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installation~ + +// Components +@500 = ~Item positions~ +@550 = ~Items in stores ONLY~ +@600 = ~Items throughout game ONLY~ +@650 = ~Items in stores AND items throughout game (uniques in stores)~ +@700 = ~Items in stores AND items throughout game (uniques scattered)~ +@750 = ~Items in stores AND items throughout game (uniques mixed)~ + + +@51 = ~Items~ + +// ---------------------------------------------------------------------------- +// Potions +// ---------------------------------------------------------------------------- +@1100 = ~Gulp!~ [GULP] + +@2001 = ~Potion of Mirror Image~ +@2002 = ~One of the most useful spells in any mages repertoire is Mirror Image. It reduces the chances of being struck, by either spell, arrow, or sword. It confuses and puzzles enemies. It intimidates animals and monsters alike. It's also a pain to go without it when the party mage has kicked the bucket. + +That's the marketing mantra behind the makers of this potion. Consuming this potion acts the same as casting Mirror Image on the imbiber.~ + + + + +@2021 = ~Potion of Lesser Restoration~ +@2022 = ~Thuzinn was never the most honest cleric, even before he was kicked out of the Order, so he was as surprised as everyone else when his latest get-rich-quick scheme actually worked! + +Using a few common herbs, mixed in just the right way, heated gently over night and a few mumbo-jumbo 'blessings' actually Thuzinn actually managed to bottle the Lesser Restoration spell, a miracle in itself. + +The potion is bright and seems full of energy, to the point of warming the bottle containing it. + +STATISTICS: + +Special: Lesser Restoration on imbiber~ + + + + +@2031 = ~Potion of Protection from Timestop~ +@2032 = ~Timestop is one of the most powerful spells any mage can cast. Using it, a mage can devastate an opposing army, clear out an entire dungeon single-handedly or bring down even the most deadliest foes. + +This simple potion offers the imbiber protection from the Timestop spell for a short while. + +STATISTICS: + +Special: Protects from Timestop for 5 rounds~ + + + + +@2041 = ~Potion of Refreshment~ +@2042 = ~After (or during) a close fought battle, most adventurers take several steps - drinking a healing potion, looting treasure from fallen foes, resting to regain strength and spells and so on. This potion eliminates the need for several of those steps; the highly concentrated restorative juice heals wounds, removes tiredness and fatigue and also refreshes the mind, causing cast spells to be re-memorised. + +STATISTICS: + +Special: Heal HP +Special: Remove fatigue +Special: Regain cast spells~ + + + + +@2051 = ~Potion of Elemental Stability~ +@2052 = ~There are many magical artifacts that allow brave adventurers to survive devastating elemental attacks, including fireballs, iceshards and lightning spells. Likewise, there are many spells which can counteract the bonuses provided by these artifacts. + +The Potion of Elemental Stability is the next step in this chain - it prevents the elemental resistances of the imbiber from being altered (in either a positive or negative way) for a significant amount of time - usually enough to take care of the immediate threat at the least. + +STATISTICS: + +Special: Lock elemental resistances at current values for 1 turn~ + + + + +@2061 = ~Potion of Vocalize~ +@2062 = ~One of the most fearsome tortures that can be inflicted upon a mage is the Silence spell. Such a spell prevents the mage from casting their own spells, potentially dooming them to an early grave - for mages often rely upon their spells to stay alive in dangerous situations. + +This sweet smelling purple potion can act as a life-saver in these situations, countering the Silence spell and allowing the imbiber to speak normally. + +STATISTICS: +Special: Casts Vocalize on imbiber~ + + + + +@2071 = ~Potion of Necromantic Recuperation~ +@2072 = ~In trying to duplicate the natural regeneration abilities of trolls and other creatures, mages have pushed the boundaries further and further. The mixture for this potion is the result of a particularly gruesome series of experiments, which are reflecting in how the potion works. Upon drinking the bitter tasting liquid, the imbiber falls to the ground in a deep coma. While in this deep coma, the target appears dead (and is hence ignored by ravenous monsters), though in reality the opposite is true - the target is recuperating wounds and damage at a rapid rate. The real negative to using this potion comes form the fact that it works by accessing the negative energy inherent within all beings - this causes a permanent loss of vitality. + +STATISTICS: +Special: Regain 1hp/second for 5 rounds +Special: -5 Maximum HP per use~ + + + + +@2081 = ~Potion of Critical Skill~ +@2082 = ~It has long been known that certain roots and berries can increase concentration. This potion uses several of these herbal ingredients in a concentrated form, to the point of danger. The increase in concentration is immense and often allows the imbiber to perform extraordinary feats of intelligence or combat, however the ingredients are required in such high doses that the potion becomes highly poisonous, infecting the imbiber with a virulent disease. + +STATISTICS: + +Special: Every strike is a critical hit (5 rounds) +Special: Infects imbiber with disease~ + + + + +@2091 = ~Umberhulk Blood~ +@2092 = ~This bright, pungent, foul smelling liquid is made form actual Umberhulk blood. By consuming the liquid, the imbiber becomes effectively invisible to Umberhulks, due to the complex pheromones given off. + +This potion is quite rare, both in its sale and its use - dead Umberhulks are not a common appearance in the alchemist quarters of most cities, and though adventurers will often put up with some inconveniences, smelling strongly of an Umberhulk is not usually one of them. + +STATISTICS: + +Special: Invisible to Umber Hulks for 1 turn~ + + + + +@2101 = ~Rocksalt~ +@2102 = ~The liquid of this potion is thin and flows easily, and has the sandy pick colour of it's main physical ingredient - rocksalt. With a few magical spells cast on it during it's mixing, the rocksalt takes on special properties. Upon use, the potion hardens the skin of the imbiber, making it harder to piece, and hence making this potion an excellent choice for melee adventurers. The downside of this skin hardening process is slight a loss of dexterity - this is not noticeable in many cases, though it does disable spell-casting, as the complex and movements required are no longer possible. + +STATISTICS: + +Special: 5pt AC bonus for 3 rounds +Special: Disables spell casting for 3 rounds +Special: -1 Dexterity for 3 rounds~ + + + + +@2111 = ~Perfume~ +@2112 = ~This beautifully shaped and engraved bottle contains an exclusive (and expensive) perfume. You cannot place the scent exactly, though it seems somewhere between roses and chocolate. + +STATISTICS: + +Special: +1 Charisma for 24 hours~ + +// ---------------------------------------------------------------------------- +// Arrows +// ---------------------------------------------------------------------------- +@3001 = ~Arrows of Silencing~ +@3002 = ~There are a few simple and effective ways of neutralising a hostile spell-thrower - one is to get up close and stick a sword through their ribs, another is stop them casting spells against you. These enchanted arrows carry a specialised form of the common Silence spell, capable of preventing any sounds from being created within it's sphere of radius. However, since the enchantment is not entirely reliable, and is relatively short lived, the best way of neutralising a hostile spell-thrower is never to meet one! + +STATISTICS: + +Special: 50% chance target is silenced for 2 rounds (save vs spells to resist) +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3003 = ~Silenced!~ + + + + +@3011 = ~Arrows of Slowing~ +@3012 = ~Archers have long played a vital role in combat. The ability to reign arrow after arrow down upon an enemy while they are unable to retaliate can easily win a battle. The major weakness of the archer appears when the enemy force closes and engages in hard-to-hand combat - this can often result in the slaughter of the archers. Arrows of Slowing were conceived to lengthen the time taken for enemy forces to close on archers, and therefore give more time for arrows to be launched. + +STATISTICS: + +Special: 15% chance target is slowed for 4 rounds (save vs spells to resist) +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3013 = ~Slowed!~ + + + + +@3021 = ~Arrows of Pacifism~ +@3022 = ~Perhaps the most useful arrow in any archers collection is the Arrows of Pacifism, mainly due to the many uses it can be put to. The effects of such arrows are simple; any target struck has a chance to be instantly pacified, and filled with feelings of peace and serenity, meaning there is a greatly reduced chance of melee attacks taking place. The uses to which an arrow of this type may be put are many and varied. + +STATISTICS: + +Special: 5% chance target is pacified for 2 rounds +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3023 = ~Pacified!~ + + + + +@3031 = ~Arrows of Healing~ +@3032 = ~In times past, innovative adventurers under pressure resorted to firing arrows dipped in healing solutions at their companions to save their lives. The arrow would cause damage, though the healing solution would heal it, and other wounds the target may have had. This is a dangerous practice, as the initial shock of the arrow impact may cause death, which the healing solution can not reverse, and so the practice has remained in use only by desperate people in desperate situations. + +STATISTICS: + +Special: Restore 18 HP +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3033 = ~Healed!~ + + + + +@3041 = ~Barbed Arrows~ +@3042 = ~Barbed Arrows are identical to normal arrows in all respects save one; they are augmented with several sharp, vicious barbs along the arrowhead. These barbs prevent the arrows from being easily removed, and causes extra damage and bleeding, tearing the muscles under the skin. + +STATISTICS: + +Special: Bleeding damage +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3043 = ~Bleeding!~ + + + + +@3051 = ~Arrows of Stone to Flesh~ +@3052 = ~This type of arrow is a standard arrow, though with a magical enchantment to cast the Stone to Flesh spell on the target. These arrows are not common, though can be extremely useful in the right situation. + +STATISTICS: + +Special: Cast Stone to Flesh on target +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3053 = ~Un-petrified!~ + + + + +@3061 = ~Arrows of Fatigue~ +@3062 = ~Arrows of Fatigue are primarily intended to act as a combat averter in crowd control situations. Instead of intending to kill the target, Arrows of Fatigue are magically enchanted to increase fatigue and tiredness. This means that targets are less likely to be inclined to pursue a fight, and if they are still so inclined, there ability to right effectively is reduced. Note that Arrows of Fatigue do not produce instant fatigue, and are a cumulative effect. + +STATISTICS: + +Special: Increase fatigue of target +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3063 = ~Fatigue increased!