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  1. // *****************************************************
  2. // Waffen in der Welt (ab Kapitel 1)
  3. // ---------------------------------
  4. // Hier alle Waffen, die bei mortal-NSCs
  5. // oder in die Welt objektiert zu finden sind
  6. // Alle haben sehr geringen Wert
  7. // Alle können (theoretisch) in Kapitel 1 erlangt werden
  8. // *****************************************************
  9.  
  10. const int Waffenbonus_01 = 1;
  11. const int Waffenbonus_02 = 2;
  12. const int Waffenbonus_03 = 3;
  13. const int Waffenbonus_04 = 4;
  14. const int Waffenbonus_05 = 5;
  15. const int Waffenbonus_06 = 6;
  16. const int Waffenbonus_07 = 7;
  17. const int Waffenbonus_08 = 8;
  18. const int Waffenbonus_09 = 9;
  19. const int Waffenbonus_10 = 10;
  20. // *****************************************************
  21. //Dolch - ItMw_1h_Vlk_Dagger
  22. const int Damage_VLKDolch = 5;
  23. const int Condition_VLKDolch = 5;
  24. const int Range_VLKDolch = 50;
  25. const int Value_VLKDolch = 5;
  26. //Schürhaken - ItMw_1H_Mace_L_01
  27. const int Damage_Schuerhaken = 5;
  28. const int Condition_Schuerhaken = 5;
  29. const int Range_Schuerhaken = 50;
  30. const int Value_Schuerhaken = 5;
  31. //Sichel - ItMw_1h_Bau_Axe
  32. const int Damage_BauAxe = 7;
  33. const int Condition_BauAxe = 5;
  34. const int Range_BauAxe = 50;
  35. const int Value_BauAxe = 10;
  36. //Goldene Sichel - ItMw_1h_Bau_Axe
  37. const int Damage_Sichel01 = 15;
  38. const int Condition_Sichel01 = 5;
  39. const int Range_Sichel01 = 50;
  40. const int Value_Sichel01 = 200;
  41. //Gehstock - ItMw_1h_Vlk_Mace
  42. const int Damage_VLKMace = 8;
  43. const int Condition_VLKMace = 5;
  44. const int Range_VLKMace = 70;
  45. const int Value_VLKMace = 10;
  46. //Belegnagel - ItMw_1H_Mace_L_03
  47. const int Damage_Belegnagel = 8;
  48. const int Condition_Belegnagel = 10;
  49. const int Range_Belegnagel = 70;
  50. const int Value_Belegnagel = 5;
  51. //schwerer Ast - ItMw_1h_Bau_Mace
  52. const int Damage_BauMace = 10;
  53. const int Condition_BauMace = 10;
  54. const int Range_BauMace = 70;
  55. const int Value_BauMace = 1;
  56. //Holzkeule - ItMw_1h_Bau_Mace //ADDON
  57. const int Damage_Windknecht = 15;
  58. const int Condition_Windknecht = 25;
  59. const int Range_Windknecht = 65;
  60. const int Value_Windknecht = 25;
  61. //Steinkeule - ItMw_1h_Bau_Mace //ADDON
  62. const int Damage_Steinkeule = 25;
  63. const int Condition_Steinkeule = 15;
  64. const int Range_Steinkeule = 65;
  65. const int Value_Steinkeule = 50;
  66. //Beil - ItMw_1h_Vlk_Axe
  67. const int Damage_VLKAxe = 20;
  68. const int Condition_VLKAxe = 10;
  69. const int Range_VLKAxe = 50;
  70. const int Value_VLKAxe = 200;
  71. //Schmiedehammer - ItMw_1H_Mace_L_04
  72. const int Damage_Schmiedehammer = 20;
  73. const int Condition_Schmiedehammer = 10;
  74. const int Range_Schmiedehammer = 30;
  75. const int Value_Schmiedehammer = 200;
  76. //Kurzschwert der Miliz - MILIZ - NEUE INSTANZ
  77. const int Damage_ShortSword1 = 20;
  78. const int Condition_ShortSword1 = 10;
  79. const int Range_ShortSword1 = 50;
  80. const int Value_ShortSword1 = 250;
  81. // Nagelknüppel - für BANDITEN - NEUE INSTANZ
  82. const int Damage_Nagelknueppel = 25;
  83. const int Condition_Nagelknueppel = 10;
  84. const int Range_Nagelknueppel = 60;
  85. const int Value_Nagelknueppel = 50;
  86. //Wolfsmesser - ItMw_1H_Sword_L_03 //ADDON
  87. const int Damage_Wolfsmesser = 30;
  88. const int Condition_Wolfsmesser = 10;
  89. const int Range_Wolfsmesser = 30;
  90. const int Value_Wolfsmesser = 350;
  91. //AlriksSword
  92. const int Damage_Alrik = 30; //+10%
  93. const int Condition_Alrik = 30;
