIC] = 0;
value = VALUE_ITAR_DJG_Babe;
wear = WEAR_TORSO;
visual = "ItAr_Djg_L.3DS";
visual_change = "Armor_Djg_Babe.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;
};