~ + + + + +@3071 = ~Arrows of Restriction~ +@3072 = ~Arrows of Restriction were specially developed as the ultimate arrow for use in large army engagements. The arrows were intended to prevent charges, eliminate the rapid repositioning required by the enemy battle-plan, and to prevent retreat of the enemy, if required. + +Although the arrows proved useful in army warfare, it wasn't long until enterprisingly adventurers began using them in their roles; the arrows often prove their use by immobilising fast foes, preventing warnings being sounded, and protecting more fragile adventurers. + + +STATISTICS: + +Special: Prevent movement for 5 rounds (save vs spell to resist) +Damage: 1D6 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid~ +@3073 = ~Restricted!~ + + + + +@3081 = ~Far Range Arrows~ +@3082 = ~The Far Range Arrow has the longest range of all commonly used arrows. Far Range Arrows are small and lightweight, and so cause less damage than standard arrows, however in many cases the extra range these arrows gives outweighs the immediate damage inflicted. + +STATISTICS: + +Special: Extra long range +Damage: 1D4 +Damage type: missile (piercing) +Weight: 0 +Launcher: Bow +Not usable by: + Cleric + Druid + Mage~ + +// ---------------------------------------------------------------------------- +// Armor +// ---------------------------------------------------------------------------- +@4001 = ~Skeleton Ribcage~ +@4002 = ~This is the complete skeletal ribcage of a human being. Though the bones are old, they are not brittle or even chipped. With a bit of effort, you could slide the ribcage over yourself, to server as armor. + +STATISTICS: + +Armor Class: 8 +Weight: 15 +Requires: 4 Strength +Not Usable By: + Mage~ + + + + +@4003 = ~Skeleton Ribcage~ +@4004 = ~This skeletal ribcage has been specially enchanted to have a rather interesting power. While equipped, the wearer appears invisible to skeletal undead creatures - in effect the creatures see the wearer as one of their own, and completely ignore them. How this is accomplish is not known, for the process to enchant armor in such a way has long been lost, however there is an interesting side-effect, the wearer develops a sympathetic link with skeletal creatures, to the point of sub-consciously despising doing physical damage to such a creature. + +STATISTICS: + +Special: Invisible to skeletons +Special: 10pt THAC0 penalty vs. skeletons +Armor Class: 8 +Weight: 15 +Requires: 4 Strength +Not Usable By: + Mage~ + + + + +@4013 = ~Gubbie Armor~ +@4014 = ~This suit of armor is commonly known as Gubbie Armor. No-one knows what the origins of the name are, nor what the strange purpose of the armor is. The only known power of this armor is to prevent the wearer from becoming invisible via magical means (spells or potions). What use this could be to anyone us unknown. + +STATISTICS: + +Special: Immune to invisibility +Armor Class: 3 +Weight: 50 +Requires: 12 Strength +Not Usable By: + Bard + Druid + Mage + Thief~ + + + + +@4023 = ~Mucky Robes~ +@4024 = ~Although these robes are extremely dirty and are held together as much by the mud that covers them as by the original stitching, there is something 'lucky' about them, something that discourages you from washing them. While wearing the robes, you have a slight, but general sense that things are just going to work out ok. + +STATISTICS: + +Special: 1pt saving throw bonus +Weight: 3 +Only usable by: +Mage (single, dual, & multi-class)~ + + + + +@4031 = ~Smoke Armor~ +@4032 = ~This wondrous armor seems to be crafted from contained smoke. Light and supple, yet strong, this armor would seem to conform to your body shape, if you were to wear it. How armor can be crafted from smoke it far beyond your comprehension. + +STATISTICS: + +Armor Class: 5 +Weight: 7 +Requires: 5 Strength~ + + + + +@4033 = ~Smoke Armor~ +@4034 = ~This wonderous armor seems to be crafted from contained smoke. Light and supple, yet strong, this Armor conforms to your body shape, and imposes no restrictions your actions. + +The origin of this armor is unknown, no smith or mage has ever been known to work with smoke as a medium. While providing protection from swords and the like, it is unknown how the armor would withstand other attacks, from wind or water. Despite this, the armor is most definitely a wonder work, and whoever created it must surely want it back. + +STATISTICS: + +Armor Class: 5 +Weight: 7 +Requires: 5 Strength~ + + + + +@4041 = ~Chain Mail~ +@4042 = ~Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. + +This particular armor bears no makers mark, no inscription or decoration, no dents of scratches, it almost looks as if the armor has been carved out of a single piece of indestructable metal. The only adornment on the armor are the dozens of sticky red stains, of various shades. + +STATISTICS: + +Armor Class: 5 +Weight: 40 +Requires: 8 Strength +Not Usable By: + Druid + Mage + Thief~ + + + + +@4043 = ~Voice of Doom~ +@4044 = ~The history of the Voice of Doom is unknown. The armor bears no makers mark, no inscription or decoration, no dents of scratches, it almost looks as if the armor has been carved out of a single piece of indestructable metal. + +The only adornment on the armor are the dozens of sticky red stains, of various shades. The origin of these stains becomes clear when the armor is worn. Several vicious spikes stick into the wearer, deeply piecing the skin and causing significant pain. This would normally be enough to convince anyone to remove the armor immediately, were it not for the Voice of Doom the amour is named after. + +Once worn, the armor begins to speak, subtly and insidiously communicating to the wearer. The subject of communication is unknown, for after removing the armor the wearer cannot remember, except that the armor often whispered secrets and weaknesses of enemies into their mind, allowing for more accurate strikes and attacks. + +STATISTICS: + +Special: 3pt Dexterity penalty +Special: Increased chance of critical hit (25%) +Armor Class: 5 +Weight: 40 +Requires: 8 Strength +Not Usable By: + Druid + Mage + Thief~ + + + + +@4051 = ~Leafy Cloak~ +@4052 = ~The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the centre for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. + +This cloak seems to be made from interlocking leaves, though you cannot rip of tear them away from the cloak. + +STATISTICS: + +Weight: 3~ + + + + +@4053 = ~Leafy Cloak~ +@4054 = ~Some people are born into Druidry, others have it thrust upon them, while other discover it within themselves. Ardin was on such person. + +According to legend, the story goes something like this; Ardin lived with his family, in a small village deep in the forest. One night, a powerful lightning storm caused a devastating forest fire, which rapidly spread throughout the forest, and into the village. Ardin and the other villages worked frantically, pitching water over the flames, and after hours of hard labour the village was saved, though the forest still burned. + +While the rest of the villagers tentatively rested, Ardin carried on the fight against the fire, trying to protect the trees, the shrubs and the animals within. Hours later, overcome with exhaustion, breathing poorly due to the thick acrid smoke, and bleeding and burnt, Ardin collapsed unconscious, deep in the forest. When he awoke, he discovered this cloak hanging from a nearby tree. The cloak healed him, and allowed him to clear the smoke from the area. + +STATISTICS: + +Special: 3x/day Goodberries +Special: 3x/day Zone of Sweet Air +Armor Class Bonus: 1 +Weight: 3~ + + + + +@4063 = ~Cloak of Protection: Mirrored Action~ +@4064 = ~Wreadi was a very, very cowardly man. Although his profession was not one many would say was particularly dangerous, being a baker by trade, Wreadi was indeed very cowardly. He amassed a horde of magical items to protect himself (from "them" he explained to anyone who listened, though he never explained who "they" were - though many have speculated he meant the armed gang who killed him for his horde of magical items), including Rings of Protection, Boots of Speed and even a few scrolls of Protection. + +Despiste all this, Wreadi felt naked - an enemy could still strike directly at him, even if he would survive the attack. Wreadi found this rather disconcerting, and so he had this cloak specially made. The cloak has an in-built Mirror Image spell, which creates two identical images of the wearer. These images can be disrupted, as in the standard Mirror Image spell, however they will reappear every 5 rounds. + +STATISTICS: + +Special: Constant 2 Mirror Images +Armor Class: 8 +Weight: 3~ + + + + +@4073 = ~Anti-Imprisonment Armor~ +@4074 = ~Heroes are rarely stupid, even if they appear so. Iudre-Th was a prime example. After a heavy night drinking with fellow adventurers found himself agreeing to a rather suicidal dare; to tap Rtholiag the Demi-lich on his skull-like head with a piece of limp celery. + +Now, most intelligent, sane people would back out of this dare, however even after the hangover wore off, Iudre-Th still agreed to follow through on the dare, where-upon everyone considered him one of those stupid, more brawn than brains adventurers. + +Unknown to the local populace though, was Iudre-Th vast array of magical equipment, which was potent enough to render him almost immune to even the most powerful spells of a Demi-lich. Chief among his possessions was this armor, which made him immune to the feared Imprisonment spell. Wearing this armor, and several other magical items, and carrying a limp piece of celery, Iudre-Th set off to the lair of Rtholiag. + +Iudre-Th was never seen again, though there are several legends and stories from all over Faerun, of a man appearing during pitched battles, and gently tapping everyone present on the head with limp piece of celery. + +STATISTICS: + +Special: Immune to Imprisonment +Armor Class: 6 +Move Silently: -20 +Lock Picking: -10 +Find/Remove Traps: -10 +Pick Pockets: -10 +Weight: 40 +Requires: 6 Strength +Not Usable By: + Mage~ + +// ---------------------------------------------------------------------------- +// Gloves +// ---------------------------------------------------------------------------- +@5001 = ~Bracers of Defence AC 1: Refound Glory~ +@5002 = ~These bracers were recently found in a dusty attic, by a shy retiring old woman. She knew nothing of their history, though excited by the possibility of a good selling price due to the obvious high quality of workmanship, she took them to a local merchant. + +The merchant had them magically identified, and discovered that the bracers belonged to none other than Freha, the Naked Highway Woman. Freha preyed on caravans and wagons around Luiren and was famous for three things; her remarkable ability to dodge melee attacks, throwing daggers and arrows, her extreme beauty and the fact that she always fought almost nude. + +These magical bracers worn by Freha explain her first ability, though it seems her other abilities are left to your imagination. + +STATISTICS: + +Armor Class: 1 +Weight: 2~ + + + + +@5011 = ~Bracers of Non-archery~ +@5012 = ~The Bracers of Non-archery were originally intended as a purely defensive item. Hearing tales of archers of incredible prowess, able to place arrow after arrow along the same path, and capable of