  94. const int Range_Alrik = 70;
  95. const int Value_Alrik = 50; //wegen Sprache
  96. //Wolfsklinge - ItMw_1H_Sword_L_03
  97. const int Damage_Wolfsklinge = 20;
  98. const int Condition_Wolfsklinge = 10;
  99. const int Range_Wolfsklinge = 30;
  100. const int Value_Wolfsklinge = 250;
  101. //grobes Kurzschwert - NEUE INSTANZ
  102. const int Damage_ShortSword2 = 20;
  103. const int Condition_ShortSword2 = 10;
  104. const int Range_ShortSword2 = 50;
  105. const int Value_ShortSword2 = 250;
  106. //kleine Sense - NEUE INSTANZ
  107. const int Damage_Sense = 25;
  108. const int Condition_Sense = 10;
  109. const int Range_Sense = 60;
  110. const int Value_Sense = 250;
  111. //Degen - ItMw_1h_Vlk_Sword
  112. const int Damage_VLKSchwert = 40; //+5%
  113. const int Condition_VLKSchwert = 20; //DEX
  114. const int Range_VLKSchwert = 70;
  115. const int Value_VLKSchwert = 500;
  116. const int Value_BanditTrader = 250; //Degen der Banditen
  117. //Kampfstab (2h) - ItMw_1h_Nov_Mace
  118. const int Damage_NovMace = 30;
  119. const int Condition_NovMace = 15;
  120. const int Range_NovMace = 130;
  121. const int Value_NovMace = 500;
  122. //Holzfälleraxt (2h) - ItMw_2h_Bau_Axe
  123. const int Damage_Bau2hAxt = 50;
  124. const int Condition_Bau2hAxt = 50;
  125. const int Range_Bau2hAxt = 70;
  126. const int Value_Bau2hAxt = 500;
  127. //Spitzhacke (2h) - ItMw_2H_Axe_L_01
  128. const int Damage_Spitzhacke = 30;
  129. const int Condition_Spitzhacke = 10;
  130. const int Range_Spitzhacke = 60;
  131. const int Value_Spitzhacke = 300;
  132. //rostiges Schwert - STANDARDOBJEKTIERUNG - ItMw_1h_MISC_Sword
  133. const int Damage_MiscSword = 30;
  134. const int Condition_MiscSword = 30;
  135. const int Range_MiscSword = 70;
  136. const int Value_MiscSword = 30;
  137. //rostige Axt (2h) - STANDARDOBJEKTIERUNG - ItMw_1h_MISC_Axe
  138. const int Damage_MiscAxe = 40;
  139. const int Condition_MiscAxe = 40;
  140. const int Range_MiscAxe = 80;
  141. const int Value_MiscAxe = 40;
  142. //rostiger Zweihänder - STANDARDOBJEKTIERUNG - ItMw_2H_Sword_M_01
  143. const int Damage_Misc2hSword = 50;
  144. const int Condition_Misc2hSword = 50;
  145. const int Range_Misc2hSword = 100;
  146. const int Value_Misc2hSword = 50;
  147. //grobes Breitschwert - NUR MILIZ - ItMw_1h_Mil_Sword
  148. const int Damage_MilSchwert = 40;
  149. const int Condition_MilSchwert = 40;
  150. const int Range_MilSchwert = 90;
  151. const int Value_MilSchwert = 50;
  152. //grobes Kriegsbeil - SÖLDNER - ItMw_1h_Sld_Axe
  153. const int Damage_Sld1hAxt = 40;
  154. const int Condition_Sld1hAxt = 50;
  155. const int Range_Sld1hAxt = 70;
  156. const int Value_Sld1hAxt = 40;
  157. //grobes Schwert - SÖLDNER - ItMw_1h_Sld_Sword
  158. const int Damage_Sld1hSchwert = 40;
  159. const int Condition_Sld1hSchwert = 50;
  160. const int Range_Sld1hSchwert = 70;
  161. const int Value_Sld1hSchwert = 40;
  162. // ****** folgende Waffen sind eigentlich zu gut für Kapitel 1, NSCs sind aber noch VIEL zu stark ******
  163. //grobe Kriegsaxt (2h) - SÖLDNER - ItMw_2h_Sld_Axe
  164. const int Damage_Sld2hAxe = 60;
  165. const int Condition_Sld2hAxe = 70;
  166. const int Range_Sld2hAxe = 80;
  167. const int Value_Sld2hAxe = 60;
  168. //grober Zweihänder (2h) - SÖLDNER - ItMw_2h_Sld_Sword
  169. const int Damage_Sld2hSchwert = 60;
  170. const int Damage_Rod = 40;
  171. const int Condition_Sld2hSchwert = 70;
  172. const int Condition_Rod = 30;
  173. const int Range_Sld2hSchwert = 130;
  174. const int Value_Sld2hSchwert = 60;
  175. //Addon
  176. //PIR2hAxe
  177. const int Damage_PIR2hAxe = 70;
  178. const int Condition_PIR2hAxe = 70;
  179. const int Range_PIR2hAxe = 80;
  180. const int Value_PIR2hAxe = 700;
  181.  
  182. const int Damage_PIR2hSword = 70;
  183. const int Condition_PIR2hSword = 70;
  184. const int Range_PIR2hSword = 120;
  185. const int Value_PIR2hSword = 700;
  186.  
  187. const int Damage_PIR1hAxe = 60;
  188. const int Condition_PIR1hAxe = 60;
  189. const int Range_PIR1hAxe = 60;
  190. const int Value_PIR1hAxe = 600;
  191.  
  192. const int Damage_PIR1hSword = 60;
  193. const int Condition_PIR1hSword = 60;
  194. const int Range_PIR1hSword = 70;
  195. const int Value_PIR1hSword = 600;
  196. //Paladinschwert - NUR PALADIN - ItMw_1h_Pal_Sword
  197. const int Damage_PalSchwert = 60;
  198. const int Condition_PalSchwert = 60;
  199. const int Range_PalSchwert = 70;
  200. const int Value_PalSchwert = 600;
  201. //Paladin Zweihänder - NUR PALADIN - ItMw_2h_Pal_Sword
  202. const int Damage_PalZweihaender = 80;
  203. const int Condition_PalZweihaender = 80;
  204. const int Range_PalZweihaender = 110;
  205. const int Value_PalZweihaender = 800;
  206.  
  207. // **********************
  208. // Mission Item Kapitel 1
  209. // **********************
  210. //Rhobars Hammer - Holy_Hammer_MIS
  211. const int Damage_HolyHammer = 60;
  212. const int Condition_HolyHammer = 10;
  213. const int Range_HolyHammer = 100;
  214. const int Value_HolyHammer = 1000;
  215.  
  216. // ************************************
  217. // Ork- und Echsenmenschenwaffen
  218. // -----------------------------
  219. // ACHTUNG: Orkwaffen können auch schon
  220. // in Kapitel 1 erlangt werden!
  221. // ************************************
  222. // ------ Orkwaffen ------
  223. const int Damage_Orkaxt_01 = 50;
  224. const int Condition_Orkaxt_01 = 70;
  225. const int Range_Orkaxt_01 = 100;
  226. const int Value_Orkaxt_01 = 10;
  227.  
  228. const int Damage_Orkaxt_02 = 60;
  229. const int Condition_Orkaxt_02 = 80;
  230. const int Range_Orkaxt_02 = 110;
  231. const int Value_Orkaxt_02 = 15;
  232.  
  233. const int Damage_Orkaxt_03 = 70;
  234. const int Condition_Orkaxt_03 = 90;
  235. const int Range_Orkaxt_03 = 110;
  236. const int Value_Orkaxt_03 = 20;
  237.  
  238. const int Damage_Orkaxt_04 = 80;
  239. const int Condition_Orkaxt_04 = 100;
  240. const int Range_Orkaxt_04 = 130;
  241. const int Value_Orkaxt_04 = 25;
  242. // ------ Ork-Elite ------
  243. const int Damage_Orkschwert_01 = 100;
  244. const int Condition_Orkschwert_01 = 120;
  245. const int Range_Orkschwert_01 = 140;
  246. const int Value_Orkschwert_01 = 30;
  247. // ------ Echsenmenschen ------
  248. const int Damage_Orkschwert = 80;
  249. const int Condition_Orkschwert = 100;
  250. const int Range_Orkschwert = 100;
  251. const int Value_Orkschwert = 25;
  252.  