hitting the smallest of targets at the farthest of ranges, Gruguth the Mighty asked the mages of his court to create a discrete item to protect him from such archers. + +Only after seeing their effectiveness during a failed assassination attempt did Gruguth think to use the Bracers for attacking. The magical power of the Bracers made Gruguth all but impervious to arrows, allowing him to charge archers across great distances, closing to melee range and fighting in hand to hand combat. + +STATISTICS: + +Special: Bounce arrows +Weight: 2~ + + + + +@5021 = ~Bracers of Improved Health~ +@5022 = ~It is a sad fact that to become proficient in the arcane arts requires dedication. Perhaps the most obvious element of this dedication is the time spent in study, in meditation, in contemplation and in practice. A lifetime of such acts will often leave the resultant mage physically weak, and prone to sickness. + +The Bracers of Improved Health are an effort to combat this. The Bracers work by boosting the life-force of the wearer, granting extra vitality. This alteration of life-force does have a draw back, the mages connection to the magical Weave can be affected, resulting in an increased chance of mis-casting spells. + + +STATISTICS: + +Special: 10pt HP bonus +Special: 5% casting failure chance +Weight: 2 +Useable By: + Mage~ + + + + +@5031 = ~Severed Hand~ +@5032 = ~This appears to be a severed hand, crudely hacked of from its host body with a not-so-sharp object. The blood covered the hand seems to be recent, although on closer appearance the hand continually produces new blood and never seems to decay, making the age of the hand impossible to determine. + +STATISTICS: + +Weight: 2~ + + + + +@5033 = ~Severed Hand~ +@5034 = ~Even the most powerful identification spell can reveal nothing about the previous owner of this hand, though they all confirm it is an actual severed human hand. Identification of the hand does indicate that it protects from the Disintegration spell, though the exact method as to how it accomplishes this is unknown. + +To 'wear' the hand, you must cut off one of your own hands, and attach the severed one in its place. This is an extreme cause of action, and could cause serious health issues while the hand is attached, though indications show that your own hand will miraculously 're-grow' if the severed hand is removed. + +STATISTICS: + +Special: Cursed item +Special: Immune to Disintegration spell +Special: 1pt DEX penalty while equipped +Special: dpt CON penalty while equipped +Weight: 2~ + + + + +@5043 = ~Yuanti Devourer~ +@5044 = ~Upon donning these gauntlets, the wearer discovers they are almost sentient. The gauntlets bear an extreme hatred for Yuanti, and almost seem to speak to the wearer, persuading them to wage unceasing war against the Yuanti. + +When given a chance, in hand to hand combat, the gauntlets physically attack Yuanti, seeming to bite and chew at their flesh. + +STATISTICS: + +Special: +5 damage bonus vs Yuanti +Weight: 1 +Useable By: + Fighters + Paladins + Rangers~ + + + + +@5053 = ~Sure Grip Gloves~ +@5054 = ~Sure Grip Gloves rely on a special type of glue, created by the smith Olynpon in Shadowdale. Treated correctly, and with a few simple cantrips during construction, the glue can be activated and deactivated at will, with a simple thought. + +Olynpon tried to market the glue for many purposes, including a replacement for door locks, nails, string and even soap, however combining the glue with gloves provided his best success; eager adventurers, tired of dropping their weapons in a panic caused by an approaching flight of dragons, coven of Lichs or horde of gibberlings bought the gloves in droves. + +STATISTICS: + +Special: Will never drop weapons +Weight: 1~ + +// ---------------------------------------------------------------------------- +// Belts +// ---------------------------------------------------------------------------- +@6001 = ~Girdle of Clarity~ +@6002 = ~Though constructed of simple materials, and of a basic design, the Girdle of Clarity is sought by mages throughout the Realms. + +Created little over a hundred years ago by the mage Yugun Boldstar, as part of a series of experiments concerned with the nature of magic, the Girdle of Clarity allows the wearer to perceive the magical Weave more strongly. This allows the Weave to be manipulated faster and easier, which in turn, allows spells to be cast faster. + +STATISTICS: + +Special: 1pt casting speed bonus +Weight: 2~ + + + + +@6011 = ~Belt of Life~ +@6012 = ~The Belt of Life seems to hum with an internal magic as the beat of life pulses through the fibres. Though no-one knows where this belt originally came from, or the name of the craftsman who created it, the power it possesses is well known; the Belt somehow acts on undead creatures, confusing even mindless zombies, slowing their attacks and decreasing the accuracy of their strikes. + +STATISTICS: + +Special: 2pt AC bonus vs. Undead +Weight: 2~ + + + + +@6021 = ~Second Sense Belt~ +@6022 = ~Having eyes in the back of your head is a useful skill for anyone, and especially so for a thief. Knowing when someone is sneaking up on you, whether it be the long arm of the law or a rival thief is a useful can literally be a life saver. + +When worn, this belt increases the perceptiveness and 'second sense' of the wearer, effectively making them immune to sneak attacks, and allowing them to spot illusions easier. + +STATISTICS: + +Special: Immune to backstab +Special: 10pt Detect Illusion bonus +Weight: 2~ + + + + +@6031 = ~Belt of Self~ +@6032 = ~The Charm spell can be very useful in drawing out small tidbits of vital information, or for receiving a hefty discount, or for simply walking into a guarded compound. This makes the Charm spell very useful, and helpful - unless you happen to know vital information, run a store or live in a guarded compound! + +Baron Akthid had several dozen belts specially enchanted, and distributed to his personal guard, so that none of them could be charmed into betraying him. + +STATISTICS: + +Special: Immune to Charm spell +Weight: 2~ + +// ---------------------------------------------------------------------------- +// Amulets +// ---------------------------------------------------------------------------- +@7001 = ~Amulet of Firm Standing~ +@7002 = ~'The Rocking Hand' was an adventuring group, consisting of 6 people, that travelled near Calimshan. It was a long running joke within the party that Rasimm, the thief, would almost always miss every significant battle (through no fault of his own, he always insisted). Rasimm was Imprisoned, Mazed or blown away by dragon wings again and again. + +After a particularly close battle against a powerful Lich, during which Rasimm had again be mazed, the party decided to solve the issue once and for all - they commissed this amulet for Rasimm to wear. + +STATISTICS: + +Special: Immune to Imprisonment spell +Special: Immune to Maze spell +Special: Immune to Wing Buffet~ + + + + +@7011 = ~Amulet of Knowledge~ +@7012 = ~Saii was a mage, at least in name. She spent much of her time identifies magical trinkets people bought to her. One day, just after identifying a Kettle of Rapid Heating, she decided to magically store her knowledge in an amulet, which she could then give to an apprentice, freeing her time up to do more important things. + +This amulet appears to be the one Saii crafted. How it came to be where you found it is unknown, for Saii is still practicing her magic in Waterdeep. No doubt she would be happy to have this amulet back. + +STATISTICS: + +Special: 10pt Lore bonus~ + + + + +@7021 = ~Tymora's Curse~ +@7022 = ~Priests of Tymora must lead a dangerous life, for their god demands that they live (or die) by their luck. + +This amulet will let a priest live dangerously without having to actively seek out danger, for 1 in 4 of their spells will fail. This could be disastrous - failing that smite ravenous monsters as their charge towards the priest, or failing to heal the priests rich sponsor! + +To compensate for this propensity for relying on luck, the amulet increases the luckiness of the priest in other areas - typically making them more likely to survive hostile spells. + +STATISTICS: + +Special: 25% casting failure +Special: 1pt saving throw bonus~ + + + + +@7031 = ~Arachnid Defence~ +@7032 = ~Many people have an innate fear of spiders - lots of legs, lots of eyes, not to mention those webs! Supfi The Brave was one such person, he really really hated spiders. However, his fear of spiders and his (relatively) well deserved name didn't go well together. + +For this reason Supfi The Brave had this amulet fashion and enchanted. The amulet acts like a second set of armor against attacks by spiders. This gave Supfi The Brave the resolve to jump straight into the nearest spider den, with the intention of killing all the spiders. Supfi The Brave hadn't bargained on a Drow raiding party exiting the Underdark via the spider den though. Though his body has never been found, it is thought unlikely that he survived. + +STATISTICS: + +Special: 3pt AC bonus vs. spiders~ + + +// ---------------------------------------------------------------------------- +// Helmets +// ---------------------------------------------------------------------------- +@8001 = ~Skull~ +@8002 = ~This appears to be a human skull, with runes engraved upon it. Although the skull should be much too small to fit upon your heard, you somehow sense that it would fit. + +STATISTICS: + +Weight: 1~ + +@8003 = ~Skull of Theolon~ +@8004 = ~Theolon was a particularly devout priest of an ancient god, who adventured across the realms with a few friends, defeating evil wherever they found it. In reward for his devotion, Theolon was granted special protection by his patron god. Though this protection centred on Theolon, in recognition for the help and support Theolon had received from his adventuring colleages over the years, the protection also extended to those who travelled with him. + +Theolon disappeared a few years ago, while exploring the Nether Mountains. Since you hold his vilely enchanted skull it your hands, it appears he met a rather gruesome end. Despite his death, the skull seems to continue to bear his special protection. + +STATISTICS: + +Special: 2pt AC bonus for all party members +Weight: 1~ + + + + +@8011 = ~Helm of Absorption~ +@8012 = ~Enchanting an item to provide immunity to a specific spell is a long, arduous and complex tasks, often taking several weeks. Unfortunately for him, the young mage Ambldun did not take this into account when issuing his Great Challenge. + +The Great Challenge (as Ambldun referred to it) was sent to all mages for several leagues around, and was along the lines of "I bet you harm kill me using magic". After sending the Challenge, Ambldun set to work enacting his plan - enchanting a helmet with immunity to every single magic spell he knew. Ambldun, was dismayed at the unexpected time required, he had just managed to finish the first enchantment and was considering rescinding the Great Challenge, just for a short while, until his work was finished when his entire dwelling disintegrated in a puff of smoke - the handiwork of the very first mage to receive word of his Challenge. + +STATISTICS: + +Special: Immune to Magic Missile spell +Armor Class Bonus: None +Special: Protects Against Critical Hits +Weight: 2 +Not Usable By: +Mage +Bard +Thief~ + + + + +@8021 = ~Helmet~ +@8022 = ~This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. + +STATISTICS: + +Armor Class Bonus: None +Special: Protects Against Critical Hits +Weight: 2 +Usable By: +Thief~ + +@8023 = ~Thieves Helmet~ +@8024 = ~Thieves Helmet DESC + +Ranij was a skilled young man who lived in Athkatla several decades ago. Ranij was also a brilliant thief, indeed Ranij was one of the most successful thieves who ever lived. Or at least he would have been, if he'd been able to pass the entrance tests for the Thieves Guild. + +While Ranij could pick-pocket even the most suspicious noble without breaking a sweat, or walk down a street in broad daylight and avoid being seen or even spot a trap from 10 paces away, and disarm it without seconds, he could not set a trap of his own. + +Ranij was barred from the Thieves Guild due this gap in his skill set, and to make up for his short-comings he had this Helm commissioned. While worn, the Helm implants knowledge on setting traps directly into the wearer. + +The Helm was a complete success, and Ranij re-applied for Guild entrance while wearing it. Ranij easily passed all the tests the Guildmasters could devise, even the trap setting test. Upon successful completion of the tests, Ranij was eagerly looking forward to being accepted into the Guild. Unfortunately, and some would say strangely, the Thieves Guild frowns upon cheating, especially on their entrance test. + +Ranijs body was never found... + +STATISTICS: + +Special: 25pt Set Traps bonus +Special: Protects Against Critical Hits +Weight: 2 +Usable By: +Thief~ + + +/* + OMG - cut content!! + Where is the iiItem UB? Or iiItem fixpack? Developer intent??? + + Diseased arrows (10% chance various disease type, while equipped suffer-1 CON) + Glass bottle (breaks after x hits) + Harp of Haste + Healing Harp + Kobold Flute (invisible to kobolds while playing?) - set bard song while equipped? +*/ \ No newline at end of file diff --git a/iiItemMod/Languages/Spanish/setup.tra b/iiItemMod/Languages/Spanish/setup.tra new file mode 100644 index 0000000..3f8f93f --- /dev/null +++ b/iiItemMod/Languages/Spanish/setup.tra @@ -0,0 +1,787 @@ +// ---------------------------------------------------------------------------- +// Name: iiItemMod +// Author: igi +// Date: 21/11/2006 +// ---------------------------------------------------------------------------- + +// Readme +@1000 = ~Léeme~ +@1010 = ~Mostrar el Léeme luego de la instalación~ +@1020 = ~No mostrar el Léeme luego de la instalación~ + +// Components +@500 = ~Posiciones de los Objetos~ +@550 = ~Objetos sólo en tiendas~ +@600 = ~Objetos sólo en el juego~ +@650 = ~Objetos en tiendas y durante el juego (únicos sólo en tiendas)~ +@700 = ~Objetos en tiendas y durante el juego (únicos durante el juego)~ +@750 = ~Objetos en tiendas y durante el juego (únicos mezclados)~ + + +@51 = ~Objetos~ + +// ---------------------------------------------------------------------------- +// Potions +// ---------------------------------------------------------------------------- +@1100 = ~¡Gulp!~ [GULP] + +@2001 = ~Poción de Imágen espejada~ +@2002 = ~Uno de los hechizos más útiles en el repertorio del mago es la Imágen espejada. Reduce las posibilidades de ser golpeado por un hechizo, flecha o espada, confundiendo al enemigo e intimidando animales y monstruos. + +Este es el dicho comercial de los creadores de esta poción. El consumirla es lo mismo que lanzar el hechizo Imágen espejada en el bebedor.~ + + + + +@2021 = ~Poción de Restauración Menor~ +@2022 = ~Thuzinn nunca fue un Clérigo honesto, incluso antes de que lo echaran de la Orden, ¡así que sí que se sorprendió cuando sus planes de hacerse rico rápidamente funcionaron! + +Usando unas hierbas comunes, mezcladas de forma correcta, calentadas durante la noche y diciendo algunas "bendiciones", Thuzinn logró embotellar el hechizo de Restauración Menor. Un milagro. + +La poción es brillante y parece tener mucha energía al punto de calentar la misma botella que la contiene. + +ESTADÍSTICAS: + +Especial: Restauración Menor en el bebedor~ + + + + +@2031 = ~Poción de Protección contra Parar el tiempo~ +@2032 = ~El parar el tiempo es uno de los hechizos más poderosos que pueden lanzarse. Un mago puede destrozar el ejército oponente, limpiar una mazmorra él solo o matar a sus enemigos más fuertes. + +Esta simple Poción concede al bebedor protección contra el hechizo de parar el tiempo durante un momento. + +ESTADÍSTICAS: + +Especial: protección contra parar el tiempo durante 5 turnos~ + + + + +@2041 = ~Poción de Refresco~ +@2042 = ~Luego (o durante) una batalla, la mayoría de los aventureros siguen varios pasos: beber una poción de curación, tomar los tesoros de los enemigos caídos, descansar para recuperar energía y hechizos, y esas cosas. Esta poción elimina la necesidad de varios de esos pasos; el jugo concentrado restaurativo cura heridas, quita el cansancio y fatiga y refresca la mente, haciendo que los hechizos sean re-memorizados. + +ESTADÍSTICAS: + +Especial: Curación +Especial: Quita la fatiga +Especial: Re-memoriza hechizos lanzados~ + + + + +@2051 = ~Poción de Estabilidad Elemental~ +@2052 = ~Hay muchos elementos mágicos que permiten a los aventureros el resistir ataques elementales, incluyendo bolas de fuego, hielo o hechizos de electricidad. Así mismo, hay muchos hechizos que pueden contrarrestarlos. + +La Poción de Estabilidad Elemental es el paso siguiente en la cadena: previene que las resistencias elementales del bebedor se alteren (de forma tanto positiva como negativa) por un tiempo, usualmente el necesario para protegerse de la amenaza del momento. + +ESTADÍSTICAS: + +Especial: Fija las resistencias elementales en los valores actuales durante 1 turno~ + + + + +@2061 = ~Poción de Vocalizar~ +@2062 = ~Una de las peores torturas que se le puede infligir a un mago es ser presa de un hechizo de Silenciar. Este hechizo previene al mago de lanzar conjuros, potencialmente enviándolo a la tumba, ya que los magos dependen Magos de ellos para mantenerse vivos en situaciones preligrosas. + +Esta poción púrpura y de sabor dulce actúa como salvavidas en tales situaciones, contrarrestando al hechizo de Silencio y permitiendo al bebedor hablar normalmente. + +ESTADÍSTICAS: +Especial: Lanza Vocalizar en el bebedor~ + + + + +@2071 = ~Poción de Recuperación Nigromántica~ +@2072 = ~Intentando duplicar la regeneración natural de los trolls y otras criaturas, los Magos han podido conseguir aún más efectos. Esta poción es producto de terribles experimentos que reflejan el funcionamiento de la poción. Al beber este líquido amargo, el bebedor cae al suelo en un coma profundo. Mientras se encuentre bajo el efecto, parecerá muerto (y es ignorado por los monstruos), aunque en realidad está recuperando puntos de golpe muy rápidamente. Esta poción funciona utilizando la energía negativa que poseen todos los seres, y por eso causa la pérdida permanente de vitalidad. + +ESTADÍSTICAS: +Especial: Regenera 1 punto de golpe por segundo durante 5 turnos +Especial: -5 puntos de golpe máximos por uso~ + + + + +@2081 = ~Poción de Habilidad Crítica~ +@2082 = ~Desde hace mucho es sabido que ciertas bayas y raíces ayudan a la concentración. Es apoción utiliza varios de esos ingredientes en forma concentrada y peligrosa. La concentración se incrementa inmensamente y permite al bebedor hacer hazañas de inteligencia o combate, aunque los ingredientes necesarios hacen que la poción sea venenosa, enfermando al bebedor. + +ESTADÍSTICAS: + +Especial: Cada golpe es crítico durante 5 turnos +Especial: Enferma al bebedor~ + + + + +@2091 = ~Sangre de Mole Sombría~ +@2092 = ~Este líquido de olor asqueroso es en realidad Sangre de Mole Sombría. Consumiéndolo, el bebedor se hace iinvisible ante las Moles Sombrías, gracias a las complejas feromonas que contiene. + +Esta poción es extremadamente rara tanto para comprar como para beber: No se suelen encontrar muchas Moles Sombrías muertas en los círculos alquímicos, y aunque los aventureros puedan tener algunos inconvenientes en sus viajes, el oler a Mole Sombría no es uno de ellos. + +ESTADÍSTICAS: + +Especial: Invisible para las Moles Sombrías durante un turno~ + + + + +@2101 = ~Sal de Roca~ +@2102 = ~El líquido de esta poción es fino y tiene el color arenoso de su ingrediente principal: Sal de Roca. con algunos hechizos lanzados, la Sal de Roca adquiere propiedades especiales. Cuando se usa, la poción endurece la piel del bebedor, haciendo que esta poción sea una elección excelente para los aventureros con armas cuerpo a cuerpo. Lo malo de esta poción es la pérdida momentánea de destreza, que en muchos casos no se nota, aunque ya no permite lanzar hechizos, ya que es imposible realizar los movimientos requeridos para lanzarlos . + +ESTADÍSTICAS: + +Especial: CA +3 durante 3 turnos +Especial: No se pueden lanzar hechizos durante 3 turnos +Especial: -1 a la destreza durante 3 turnos~ + + + + +@2111 = ~Perfume~ +@2112 = ~Esta preciosa botella contiene un perfume exclusivo (y caro). No puedes decir si se trata de perfume de rosas o chocolate. + +ESTADÍSTICAS: + +Especial: Carisma +1 durante 24 horas~ + +// ---------------------------------------------------------------------------- +// Flechas +// ---------------------------------------------------------------------------- +@3001 = ~Flechas de Silenciar~ +@3002 = ~Hay formas simples y efectivas de neutralizar a un lanzador de hechizos, una de ellas es acercarse y clavar una espada entre sus costillas, otra es hacer que deje de lanzar hechizos. Estas Flechas flechas encantadas están creadas para silenciar al mago, haciendo que los sonidos queden neutralizados dentro del radio de una esfera. Aunque este encantamiento no es de los mejores y tiene poca duración, ¡la mejor forma de neutralizar un mago es nunca encontrarse con ninguno! + +ESTADÍSTICAS: + +Especial: 50% de posibilidad de que el lanzador sea silenciado por 2 turnos (salvación contra conjuros para resistir) +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3003 = ~¡Silenciado!~ + + + + +@3011 = ~Flechas de Enlentecer~ +@3012 = ~Los arqueros siempre han jugado un rol vital en combate. La habilidad de lanzar flecha tras flecha contra los enemigos sin que estos tengan oportunidad de evitarlo ha ayudado a ganar una que otra batalla. La mayor debilidad de un arquero se da cuando las fuerzas enemigas se acercan y comienzan un ataque mano a mano. Esto puede resultar en la muerte de los arqueros. Las Flechas de Enlentecer se crearon para evitar que los enemigos se acerquen a los arqueros, permitiéndoles así poder seguir lanzando sin preocupaciones. + +ESTADÍSTICAS: + +Especial: 15% de posibilidad de que el lanzador sea enlentecido por 2 turnos (salvación contra conjuros para resistir) +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3013 = ~¡Enlentecido!~ + + + + +@3021 = ~Flechas de Pacifismo~ +@3022 = ~Tal vez las mejores flechas en el repertorio de los arqueros son las Flechas de Pacifismo por ser tan versátiles. El efecto de estas Flechas es simple; cada objetivo tiene una posibilidad de ser pacificado, y llenado de sensaciones de paz y serenidad, lo que se traduce en la posibilidad de reducir los ataques que puedan producirse. Los usos para estas flechas pueden ser muy variados. + +ESTADÍSTICAS: + +Especial: 5% de probabilidad de que el objetivo sea pacificado por 2 turnos +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3023 = ~¡Pacificado!~ + + + + +@3031 = ~Flechas de Curación~ +@3032 = ~En tiempos pasados, los aventureros ingeniosos crearon flechas embebidas en soluciones curativas para salvar la vida de sus compañeros. La flecha puede causar daño, pero la solución curativa lo sanará junto con cualquier otra herida que pudiera tener. Esta es una práctica peligrosa, porque el daño inicial de la flecha puede causar la muerte, cosa que la solución curativa no puede revertir, así que esta practica sólamente es utilizada en situaciones desesperadas. + +ESTADÍSTICAS: + +Especial: Cura 18 HP +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3033 = ~¡Sanado!~ + + + + +@3041 = ~Flechas de púas~ +@3042 = ~Las Flechas de púas son idénticas a las flechas normales, excepto en la punta, donde tienen púas. Esto previene que las flechas puedan ser removidas facilmente, y causan daño extra y sangrado, rajando los músculos bajo la piel. + +ESTADÍSTICAS: + +Especial: Sangrado +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3043 = ~¡Sangrando!~ + + + + +@3051 = ~Flechas de De la Piedra a la Carne~ +@3052 = ~Este tipo de flechas es normal, aunque encantadas con el hechizo De la Piedra a la Carne. Estas Flechas no son comunes, aunque pueden ser muy útiles en ciertas situaciones. + +ESTADÍSTICAS: + +Especial: Lanza De la Piedra a la Carne sobre el objetivo +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3053 = ~¡De la Piedra a la Carne!~ + + + + +@3061 = ~Flechas de Fatiga~ +@3062 = ~Las Flechas de Fatiga son utilizadas en combate para controlar a las masas. En vez de intentar matar al enemigo, las Flechas de Fatiga incrementan mágicamente la fatiga y el cansancio. Esto quiere decir que el objetivo tendrá menos ganas de luchar, y si aún les queda algo de fuerza, su habilidad en combate se reduce. Hay que hacer notar que las Flechas de Fatiga no produgen cansancio inmediatamente y que su efecto es acumulativo. + +ESTADÍSTICAS: + +Especial: Incrementa la Fatiga del objetivo +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3063 = ~Fatiga increased!~ + + + + +@3071 = ~Flechas de Restricción~ +@3072 = ~Las Flechas de Restricción fuero creadas como la flecha más efectiva contra grandes ejércitos. Fueron creadas para evitar cargas, eliminar las formaciones rápidas y el plan de batalla del enemigo y prevenir la retirada de los ejércitos enemigos, si es requerido. + +Aunque las Flechas son muy útiles en tiempos de guerra, no pasó mucho tiempo antes de que los aventureros también comenzaran a utilizarlas; las Flechas son magníficas para inmobilizar enemigos rápidos y protegiendo a los aventureros más débiles. + + +ESTADÍSTICAS: + +Especial: Previene el movimiento durante 5 turnos (salvación contra conjuros para resistir) +Daño: 1D6 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida~ +@3073 = ~¡Restringido!~ + + + + +@3081 = ~Flechas de Largo Alcance~ +@3082 = ~Las flechas de largo alcance son tal vez las más usadas. Las Flechas de Largo Alcance son pequeñas y ligeras, y por lo tanto causan menos daño, aunque en muchos casos el largo alcance de estas flechas es más útil. + +ESTADÍSTICAS: + +Especial: Largo Alcance +Daño: 1D4 +Tipo de Daño: misil (punzante) +Peso: 0 +Lanzador: Arco +No usable por: + Clérigo + Druida + Mago~ + +// ---------------------------------------------------------------------------- +// Armor +// ---------------------------------------------------------------------------- +@4001 = ~Torso de Esqueleto~ +@4002 = ~Este es el torso de un esqueleto humano. Aunque los huesos son viejos, no están rotos. Con un poco de esfuerzo, podrías meterte dentro para hacerlo servir como armadura. + +ESTADÍSTICAS: + +Clase de Armadura: 8 +Peso: 15 +Requiere: 4 Fuerza +No usable por: + Mago~ + + + + +@4003 = ~Torso de Esqueleto~ +@4004 = ~Este torso de esqueleto ha sido especialmente encantado con un poder interesante. Mientras esté equipado, quien lo utiliza es invisible a los esqueletos y demás criaturas no-muertas. El cómo se produce esto no se sabe, ya que el conocimiento del como encantar la armadura hace tiempo que se perdió. Aún así, esta armadura tiene un efecto interesante, quien la utiliza crea un enlace especial con las criaturas no-muertas, al punto de no querer lastimarlas. + +ESTADÍSTICAS: + +Especial: Invisible a los esqueletos +Especial: 10pt THAC0 de penalizacion contra esqueletos +Clase de Armadura: 8 +Peso: 15 +Requiere: 4 Fuerza +No usable por: + Mago~ + + + + +@4013 = ~Armadura Gubbie~ +@4014 = ~Esta armadura es conocida como Armadura Gubbie. Nadie conoce el orígen del nombre, o qué propósito sirve. El único poder de esta armadura es el evitar que el portador sea invisibilizado. Qué uso podría dar alguien a esto es lo que no se sabe. + +ESTADÍSTICAS: + +Especial: Inmunidad contra invisibilidad +Clase de Armadura: 3 +Peso: 50 +Requiere: 12 Fuerza +No usable por: + Bardo + Druida + Mago + Ladrón~ + + + + +@4023 = ~Túnica Sucia~ +@4024 = ~Aunque esta túnica está completamente sucia y embarrada, hay algo "suertudo" acerca de ella, algo que evita el querer lavarla. Mientras se utilice esta túnica, se tiene la sensación de que las cosas van a salir bien. + +ESTADÍSTICAS: + +Especial: bonificación +1 a las tiradas de salvación +Peso: 3 +Sólo usable por: +Mago (simple, dual y multiclase)~ + + + + +@4031 = ~Armadura de Humo~ +@4032 = ~Esta maravillosa armadura parece haber sido creada con humo. Liviana y fuerte al mismo tiempo, esta armadura se ajustará a tu cuerpo si la usas. El cómo puede ser una armadura creada con humo va más allá de tu comprensión. + +ESTADÍSTICAS: + +Clase de Armadura: 5 +Peso: 7 +Requiere: 5 Fuerza~ + + + + +@4033 = ~Armadura de Humo~ +@4034 = ~Esta maravillosa armadura parece haber sido creada con humo. Liviana y fuerte al mismo tiempo, esta armadura se ajustará a tu cuerpo, sin imponer restricciones a tus movimientos. + +El orígen de esta armadura se desconoce, ningún herrero o mago podría haber sido capaz de trabajar con humo de esta forma. Mientras protege contra espadas y demás, no se sabe como puede la armadura contrarrestar otros ataques. A pesar de esto, la armadura es maravillosa, y quién quiera que la haya creado, de seguro que la quiere de vuelta. + +ESTADÍSTICAS: + +Clase de Armadura: 5 +Peso: 7 +Requiere: 5 Fuerza~ + + + + +@4041 = ~Cota de Malla~ +@4042 = ~La cota de mallas está fabricada de anillas de metal entrelazadas. Siempre se lleva sobre un acolchado de cuero blando para evitar los roces y amortiguar el impacto de los golpes. + +Esta armadura en particular no muestra marcas, inscripciones o decoración alguna, y parece haberse forjado en una sola pieza con algún metal indestructible. El único adorno de la armadura parecen ser una docena de manchitas rojas pegajosas de varios tonos. + +ESTADÍSTICAS: + +Clase de Armadura: 5 +Peso: 40 +Requiere: 8 Fuerza +No usable por: + Druida + Mago + Ladrón~ + + + + +@4043 = ~Voz de la Perdición~ +@4044 = ~La historia de la Voz de la Perdición es desconocida. Esta armadura en particular no muestra marcas, inscripciones o decoración alguna, y parece haberse forjado en una sola pieza con algún metal indestructible. + +El único adorno de la armadura parecen ser una docena de manchitas rojas pegajosas de varios tonos. el origen de estas marcas se hace evidente cuando se utiliza. Varias púas se clavan en quien la utiliza, punzando la piel y causando dolor. Esto normalmente convencería a cualquiera de quitarse la armadura. + +Una vez puesta, la armadura conversará con quien la usa. EL por qué la existencia de esta comunicación se desconoce, y luego de quitarse la armadura, el sujeto no puede recordar de qué se ha hablado en concreto, sólo que oyó las debilidades de sus enemigos en su mente, permitiéndole hacer más daño crítico. + +ESTADÍSTICAS: + +Especial: penalización a la destreza -3 +Especial: 25% de incremento en la posibilidad de dar golpes críticos +Clase de Armadura: 5 +Peso: 40 +Requiere: 8 Fuerza +No usable por: + Druida + Mago + Ladrón~ + + + + +@4051 = ~Manto Frondoso~ +@4052 = ~El manto puede tener cualquier forma y hacerse con cualquier tipo de tela. La forma más habitual es una pieza redonda de tela con un agujero en el centro para la cabeza, con la tela drapeada desde el cuello con una cadena, un broche, un cordón o alfileres. + +Este manto parece haber sido creado con hojas, las cuales no pueden ser rotas o quitadas. + +ESTADÍSTICAS: + +Peso: 3~ + + + + +@4053 = ~Manto Frondoso~ +@4054 = ~Algunas personas nacen siendo druidas, otras deciden serlo, mientras que otras lo descubren en su interior. Ardin fue una de estas personas. + +Según la leyenda: Ardin vivía con su familia en un pequeño pueblito en el bosque. Una noche una tormenta de rayos causó un incendio forestal que rapidamente se extendió al pueblo. Ardin y otros trabajaron frenéticamente intentando lanzar agua sobre las llamas, y luego de horas, el pueblo pudo ser salvado, aunque el bosque seguía ardiendo. + +Mientras el resto de los pueblerinos descansaban, Ardin continuó su batalla contra el juego, intentando proteger a los árboles y los animales. Horas después, completamente exhausto y con respiración pobre debido al humo, quemado y sangriento, Ardin cayó inconsciente en el bosque. Cuando despertó, encontró la capa colgando de la rama de un arbol. La capa le curó, y le permitió limpiar el área de humoa. + +ESTADÍSTICAS: + +Especial: buenas bayas 3 veces al día +Especial: Zona de Aire Dulce 3 veces al día +Bonificación a la CA: 1 +Peso: 3~ + + + + +@4063 = ~Capa de protección: Acción Espejada~ +@4064 = ~Wreadi era un hombre muy muy cobarde. Aunque su profesión no era nada fuera de lo común, siendo panadero, Wreadi era verdaderamente cobarde. Tuvo una gran cantidad de objetos mágicos para protegerse (protegerse de "ellos", como él decía, aunque nunca explicó quienes eran), que incluían anillos de protección, botas de velocidad e incluso pergaminos de protección. + +A pesar de esto, Wreadi se sentía desprotegido, un enemigo podría matarlo en cualquier momento. Wreadi encomendó entonces la creación de esta capa. La capa está hechizada con la Imágen espejada, que crea una imágen idéntica al portador. Estas imágenes pueden ser rotas como en el hechizo normal, aunque reaparecerán cada 5 turnos. + +ESTADÍSTICAS: + +Especial: 2 Imágenes espejadas constantes +Clase de Armadura: 8 +Peso: 3~ + + + + +@4073 = ~Armadura anti-cautiverio~ +@4074 = ~Los héroes no suelen ser estúpidos aunque a veces lo parezcan. Iudre-Th es un gran ejemplo. Luego de pasar una noche bebiendo con sus compañeros aventureros, se encontró aceptando una prueba suicida; darle una palmada a Rtholiag, el semiliche en su cabeza con una rama de apio. + +La mayoría de la gente hubiera dado un paso atrás cuando el alcohol hubiera terminado su efecto, Iudre-Th aún así siguió aceptando el reto, aunque todos le creyeron estúpido. + +Nadie sabía, sin embargo que Iudre-Th tenía en su poder muchos artefactos mágicos, lo suficientemente poderosos como para hacerlo inmune contra los hechizos más poderosos del semiliche. La más preciada de sus posesiones era su armadura, que le daba inmunidad contra el Cautiverio. Con esta armadura y varios objetos mágicos más, y con la ramita de