  253. // *******************
  254. // Kapitel 1 - Händler
  255. // *******************
  256. //Kurzschwert - NEUE INSTANZ
  257. const int Damage_ShortSword3 = 40;
  258. const int Condition_ShortSword3 = 20;
  259. const int Range_ShortSword3 = 50;
  260. const int Value_ShortSword3 = 500;
  261. //Nagelkeule - NEUE INSTANZ
  262. const int Damage_Nagelkeule = 40;
  263. const int Condition_Nagelkeule = 30;
  264. const int Range_Nagelkeule = 70;
  265. const int Value_Nagelkeule = 450;
  266. //Wolfszahn - NEUE INSTANZ
  267. const int Damage_ShortSword4 = 45;
  268. const int Condition_ShortSword4 = 22;
  269. const int Range_ShortSword4 = 50;
  270. const int Value_ShortSword4 = 550;
  271. //Kriegskeule - NEUE INSTANZ
  272. const int Damage_Kriegskeule = 50;
  273. const int Condition_Kriegskeule = 50;
  274. const int Range_Kriegskeule = 50;
  275. const int Value_Kriegskeule = 500;
  276. //Richtstab (2h) - NEUE INSTANZ
  277. const int Damage_Richtstab = 50;
  278. const int Condition_Richtstab = 35;
  279. const int Range_Richtstab = 110;
  280. const int Value_Richtstab = 600;
  281. //edles Kurzschwert - NEUE INSTANZ
  282. const int Damage_ShortSword5 = 50;
  283. const int Condition_ShortSword5 = 25;
  284. const int Range_ShortSword5 = 50;
  285. const int Value_ShortSword5 = 750;
  286. //Kriegshammer - NEUE INSTANZ
  287. const int Damage_Kriegshammer1 = 55;
  288. const int Condition_Kriegshammer1 = 55;
  289. const int Range_Kriegshammer1 = 40;
  290. const int Value_Kriegshammer1 = 550;
  291. //Hellebarde (2h) - NEUE INSTANZ
  292. const int Damage_Hellebarde = 55;
  293. const int Condition_Hellebarde = 55;
  294. const int Range_Hellebarde = 80;
  295. const int Value_Hellebarde = 550;
  296. //schwere Nagelkeule - NEUE INSTANZ
  297. const int Damage_Nagelkeule2 = 60;
  298. const int Condition_Nagelkeule2 = 60;
  299. const int Range_Nagelkeule2 = 60;
  300. const int Value_Nagelkeule2 = 600;
  301. //Schiffsaxt - NEUE INSTANZ
  302. const int Damage_Schiffsaxt = 60;
  303. const int Condition_Schiffsaxt = 60;
  304. const int Range_Schiffsaxt = 70;
  305. const int Value_Schiffsaxt = 600;
  306. //Piratensäbel - NEUE INSTANZ
  307. const int Damage_Piratensaebel = 65;
  308. const int Condition_Piratensaebel = 60;
  309. const int Range_Piratensaebel = 70;
  310. const int Value_Piratensaebel = 700;
  311. //grobes Langschwert - NUR bei Sld-Händler - NEUE INSTANZ
  312. const int Damage_Schwert = 65;
  313. const int Condition_Schwert = 65;
  314. const int Range_Schwert = 90;
  315. const int Value_Schwert = 650;
  316.  
  317. // ****************************
  318. // Schmieden Kapitel 1 (Common)
  319. // ****************************
  320. //selbstgeschmiedetes Schwert - ItMw_1H_Common_01
  321. const int Damage_Common1 = 40; //+5%
  322. const int Condition_Common1 = 30;
  323. const int Range_Common1 = 90;
  324. const int Value_Common1 = 450;
  325.  