apio, Iudre-Th marchó a la guarida de Rtholiag. + +Iudre-Th nunca más fue visto, aunque hay varias leyendas sobre él en Faerun, de un hombre apareciendo en las peores batallas, y suavemente dando palmaditas en las cabezas de los guerreros con una rama de apio. + +ESTADÍSTICAS: + +Especial: Inmunidad contra Cautiverio +Clase de Armadura: 6 +Movimiento Sigiloso: -20 +Abrir Cerraduras: -10 +Encontrar/Desactivar Trampas: -10 +Robar: -10 +Peso: 40 +Requiere: 6 Fuerza +No usable por: + Mago~ + +// ---------------------------------------------------------------------------- +// Gloves +// ---------------------------------------------------------------------------- +@5001 = ~Guantes de Defensa CA 1: Gloria Reencontrada~ +@5002 = ~Estos guantes fueron encontrados hace poco en un ático por una mujer. Ella no sabía nada sobre ellos, aunque interesada por la posibilidad de obtener un buen precio al venderlos, los llevó a un mercader local. + +El mercader los identificó mágicamente y descubrió que habían pertenecido a Freha, la Mujer Desnuda de las Calles. Freha acechaba caravanas y vagones cerca de Luiren y era famosa por tres cosas: su habilidad de esquivar ataques cuerpo a cuerpo, lanzar dagas y flechas, y su belleza y el que casi siempre andara desnuda. + +Estos guantes mágicos usados por explican su primera habilidad, aunque las otras dos quedan a tu imaginación. + +ESTADÍSTICAS: + +Clase de Armadura: 1 +Peso: 2~ + + + + +@5011 = ~Guantes de No-arquería~ +@5012 = ~Los Guantes de No-arquería fueron creados como objeto totalmente defensivo. Habiendo escuchado historias de arqueros de tremenda habilidad, siendo capaces de lanzar flechas y flechas siguiendo el exacto mismo camino y siendo capaz de dar en el centro de los objetivos más pequeños y distantes, Gruguth el Grande le pidió a los magos de su corte que crearan un objeto discreto que le protegiera contra tales arqueros. + +Sólamente viendo su efectividad durante un intento de asesinato fallido contra Gruguth se les tomó en serio. El poder mágico de los guantes hizo que Gruguth fuera insensible a las Flechas, permitiéndole luchar contra arqueros ya fuera a distancia o cuerpo a cuerpo. + +ESTADÍSTICAS: + +Especial: Las Flechas Rebotan +Peso: 2~ + + + + +@5021 = ~Guantes de Salud Mejorada~ +@5022 = ~Es una realidad triste el que para ser eficiente en las artes arcanas se requiera dedicación. Tal vez el elemento más obvio de la dedicación es el tiempo que se gasta estudiando, meditando y contemplando las prácticas. A lo largo de la vida, es probable que la persona resulte ser de complexión débil. + +Los Guantes de Salud Mejorada se crearon para combatir tal problema. Los guantes mejoran la salud de quien los usa, dandoles vitalidad extra. Esta alteración de la fuerza vital tiene un problema, la conexión que tienen los magos con la ola mágica puede ser afectada, resultando en un incremento de probabilidad de fallar echizos. + + +ESTADÍSTICAS: + +Especial: bonificación de 10 puntos de golpe +Especial: 5% posibilidad de fallar lanzamiento de echizos +Peso: 2 +Usable por: + Mago~ + + + + +@5031 = ~Mano Cortada~ +@5032 = ~Esto parece ser una Mano Cortada, crudamente cortada de su propietario por un objeto no muy afilado. La sangre que cubre la mano parece ser reciente, aunque examinándola con detenimiento se ve que produce nueva sangre y nunca parece pudrirse, lo que hace imposible el saber la edad de la mano. + +ESTADÍSTICAS: + +Peso: 2~ + + + + +@5033 = ~Mano Cortada~ +@5034 = ~Ni el hechizo más poderoso de identificar puede revelar nada sobre el dueño de esta mano, aunque todos confirman que es una mano cortada real. La identificación de la mano indica que protege contra el hechizo de desintegrar, aunque no se sabe cómo. + +Para "usar" la mano, debes cortar una de las tuyas, y en su lugar usar esta. Este es un caso extremo y podría causar problemas serios a la salud mientras la mano esté unida a tu cuerpo. Las investigaciones, además parecen apuntar a que tu propia mano volverá a crecer si no estás usando la Mano Cortada. + +ESTADÍSTICAS: + +Especial: Objeto Maldito +Especial: Inmunidad contra el hechizo de desintegrar +Especial: Penalización de 1 a la destreza mientras esté equipada +Especial: Penalización de 1 a la constitución mientras esté equipada +Peso: 2~ + + + + +@5043 = ~Devorador de Yuanti~ +@5044 = ~Al usar estos guantes, el portador descubre que es casi consciente. Los guantes causan un odio tremendo contra los Tuanti, y parecen hablar al portador, persuadiéndolo a hacer la guerra a esta raza. + +Cuando tienen posibilidad de estar en combate cuerpo a cuerpo, los guantes atacarán a los Yuanti, pareciendo morder y masticar su carne. + +ESTADÍSTICAS: + +Especial: +5 Daño contra Yuanti +Peso: 1 +Usable por: + Luchadores + Paladines + Exploradores~ + + + + +@5053 = ~Guantes de Agarre Seguro~ +@5054 = ~Los Guantes de Agarre Seguro dependen de un tipo especial de goma, creada por el herrero Olynpon del Valle de las Sombras. Tratados bien y con una creación bastante simple, la goma puede ser activada y desactivada con el pensamiento. + +Olynpon intentó crear la goma para varios usos, incluyendo el cambio de cerraduras, clavos, e incluso jabón, sin embargo, al combinarla con los guantes encontró el éxito; los aventureros cansados de tirar sus armas en pánico causado por dragones y otras criaturas, compraron muchísimas unidades. + +ESTADÍSTICAS: + +Especial: Nunca soltarás tu arma +Peso: 1~ + +// ---------------------------------------------------------------------------- +// Belts +// ---------------------------------------------------------------------------- +@6001 = ~Cinturón de Claridad~ +@6002 = ~Aunque construído con materiales simples y de diseño básico, el Cinturón de Claridad es buscado por los magos de los reinos. + +Creado hace un poco más de cien años por el mago Yugun Boldstar como parte de una serie de experimentos concentrados en la naturaleza de la magia, el Cinturón de Claridad permite a quien lo usa percibir la magia más fuertemente. Esto hace que la pueda manipular más fácil y rápidamente, lo que permite que los hechizos sean lanzados con más rapidez. + +ESTADÍSTICAS: + +Especial: Bonificación +1 al tiempo de lanzamiento +Peso: 2~ + + + + +@6011 = ~Cinturón de la vida~ +@6012 = ~El Cinturón de la vida parece vibrar con magia interna. Aunque nadie sabe a ciencia cierta de dónde salió este cinturón o quién lo creó, el poder que posee es bien conocido; el cinturón de alguna forma actúa sobre las criaturas no muertas, confundiendo incluso a los zombies, enlenteciendo sus ataques y empeorando su habilidad de ataque. + +ESTADÍSTICAS: + +Especial: CA +2 contra muertos vivientes +Peso: 2~ + + + + +@6021 = ~Cinturón del Segundo Sentido~ +@6022 = ~El tener ojos en la nuca sería útil para todos, pero sobretodo para un Ladrón. El saber cuando alguien se está moviendo sigilosamente hacia ti puede salvar tu vida. + +Cuando se equipa, este cinturón mejora el segundo sentido de quien lo usa, dando inmunidad contra ataques rastreros, y permitiendo encontrar ilusiones. + +ESTADÍSTICAS: + +Especial: Inmunidad contra apuñalamiento por la espalda +Especial: Bonificación a Detectar Ilusión 10pt. +Peso: 2~ + + + + +@6031 = ~Cinturón de Uno mismo~ +@6032 = ~Hechizar puede ser muy útil en el momento de conseguir información vital, recibir un descuento, o simplemente al caminar dentro de un complejo lleno de guardias. Esto hace que el hechizar sea util... ¡a menos que seas tú quien tiene la información vital, seas dueño de una tienda o vivas en un complejo resguardado! + +Baron Akthid tuvo varias docenas de cinturones especialmente encantados y distribuídos a su guardia personal para que nadie pudiera hechizarlos para hacer que le traicionaran. + +ESTADÍSTICAS: + +Especial: Inmunidad contra Hechizar +Peso: 2~ + +// ---------------------------------------------------------------------------- +// Amulets +// ---------------------------------------------------------------------------- +@7001 = ~Amuleto de Estancia Firme~ +@7002 = ~'La Mano de Piedra' era un grupo de aventureros, consistía de 6 personas que viajaban cerca de Calimshan. Era una broma conocida entre los del grupo que Rasimm, el Ladrón, siempre se escaqueaba a alguna batalla (aunque él insistía que no era su culpa). Rasimm siempre terminaba siendo presa de un cautiverio, laberinto o alazo. + +Luego de una batalla bastante particular contra un liche, durante la cual, Rasimm terminó otra vez en un laberinto, el grupo decidió solventar el problema de una vez por todas: Crearon un amuleto para Rasimm. + +ESTADÍSTICAS: + +Especial: Inmunidad contra Cautiverio +Especial: Inmunidad contra Laberinto +Especial: Inmunidad contra Alazo~ + + + + +@7011 = ~Amuleto de Conocimiento~ +@7012 = ~Saii era una maga, o al menos eso decía. Ella pasaba la mayor parte del tiempo identificando objetos que le traían. Un día, luego de identificar la Caldera de Calentado Rápido, decidió poner su conocimiento en un amuleto, el cual podría dar a un aprendiz, para así poder dedicarse a otras cosas más importantes. + +Este parece ser el amuleto que creó Saii. El cómo lo encontraste aquí es un misterio, porque Saii aún continúa practicando magia en Aguas Profundas. No hay duda que le gustaría recuperar el amuleto. + +ESTADÍSTICAS: + +Especial: Bonificación de 10 al Conocimiento~ + + + + +@7021 = ~Maldición de Tymora~ +@7022 = ~Los sacerdotes de Tymora viven peligrosamente, porque su dios demanda que vivan (o mueran) dependiendo de su suerte. + +El amuleto permitirá a un sacerdote vivir peligrosamente sin tener que estar buscando el peligro en sí, porque 1 de cada 4 hechizos fallará. Esto puede ser desastroso: el fallar al querer matar monstruos que atacan al sacerdote o el fallar curar a otra persona. + +Para compensar por esto, el amuleto incrementa la fortuna del sacerdote en otras áreas, típicamente haciendolo más resistente a hechizos hostiles. + +ESTADÍSTICAS: + +Especial: 25% fallar hechizos +Especial: 1pt bonificación a las tiradas de salvación~ + + + + +@7031 = ~Defensa Arácnida~ +@7032 = ~Mucha gente tiene un miedo natural a las arañas: muchas patas, muchos ojos, ¡sin mencionar las telas! Supfi El Valiente era uno de ellos, de verdad odiaba a las arañas. Sin embargo, su miedo a las arañas y su (relativamente) bien merecido título no iban bien juntos. + +Por esta razón Supfi el Valiente mandó crear este amuleto, que actúa como una segunda piel frente a ataques de arañas. Esto le dió el valor suficiente como para saltar dentro de una guarida de arañas, con la intención de matarlas. Sin embargo, no esperaba encontrarse con aventureros Drow ahí dentro. Aunque su cuerpo nunca fue encontrado, no es probable que haya sobrevivido. + +ESTADÍSTICAS: + +Especial: Bonificación +3 a la CA contra arañas~ + + +// ---------------------------------------------------------------------------- +// Cascos +// ---------------------------------------------------------------------------- +@8001 = ~Calavera~ +@8002 = ~Esta parece ser una Calavera humana, con runas marcadas. Aunque la Calavera debería ser mucho más pequeña para sentarte bien, de alguna forma sientes que será de tu medida. + +ESTADÍSTICAS: + +Peso: 1~ + +@8003 = ~Calavera of Theolon~ +@8004 = ~Theolon era un sacerdote muy devoto de un dios antiguo, que se aventuraba en los reinos con unos amigos, venciendo al mal donde lo encontrara. Como