  326. // *******************
  327. // Kapitel 2 - Händler
  328. // *******************
  329. //RangerStaff - NEUE INSTANZ //ADDON
  330. const int Damage_RangerStaff = 60;
  331. const int Condition_RangerStaff = 30;
  332. const int Range_RangerStaff = 130;
  333. const int Value_RangerStaff = 900;
  334. //Magier Stab - NEUE INSTANZ //ADDON
  335. const int Damage_Stab01 = 60;
  336. const int Condition_Stab01 = 30;
  337. const int Range_Stab01 = 120;
  338. const int Value_Stab01 = 900;
  339. //tatsächlicher Zauber Stab - NEUE INSTANZ //ADDON
  340. const int Damage_Stab02 = 55;
  341. const int Condition_Stab02 = 25;
  342. const int Range_Stab02 = 110;
  343. const int Value_Stab02 = 850;
  344. //Wassermagier - NEUE INSTANZ //ADDON
  345. const int Damage_Stab03 = 65;
  346. const int Condition_Stab03 = 35;
  347. const int Range_Stab03 = 120;
  348. const int Value_Stab03 = 950;
  349. //Wassermagier - NEUE INSTANZ //ADDON
  350. const int Damage_Stab04 = 70;
  351. const int Condition_Stab04 = 40;
  352. const int Range_Stab04 = 130;
  353. const int Value_Stab04 = 1000;
  354. //Wassermagier - NEUE INSTANZ //ADDON
  355. const int Damage_Stab05 = 75;
  356. const int Condition_Stab05 = 45;
  357. const int Range_Stab05 = 130;
  358. const int Value_Stab05 = 1050;
  359. //Stabkeule - NEUE INSTANZ
  360. const int Damage_Stabkeule = 70;
  361. const int Condition_Stabkeule = 70;
  362. const int Range_Stabkeule = 130;
  363. const int Value_Stabkeule = 700;
  364. //leichter Zweihänder - NEUE INSTANZ
  365. const int Damage_Zweihaender1 = 75;
  366. const int Condition_Zweihaender1 = 75;
  367. const int Range_Zweihaender1 = 110;
  368. const int Value_Zweihaender1 = 750;
  369. //Steinbrecher - NEUE INSTANZ
  370. const int Damage_Steinbrecher = 80;
  371. const int Condition_Steinbrecher = 80;
  372. const int Range_Steinbrecher = 50;
  373. const int Value_Steinbrecher = 800;
  374. //Schädelspicker - NEUE INSTANZ
  375. const int Damage_Spicker = 70;
  376. const int Condition_Spicker = 70;
  377. const int Range_Spicker = 60;
  378. const int Value_Spicker = 700;
  379. //leichte Streitaxt - NEUE INSTANZ
  380. const int Damage_Streitaxt1 = 80;
  381. const int Condition_Streitaxt1 = 80;
  382. const int Range_Streitaxt1 = 70;
  383. const int Value_Streitaxt1 = 800;
  384. //edles Schwert - NEUE INSTANZ
  385. const int Damage_Schwert1 = 60; //+5%
  386. const int Condition_Schwert1 = 50;
  387. const int Range_Schwert1 = 70;
  388. const int Value_Schwert1 = 750;
  389. //Langschwert - NEUE Instanz
  390. const int Damage_Schwert2 = 85;
  391. const int Condition_Schwert2 = 85;
  392. const int Range_Schwert2 = 90;
  393. const int Value_Schwert2 = 850;
  394. //Doppelaxt - NEUE INSTANZ
  395. const int Damage_Doppelaxt = 90;
  396. const int Condition_Doppelaxt = 90;
  397. const int Range_Doppelaxt = 70;
  398. const int Value_Doppelaxt = 900;
  399. //Bartaxt - NEUE INSTANZ
  400. const int Damage_Bartaxt = 90;
  401. const int Condition_Bartaxt = 90;
  402. const int Range_Bartaxt = 70;
  403. const int Value_Bartaxt = 900;
  404. //Khardimons Hammer - NEUE INSTANZ
  405. const int Damage_Khardimon = 90;
  406. const int Condition_Khardimon = 90;
  407. const int Range_Khardimon = 65;
  408. const int Value_Khardimon = 900;
  409. //Morgenstern - NEUE INSTANZ
  410. const int Damage_Morgenstern = 90;
  411. const int Condition_Morgenstern = 90;
  412. const int Range_Morgenstern = 60;
  413. const int Value_Morgenstern = 900;
  414. //grobes Bastardschwert - NEUE INSTANZ
  415. const int Damage_Schwert3 = 90;
  416. const int Condition_Schwert3 = 95;
  417. const int Range_Schwert3 = 100;
  418. const int Value_Schwert3 = 850;
  419. //edles Langschwert - NEUE INSTANZ
  420. const int Damage_Schwert4 = 80; //+6%
  421. const int Condition_Schwert4 = 70;
  422. const int Range_Schwert4 = 90;
  423. const int Value_Schwert4 = 900;
  424.  