agradecimiento a su devoción, le concedió su dios a Theolon una protección especial. Aunque esta protección se centraba en Theolon, en reconocimiento a su ayuda, también se extendió a sus acompañantes. + +Theolon desapareció hace unos años esplorando las Montañas Nezher. Ahora que tienes esta calavera en tus manos, parece que su portador encontró un final bastante feo. Sin importar su muerte, parece que la calavera aún tiene sus protecciones. + +ESTADÍSTICAS: + +Especial: Bonificación +2 a la CA para todos los miembros del grupo +Peso: 1~ + + + + +@8011 = ~Yelmo de Absorción~ +@8012 = ~El encantar un objeto para que proteja contra cierto hechizo es una tarea ardua y compleja que requiere varias semanas. Desafortunadamente para él, el joven Ambldun no tomó esto en cuenta mientras se preparaba para la Gran Prueba. + +La Gran Prueba (Como se refería a ella Ambldun) era enviada a todos los magos a kilómetros de distancia y hablaba de "Apuesto a que no me matas usando magia". Con esto, Ambldun comenzó a crear un plan: encantar un yelmo que le diera inmunidad a cada uno de los hehizos existentes. Ambldun, quedó de piedra al darse cuenta de todo el tiempo que esto requería, y justo terminó de crear el primer encanto el dia de la Gran Prueba. + +ESTADÍSTICAS: + +Especial: Inmunidad contra proyectil mágico +Bonificación a la CA: Ninguna +Especial: Protege contra golpes críticos +Peso: 2 +No usable por: +Mago +Bardo +Ladrón~ + + + + +@8021 = ~Casco~ +@8022 = ~Esta clase de casco de rostro descubierto, hecho con cuero reforzado o con metal, cubre casi toda la cabeza, salvo la cara y el cuello. Estos cascos suelen incluir una protección para la nariz. + +ESTADÍSTICAS: + +Bonificación a la CA: Ninguna +Especial: Protege contra golpes críticos +Peso: 2 +Usable By: +Ladrón~ + +@8023 = ~Casco del Ladrón~ +@8024 = ~Casco del Ladrón DESC + +Ranij era un hombre habilidoso que vivió en Athkatla hace varias décadas. Ranij también era un gran Ladrón, uno de los mejores que ha vivido nunca. O lo hubiera sido, si hubiera pasado la prueba de admisión a la Cofradía de ladrones. + +Mientras Ranij podía robar a cualquier persona sin que se diera cuenta, o caminar por la calle en plena luz del día evitando ser visto o incluso podía ver una trampa a varios metros de distancia y desarmarla en segundos, no podía poner trampas solo. + +Ranij fue echado de la cofradía por no poder poner trampas, y esa fue la razón por la cual comisionó la creación de este casco. Mientras esté equipado, el casco da conocimiento sobre trampas directamente a quien lo usa. + +El casco funcionó tan bien que Ranij volvió a la cofradía con el casco puesto. Ranij pasó facilmente todas las pruebas que le impusieron, incluso la de poner trampas. Al completar todas las pruebas, Ranij estaba excitadísimo con la posibilidad de entrar finalmente en la Cofradía. Desafortunadamente, y algunos dirían extrañamente, a la cofradía no le gustan las trampas, especialmente en su prueba de entrada. + +El cuerpo de Ranij nunca fue encontrado... + +ESTADÍSTICAS: + +Especial: 25pt de bonificación a colocar trampas +Especial: Protege contra golpes críticos +Peso: 2 +Usable por: +Ladrón~ \ No newline at end of file diff --git a/iiItemMod/Potions/bam/Copy/i1ipo001.bam b/iiItemMod/Potions/bam/Copy/i1ipo001.bam new file mode 100644 index 0000000..80997b2 Binary files /dev/null and b/iiItemMod/Potions/bam/Copy/i1ipo001.bam differ diff --git a/iiItemMod/Potions/bam/Copy/i1ipo002.bam b/iiItemMod/Potions/bam/Copy/i1ipo002.bam new file mode 100644 index 0000000..a337514 Binary files /dev/null and b/iiItemMod/Potions/bam/Copy/i1ipo002.bam differ diff --git a/iiItemMod/Potions/bam/Copy/i1ipo003.bam b/iiItemMod/Potions/bam/Copy/i1ipo003.bam new file mode 100644 index 0000000..3883a85 Binary files /dev/null and b/iiItemMod/Potions/bam/Copy/i1ipo003.bam differ diff 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0000000..944795c Binary files /dev/null and b/iiItemMod/Potions/itm/i1po011.itm differ diff --git a/iiItemMod/Potions/spl/i1po011.spl b/iiItemMod/Potions/spl/i1po011.spl new file mode 100644 index 0000000..572009d Binary files /dev/null and b/iiItemMod/Potions/spl/i1po011.spl differ diff --git a/iiItemMod/Readme-iiItemMod.txt b/iiItemMod/Readme-iiItemMod.txt new file mode 100644 index 0000000..170fc5e --- /dev/null +++ b/iiItemMod/Readme-iiItemMod.txt @@ -0,0 +1,129 @@ +iiItem Mod V1 +------------- + ++) Contents +=========== +1. About +2. (Un)Installation +3. Item List +4. Known Issues +5. Thanks to +6. Version History +7. Contact Details + + ++) Section 1. About +=================== + The iiItem Mod adds several dozen new items to the game, concentrating on lesser known item types (such as potions, bracers, arrows etc). The mod does not (currently) add any upgradable items, item parts or smiths. Game balance has been taken into account during item creation, and over-powered items have (hopefully) been avoided - there are no +5 katanas! + +Items are scattered throughout the game world; being added to creature inventories and stores (none of the new items are currently added to area containers). 'Unique' items (i.e. items with a specific individual history) are added only to stores. + +NOTE: The installation makes heavy use of randomness, meaning that items will not always be available in the same places, or in the same amounts. The use of this randomness means there is a very small chance that not all of the items will be added to the game for any given installation. + + ++) Section 2. (un)Installation +============================== +The iiItem Mod is distributed using the WeiDU distribution package. To install, unzip the iiItem(xx).zip file (where xx represents the version number of the release), to the BG2 main directory. Then run the "Setup-iiItem.exe" file, and follow the on-screen prompts. + +To uninstall re-run the "Setup-iiItem.exe" file, and follow the on-screen prompts, selecting "Uninstall" as required. + + ++) Section 3. Item List +======================= +To avoid spoilers only the item names are presented here. +Full details of the items are available in the TRA file located in iiItemMod\Languages\YOUR-LANGAUGE\setup.tra. + +Amulets +------- + Amulet of Firm Standing + Amulet of Knowledge + Tymora's Curse + Arachnid Defence + +Armor +----- + Skeleton Ribs + Gubbie Armor + Mucky Robe + Smoke Armor + Voice of Doom + Leafy Cloak + Cloak of Protection: Mirrored Action + Anti-Imprisonment Hide Armor + +Arrows +------ + Arrows of Silencing + Arrows of Slowing + Arrows of Pacifism + Arrows of Healing + Barbed Arrows + Arrows of Stone to Flesh + Arrows of Fatigue + Arrows of Restriction + Far Range Arrows + +Belts +----- + Girdle of Clarity + Belt of Life + Second Sense Belt + Belt of Self + +Gloves +------ + Bracers of Defence AC 1 + Bracers of Non-archery + Gauntlets of Improved Health + Severed Hand + Yuanti Devourer + Sure Grip Gloves + +Helmets +------- + Skull of Theolon + Helm of Absorption + Thieves Helmet + +Potions +------- + Potion of Mirror Image + Potion of Lesser Restoration + Potion of Protection from Timestop + Potion of Refreshment + Potion of Elemental Stability + Potion of Vocalize + Potion of Necromantic Recuperation + Potion of Critical Skill + Umberhulk Blood + Rocksalt + Perfume + + ++) Section 4. Known Issues +========================== +Some items will trigger may visit from the Cowled Wizards for illegal magic use in Athkatla. +Amulet of Knowledge permanently increases Lore by 10pt per equipping of the item. + + ++) Section 5. Thanks to +======================= + + Avenger - DLTCEP + + Wes Weimer - WeiDU + + thebigg - WeiDU + + IESDP - http://iesdp.gibberlings3.net/ + + Immortality - http://www.clandlan.net + + ++) Section 6. Version History +============================= +V1 [27/12/2006] + - Initial Release + + ++) Section 7. Contact Details +============================= +Feedback, comments, queries, questions and suggestion should be sent to bt_igi / igi (Marc Wrench) +E-mail: igi@mcwrench.com +WWW : http://www.teambg.eu +WWW : http://www.mcwrench.com \ No newline at end of file diff --git a/iiItemMod/Setup-iiItemMod.tp2 b/iiItemMod/Setup-iiItemMod.tp2 new file mode 100644 index 0000000..9956e2d --- /dev/null +++ b/iiItemMod/Setup-iiItemMod.tp2 @@ -0,0 +1,518 @@ +// ---------------------------------------------------------------------------- +// Name: iiItemMod +// Author: igi +// Date: 29/11/2006 +// ---------------------------------------------------------------------------- +BACKUP ~iiItemMod/backup~ +AUTHOR ~igi~ + +LANGUAGE ~English~ ~English~ ~iiItemMod/Languages/English/setup.tra~ +LANGUAGE ~Spanish~ ~Spanish~ ~iiItemMod/Languages/Spanish/setup.tra~ + + +// ------------------------------------------------------------------------------------------------------------------------ +// Readme stuff +// Some people like to view the readme +BEGIN @1010 +NO_LOG_RECORD +DESIGNATED 1000 +SUBCOMPONENT @1000 + AT_INTERACTIVE_EXIT ~VIEW iiItemMod/Readme-iiItemMod.txt~ + + +// And some people don't like to view the readme +BEGIN @1020 +DESIGNATED 2000 +NO_LOG_RECORD +SUBCOMPONENT @1000 +// Do nothing + + +//!---------------------------------------------------------------------------- +// Items +//!---------------------------------------------------------------------------- +BEGIN @51 +DESIGNATED 1 + // ---------------------------------------------------------------------------- + // Potions + // ---------------------------------------------------------------------------- + + // Mirror Image + COPY ~iiItemMod/potions/itm/i1po001.itm~ ~override~ + SAY NAME2 @2001 + SAY DESC @2002 + SAY 0xde @1100 + + // Restoration + COPY ~iiItemMod/potions/itm/i1po002.itm~ ~override~ + SAY NAME2 @2021 + SAY DESC @2022 + SAY 0xde @1100 + + // Protection Timestop + COPY ~iiItemMod/potions/itm/i1po003.itm~ ~override~ + SAY NAME2 @2031 + SAY DESC @2032 + SAY 0xde @1100 + + // Refreshment + COPY ~iiItemMod/potions/itm/i1po004.itm~ ~override~ + SAY NAME2 @2041 + SAY DESC @2042 + SAY 0xde @1100 + + // Elemental Stability + COPY ~iiItemMod/potions/itm/i1po005.itm~ ~override~ + SAY NAME2 @2051 + SAY DESC @2052 + SAY 0xde @1100 + + // Vocalize + COPY ~iiItemMod/potions/itm/i1po006.itm~ ~override~ + SAY NAME2 @2061 + SAY DESC @2062 + SAY 0xde @1100 + + // Recuperation + COPY ~iiItemMod/potions/itm/i1po007.itm~ ~override~ + SAY NAME2 @2071 + SAY DESC @2072 + SAY 0xde @1100 + + // Critical Skill + COPY ~iiItemMod/potions/itm/i1po008.itm~ ~override~ + SAY NAME2 @2081 + SAY DESC @2082 + SAY 0xde @1100 + + // Umberhulk Blood + COPY ~iiItemMod/potions/itm/i1po009.itm~ ~override~ + SAY NAME2 @2091 + SAY DESC @2092 + SAY 0xde @1100 + + // Rocksalt + COPY ~iiItemMod/potions/itm/i1po010.itm~ ~override~ + SAY NAME2 @2101 + SAY DESC @2102 + SAY 0xde @1100 + + // Perfume + COPY ~iiItemMod/potions/itm/i1po011.itm~ ~override~ + SAY NAME2 @2111 + SAY DESC @2112 + SAY 0xde @1100 + + COPY ~iiItemMod/potions/spl/i1po011.spl~ ~override~ + SAY NAME2 #-1 + SAY DESC #-1 + + // BAM files + COPY ~iiItemMod/potions/bam/copy~ ~override~ + + + // ---------------------------------------------------------------------------- + // Arrows + // ---------------------------------------------------------------------------- + + // Arrows of Silencing + COPY ~iiItemMod/arrows/itm/i1ar000.itm~ ~override~ + SAY NAME2 @3001 + SAY DESC @3002 + SAY 0xde @3003 + + // Arrows