  425. // *******************
  426. // Schmieden Kapitel 2
  427. // *******************
  428. // Selbstgeschmiedetes Langschwert - ItMw_1H_Special_01
  429. const int Damage_Special_1H_1 = 60; //+10%
  430. const int Condition_Special_1H_1 = 40;
  431. const int Range_Special_1H_1 = 90;
  432. const int Value_Special_1H_1 = 750;
  433. // selbstgeschmiedeter Zweihänder - ItMw_2H_Special_01
  434. const int Damage_Special_2H_1 = 80; //+10%
  435. const int Condition_Special_2H_1 = 60;
  436. const int Range_Special_2H_1 = 100;
  437. const int Value_Special_2H_1 = 900;
  438.  
  439. // *******************
  440. // Kapitel 3 - Händler
  441. // *******************
  442. //Rapier - NEUE INSTANZ
  443. const int Damage_Rapier = 100; //+8%
  444. const int Condition_Rapier = 50; //DEX
  445. const int Range_Rapier = 70;
  446. const int Value_Rapier = 2000;
  447. //Rubinklinge - NEUE INSTANZ
  448. const int Damage_Rubinklinge = 100; //+7%
  449. const int Condition_Rubinklinge = 90;
  450. const int Range_Rubinklinge = 70;
  451. const int Value_Rubinklinge = 1200;
  452. //Machete - NEUE INSTANZ //ADDON
  453. const int Damage_Machete = 100;
  454. const int Condition_Machete = 90;
  455. const int Range_Machete = 75;
  456. const int Value_Machete = 1100;
  457. //Alte Machete - NEUE INSTANZ //ADDON
  458. const int Damage_AltMachete = 60;
  459. const int Condition_AltMachete = 60;
  460. const int Range_AltMachete = 70;
  461. const int Value_AltMachete = 600;
  462. //Streitkolben - NEUE INSTANZ
  463. const int Damage_Streitkolben = 100;
  464. const int Condition_Streitkolben = 100;
  465. const int Range_Streitkolben = 60;
  466. const int Value_Streitkolben = 1000;
  467. //Zweihänder - NEUE INSTANZ
  468. const int Damage_Zweihaender2 = 105;
  469. const int Condition_Zweihaender2 = 105;
  470. const int Range_Zweihaender2 = 100;
  471. const int Value_Zweihaender2 = 1050;
  472. //Machete 2h - NEUE INSTANZ //ADDON
  473. const int Damage_Hacker = 105;
  474. const int Condition_Hacker = 100;
  475. const int Range_Hacker = 105;
  476. const int Value_Hacker = 1100;
  477. //Alte Machete 2h - NEUE INSTANZ //ADDON
  478. const int Damage_AltHacker = 70;
  479. const int Condition_AltHacker = 70;
  480. const int Range_AltHacker = 95;
  481. const int Value_AltHacker = 700;
  482. //Runenschwert - NEUE INSTANZ
  483. const int Damage_Runenschwert = 110;
  484. const int Condition_Runenschwert = 110;
  485. const int Range_Runenschwert = 90;
  486. const int Value_Runenschwert = 1100;
  487. //Rabenschnabel - NEUE INSTANZ
  488. const int Damage_Rabenschnabel = 110;
  489. const int Condition_Rabenschnabel = 110;
  490. const int Range_Rabenschnabel = 60;
  491. const int Value_Rabenschnabel = 1100;
  492. //edles Bastardschwert - NEUE INSTANZ
  493. const int Damage_Schwert5 = 110;
  494. const int Condition_Schwert5 = 110;
  495. const int Range_Schwert5 = 100;
  496. const int Value_Schwert5 = 1100;
  497. //Inquisitor
  498. const int Damage_Inquisitor = 110;
  499. const int Condition_Inquisitor = 110;
  500. const int Range_Inquisitor = 60;
  501. const int Value_Inquisitor = 1100;
  502. //Streitaxt (2h) - NEUE INSTANZ
  503. const int Damage_Streitaxt2 = 110;
  504. const int Condition_Streitaxt2 = 110;
  505. const int Range_Streitaxt2 = 100;
  506. const int Value_Streitaxt2 = 1100;
  507. //Runen-Macht (2h) - NEUE INSTANZ
  508. const int Damage_Zweihaender3 = 115;
  509. const int Condition_Zweihaender3 = 115;
  510. const int Range_Zweihaender3 = 120;
  511. const int Value_Zweihaender3 = 1150;
  512. //Sturmknecht (2h) - NEUE INSTANZ //ADDON
  513. const int Damage_Sturmknecht = 115;
  514. const int Condition_Sturmknecht = 115;
  515. const int Range_Sturmknecht = 130;
  516. const int Value_Sturmknecht = 1150;
  517. //Steinkeule2 (2h) - NEUE INSTANZ //ADDON
  518. const int Damage_Steinkeule2 = 120;
  519. const int Condition_Steinkeule2 = 120;
  520. const int Range_Steinkeule2 = 130;
  521. const int Value_Steinkeule2 = 600;
  522.  
  523. // *******************
  524. // Schmieden Kapitel 3
  525. // *******************
  526. // selbstgeschmiedetes Bastardschwert - ItMw_1H_Special_02
  527. const int Damage_Special_1H_2 = 100; //+10%
  528. const int Condition_Special_1H_2 = 80;
  529. const int Range_Special_1H_2 = 90;
  530. const int Value_Special_1H_2 = 1200;
  531. //selbstgeschmiedeter Zweihänder II - ItMw_2H_Special_02
  532. const int Damage_Special_2H_2 = 120; //+10%
  533. const int Condition_Special_2H_2 = 100;
  534. const int Range_Special_2H_2 = 110;
  535. const int Value_Special_2H_2 = 1500;
  536.  
  537. // *******************
  538. // Kapitel 4 - Händler
  539. // *******************
  540. //schwerer Kriegshammer - NEUE INSTANZ
  541. const int Damage_Quarhodron = 120;
  542. const int Condition_Quarhodron = 120;
  543. const int Range_Quarhodron = 60;
  544. const int Value_Quarhodron = 1200;
  545. //El Bastardo - NEUE INSTANZ
  546. const int Damage_ElBastardo = 120; //+8%
  547. const int Damage_Betty = 130;
  548. const int Condition_ElBastardo = 110;
  549. const int Range_ElBastardo = 100;
  550. const int Value_ElBastardo = 1300;
  551. const int Value_Betty = 1300;
  552. //schwerer Kriegshammer - NEUE INSTANZ
  553. const int Damage_Kriegshammer2 = 120;
  554. const int Condition_Kriegshammer2 = 120;
  555. const int Range_Kriegshammer2 = 60;
  556. const int Value_Kriegshammer2 = 1200;
  557. //Meisterdegen - NEUE INSTANZ
  558. const int Damage_Meisterdegen = 120; //+10%
  559. const int Condition_Meisterdegen = 60; //DEX
  560. const int Range_Meisterdegen = 100;
  561. const int Value_Meisterdegen = 2400;
  562. //Folteraxt (2h) - NEUE INSTANZ
  563. const int Damage_Folteraxt = 125;
  564. const int Condition_Folteraxt = 125;
  565. const int Range_Folteraxt = 80;
  566. const int Value_Folteraxt = 1250;
  567. //Orkschlächter - NEUE INSTANZ
  568. const int Damage_Orkschlaechter = 130;
  569. const int Condition_Orkschlaechter = 130;
  570. const int Range_Orkschlaechter = 100;
  571. const int Value_Orkschlaechter = 1300;
  572. //Schwerer Zweihänder
  573. const int Damage_Zweihaender4 = 135;
  574. const int Condition_Zweihaender4 = 135;
  575. const int Range_Zweihaender4 = 120;
  576. const int Value_Zweihaender4 = 1350;
  577. //Schlachtaxt (2h) - NEUE INSTANZ
  578. const int Damage_Schlachtaxt = 140;
  579. const int Condition_Schlachtaxt = 140;
  580. const int Range_Schlachtaxt = 100;
  581. const int Value_Schlachtaxt = 1400;
  582. //Krummschwert (2h) - NEUE INSTANZ
  583. const int Damage_Scimitar = 145;
  584. const int Condition_Scimitar = 145;
  585. const int Range_Scimitar = 120;
  586. const int Value_Scimitar = 1450;
  587. //Barbarenstreitaxt (2h) - NEUE INSTANZ
  588. const int Damage_Barbarenstreitaxt = 150;
  589. const int Condition_Barbarenstreitaxt = 150;
  590. const int Range_Barbarenstreitaxt = 90;
  591. const int Value_Barbarenstreitaxt = 1500;
  592. //Sturmbringer (2h) - NEUE INSTANZ
  593. const int Damage_Sturmbringer = 150;
  594. const int Condition_Sturmbringer = 150;
  595. const int Range_Sturmbringer = 130;
  596. const int Value_Sturmbringer = 1500;
  597.  
  598. // *******************
  599. // Schmieden Kapitel 4
  600. // *******************
  601. // selbstgeschmiedetes Schwert III - ItMw_1H_Special_03
  602. const int Damage_Special_1H_3 = 140; //+10%
  603. const int Condition_Special_1H_3 = 120;
  604. const int Range_Special_1H_3 = 100;
  605. const int Value_Special_1H_3 = 1500;
  606. // selbstgeschmiedeter Zweihänder III - ItMw_2H_Special_03
  607. const int Damage_Special_2H_3 = 160; //+10%
  608. const int Condition_Special_2H_3 = 140;
  609. const int Range_Special_2H_3 = 130;
  610. const int Value_Special_2H_3 = 1800;
  611.  
  612. // *******************
  613. // Kapitel 5 - Händler
  614. // *******************
  615. //Berserkeraxt - NEUE INSTANZ
  616. const int Damage_Berserkeraxt = 200;
  617. const int Condition_Berserkeraxt = 170;
  618. const int Range_Berserkeraxt = 90;
  619. const int Value_Berserkeraxt = 3000;
  620. //Drachenschneide - NEUE INSTANZ
  621. const int Damage_Drachenschneide = 190;
  622. const int Condition_Drachenschneide = 160;
  623. const int Range_Drachenschneide = 120;
  624. const int Value_Drachenschneide = 2900;
  625.  
  626. // *******************
  627. // Schmieden Kapitel 5
  628. // *******************
  629. // selbstgeschmiedetes Schwert IV - ItMw_1H_Special_04
  630. const int Damage_Special_1H_4 = 160; //+10%
  631. const int Condition_Special_1H_4 = 140;
  632. const int Range_Special_1H_4 = 100;
  633. const int Value_Special_1H_4 = 1800;
  634. //selbstgeschmiedeter Zweihänder IV - ItMw_2H_Special_04
  635. const int Damage_Special_2H_4 = 180; //+10%
  636. const int Condition_Special_2H_4 = 160;
  637. const int Range_Special_2H_4 = 140;
  638. const int Value_Special_2H_4 = 2100;
  639.  
  640. // ************************
  641. // Gesegnete Paladin-Waffen
  642. // ************************
  643. //Rohe Erzklinge - ItMw_1H_Blessed_01
  644. const int Damage_Blessed_1H_1 = 100;
  645. const int Condition_Blessed_1H_1 = 100;
  646. const int Range_Blessed_1H_1 = 100;
  647. const int Value_Blessed_1H_1 = 2000;
  648. //Gesegnete Erzklinge - ItMw_1H_Blessed_02
  649. const int Damage_Blessed_1H_2 = 120;
  650. const int Condition_Blessed_1H_2 = 100;
  651. const int Range_Blessed_1H_2 = 100;
  652. const int Value_Blessed_1H_2 = 3000;
  653. //Innos Zorn - ItMw_1H_Blessed_03
  654. const int Damage_Blessed_1H_3 = 140;
  655. const int Condition_Blessed_1H_3 = 100;
  656. const int Range_Blessed_1H_3 = 100;
  657. const int Value_Blessed_1H_3 = 4000;
  658. // -----------------------------------------------------------------------------------------
  659. //Rohe Erzklinge (2h) - ItMw_2H_Blessed_01
  660. const int Damage_Blessed_2H_1 = 120;
  661. const int Condition_Blessed_2H_1 = 120;
  662. const int Range_Blessed_2H_1 = 130;
  663. const int Value_Blessed_2H_1 = 2000;
  664. //Ordensschwert (2h) - ItMw_2H_Blessed_02
  665. const int Damage_Blessed_2H_2 = 140;
  666. const int Condition_Blessed_2H_2 = 120;
  667. const int Range_Blessed_2H_2 = 130;
  668. const int Value_Blessed_2H_2 = 3000;
  669. //Der heilige Vollstrecker (2h) - ItMw_2H_Blessed_03
  670. const int Damage_Blessed_2H_3 = 160;
  671. const int Condition_Blessed_2H_3 = 120;
  672. const int Range_Blessed_2H_3 = 130;
  673. const int Value_Blessed_2H_3 = 4000;
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