of Slowing + COPY ~iiItemMod/arrows/itm/i1ar001.itm~ ~override~ + SAY NAME2 @3011 + SAY DESC @3012 + SAY 0xde @3013 + + // Arrows of Pacifism + COPY ~iiItemMod/arrows/itm/i1ar002.itm~ ~override~ + SAY NAME2 @3021 + SAY DESC @3022 + SAY 0xde @3023 + + // Arrows of Healing + COPY ~iiItemMod/arrows/itm/i1ar003.itm~ ~override~ + SAY NAME2 @3031 + SAY DESC @3032 + SAY 0xde @3033 + + // Barbed Arrows + COPY ~iiItemMod/arrows/itm/i1ar004.itm~ ~override~ + SAY NAME2 @3041 + SAY DESC @3042 + SAY 0xde @3043 + + // Arrows of Stone to Flesh + COPY ~iiItemMod/arrows/itm/i1ar005.itm~ ~override~ + SAY NAME2 @3051 + SAY DESC @3052 + SAY 0xde @3053 + + // Arrows of Fatigue + COPY ~iiItemMod/arrows/itm/i1ar006.itm~ ~override~ + SAY NAME2 @3061 + SAY DESC @3062 + SAY 0xde @3063 + + // Arrows of Restriction + COPY ~iiItemMod/arrows/itm/i1ar007.itm~ ~override~ + SAY NAME2 @3071 + SAY DESC @3072 + SAY 0xde @3073 + + // Far Range Arrows + COPY ~iiItemMod/arrows/itm/i1ar008.itm~ ~override~ + SAY NAME2 @3081 + SAY DESC @3082 + + // BAM files + COPY ~iiItemMod/arrows/bam/copy~ ~override~ + + // ---------------------------------------------------------------------------- + // Armor, robes and cloaks + // ---------------------------------------------------------------------------- + + // Skeleton Armor + COPY ~iiItemMod/armor/itm/i1lt001.itm~ ~override~ + SAY NAME1 @4001 + SAY UNIDENTIFIED_DESC @4002 + SAY NAME2 @4003 + SAY DESC @4004 + + COPY ~iiItemMod/armor/eff/i1lt001.eff~ ~override~ + + // Gubbie Armor + COPY ~iiItemMod/armor/itm/i1pl001.itm~ ~override~ + SAY NAME2 @4013 + SAY DESC @4014 + + // Mucky Robes + COPY ~iiItemMod/armor/itm/i1ck001.itm~ ~override~ + SAY NAME2 @4023 + SAY DESC @4024 + + // Smoke Armor + COPY ~iiItemMod/armor/itm/i1ch001.itm~ ~override~ + SAY NAME1 @4031 + SAY UNIDENTIFIED_DESC @4032 + SAY NAME2 @4033 + SAY DESC @4034 + + // Voice of Doom + COPY ~iiItemMod/armor/itm/i1ch002.itm~ ~override~ + SAY NAME1 @4041 + SAY UNIDENTIFIED_DESC @4042 + SAY NAME2 @4043 + SAY DESC @4044 + + // Leafy Cloak + COPY ~iiItemMod/armor/itm/i1ck002.itm~ ~override~ + SAY NAME1 @4051 + SAY UNIDENTIFIED_DESC @4052 + SAY NAME2 @4053 + SAY DESC @4054 + + // Mirror Image Cloak + COPY ~iiItemMod/armor/itm/i1ck003.itm~ ~override~ + SAY NAME2 @4063 + SAY DESC @4064 + + COPY ~iiItemMod/armor/eff/i1ck003.eff~ ~override~ + + // Anti-Imprisonment Armor + COPY ~iiItemMod/armor/itm/i1lt002.itm~ ~override~ + SAY NAME2 @4073 + SAY DESC @4074 + + // BAM files + COPY ~iiItemMod/armor/bam/copy~ ~override~ + + // ---------------------------------------------------------------------------- + // Gloves + // ---------------------------------------------------------------------------- + + // Bracers of Defence AC 1 + COPY ~iiItemMod/gloves/itm/i1br001.itm~ ~override~ + SAY NAME2 @5001 + SAY DESC @5002 + + // Bracers of Non-archery + COPY ~iiItemMod/gloves/itm/i1br002.itm~ ~override~ + SAY NAME2 @5011 + SAY DESC @5012 + + // Bracers of Improved Health + COPY ~iiItemMod/gloves/itm/i1br003.itm~ ~override~ + SAY NAME2 @5021 + SAY DESC @5022 + + // Severed Hand + COPY ~iiItemMod/gloves/itm/i1br004.itm~ ~override~ + SAY NAME1 @5031 + SAY UNIDENTIFIED_DESC @5032 + SAY NAME2 @5033 + SAY DESC @5034 + + // Yuanti Devourer + COPY ~iiItemMod/gloves/itm/i1br005.itm~ ~override~ + SAY NAME2 @5043 + SAY DESC @5044 + + COPY ~iiItemMod/gloves/eff/i1br005.eff~ ~override~ + + // Sure Grip Gloves + COPY ~iiItemMod/gloves/itm/i1br006.itm~ ~override~ + SAY NAME2 @5053 + SAY DESC @5054 + + // BAM files + COPY ~iiItemMod/gloves/bam/copy~ ~override~ + + // ---------------------------------------------------------------------------- + // Belts + // ---------------------------------------------------------------------------- + + // Girdle of Clarity + COPY ~iiItemMod/belts/itm/i1bl001.itm~ ~override~ + SAY NAME2 @6001 + SAY DESC @6002 + + // Belt of Life + COPY ~iiItemMod/belts/itm/i1bl002.itm~ ~override~ + SAY NAME2 @6011 + SAY DESC @6012 + + COPY ~iiItemMod/belts/eff/i1bl002.eff~ ~override~ + + // Second Sense Belt + COPY ~iiItemMod/belts/itm/i1bl003.itm~ ~override~ + SAY NAME2 @6021 + SAY DESC @6022 + + // Belt of Self + COPY ~iiItemMod/belts/itm/i1bl004.itm~ ~override~ + SAY NAME2 @6031 + SAY DESC @6032 + + // BAM files + COPY ~iiItemMod/belts/bam/copy~ ~override~ + + // ---------------------------------------------------------------------------- + // Amulets + // ---------------------------------------------------------------------------- + + // Amulet of Firm Standing + COPY ~iiItemMod/amulets/itm/i1am001.itm~ ~override~ + SAY NAME2 @7001 + SAY DESC @7002 + + // Amulet of Knowledge + COPY ~iiItemMod/amulets/itm/i1am002.itm~ ~override~ + SAY NAME2 @7011 + SAY DESC @7012 + + // Tymora's Curse + COPY ~iiItemMod/amulets/itm/i1am003.itm~ ~override~ + SAY NAME2 @7021 + SAY DESC @7022 + + // Arachnid Defence + COPY ~iiItemMod/amulets/itm/i1am004.itm~ ~override~ + SAY NAME2 @7031 + SAY DESC @7032 + + COPY ~iiItemMod/amulets/eff/i1am004.eff~ ~override~ + + // BAM files + COPY ~iiItemMod/amulets/bam/copy~ ~override~ + + // ---------------------------------------------------------------------------- + // Helmets + // ---------------------------------------------------------------------------- + // Skull of Theolon + COPY ~iiItemMod/helmets/itm/i1hm001.itm~ ~override~ + SAY NAME1 @8001 + SAY UNIDENTIFIED_DESC @8002 + SAY NAME2 @8003 + SAY DESC @8004 + + COPY ~iiItemMod/helmets/itm/i1hm002.itm~ ~override~ + SAY NAME2 @8011 + SAY DESC @8012 + + COPY ~iiItemMod/helmets/itm/i1hm003.itm~ ~override~ + SAY NAME1 @8021 + SAY UNIDENTIFIED_DESC @8022 + SAY NAME2 @8023 + SAY DESC @8024 + + // BAM files + COPY ~iiItemMod/helmets/bam/copy~ ~override~ + + + + //--------------------------------------------------------------------------- + // Add items to the gameworld + //--------------------------------------------------------------------------- + INCLUDE ~iiItemMod/tph/ii_iiItem_Add_Potions.tph~ + INCLUDE ~iiItemMod/tph/ii_iiItem_Add_Arrows.tph~ + INCLUDE ~iiItemMod/tph/ii_iiItem_Select_Random_Store.tph~ + INCLUDE ~iiItemMod/tph/ii_iiItem_Add_Infinites_To_Stores.tph~ + INCLUDE ~iiItemMod/tph/ii_Add_Item_To_Store.tph~ + INCLUDE ~iiItemMod/tph/ii_Add_RandomItem_To_Creatures.tph~ + INCLUDE ~iiItemMod/tph/ii_iiItem_Select_Random_i1poxxx.tph~ + INCLUDE ~iiItemMod/tph/ii_iiItem_Select_Random_i1arxxx.tph~ + + //------------------------------ + // Add the (potentially) infinite items to area containers + //------------------------------ + // Maybe in the next version. Maybe not. + + //------------------------------ + // Add the (potentially) infinite items to creature inventories + //------------------------------ + // Potions (max 1 potion type per creature) + PRINT ~Adding infinites (potions) to creatures~ + OUTER_SPRINT iimacro_name ii_iiItem_Select_Random_i1poxxx + OUTER_SET iicheckitemtype = 9 + OUTER_SET new_item_add_chance = 20 + OUTER_SET existing_item_add_chance = 60 + LAUNCH_ACTION_MACRO ~ii_Add_RandomItem_To_Creatures~ + + // Arrows (max 1 arrow type per creature) + PRINT ~Adding infinites (arrows) to creatures~ + OUTER_SPRINT iimacro_name ii_iiItem_Select_Random_i1arxxx + OUTER_SET iicheckitemtype = 5 + OUTER_SET new_item_add_chance = 20 + OUTER_SET existing_item_add_chance = 60 + LAUNCH_ACTION_MACRO ~ii_Add_RandomItem_To_Creatures~ + + //------------------------------ + // Add the (potentially) infinite items to stores + //------------------------------ + PRINT ~Adding infinites to stores~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Infinites_To_Stores~ + + //------------------------------ + // Add the unique items to stores + // We add uniques to creatures (not stores/areas) for several reasons: + // Creature files are re-used throughout the game + // Not all creatures may be encountered in the game + // Adding to stores is easier + //------------------------------ + PRINT ~Adding uniques to stores~ + RANDOM_SEED USE_SYSTEM_TIME + OUTER_SET usetype = 1 + OUTER_SET charge1 = 0 + OUTER_SET charge2 = 0 + OUTER_SET charge3 = 0 + OUTER_SET amount = 1 + OUTER_SET infinite = 0 + OUTER_SET randomchance = 100 + OUTER_SET mustadd = 1 + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1am001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1am002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1am003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1am004 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1ch001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1ch002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1ck001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1ck002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1ck003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1l1001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1l1002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1pl001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1bl001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1bl002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1bl003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1bl004 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br004 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br005 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1br006 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1hm001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1hm002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + LAUNCH_ACTION_MACRO ~ii_iiItem_Select_Random_Store~ + OUTER_SPRINT itemname i1hm003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + +// ---------------------------------------------------------------------------- +// EOF \ No newline at end of file diff --git a/iiItemMod/tph/ii_Add_Item_To_Store.tph b/iiItemMod/tph/ii_Add_Item_To_Store.tph new file mode 100644 index 0000000..1e57e82 --- /dev/null +++ b/iiItemMod/tph/ii_Add_Item_To_Store.tph @@ -0,0 +1,415 @@ +// ---------------------------------------------------------------------------- +// Name: Add_Item_To_Store +// Author: igi +// Date: 08/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Add a reference to an itm to a sto file, duplicating the ADD_ITEM_TO_STORE + command, but allowing use of random numbers, and adding a new position + option (usetype). Includes additional checks, such as the item must exist. + +Variables + StoreFilename - The .sto to add the .itm to + ItemName - The .itm to add + BeforeItem - Add the new item before the specified item + AfterItem - Add the new item after the specified item + first - + last - + usetype - Position the item after the last item of a matching type + mustadd - The item must be added, even if usetype/before/after fail + randomchance - Chance the item will be added + + charge1max - + charge2max - + charge3max - + flagsmax - + amountmax - + + Charge1 - Number of primary charges* + Charge2 - Number of secondary charges* + Charge3 - Number of tertiary charges* + Flags - Flags of the item* + Amount - Amount of the item* + Infinite - Infinite stock of the item* + +Notes + Variables marked with a * are given a random value if initialised to -1 + Variables marked with a * are initialised to 0 (except flags, which is initialised to 1) + All variables are lower-case (except storefilename and itemname) + +Priority + usetype (after the last item of a matching item type) + before + after + first + last + first (default) + +Example usage + RANDOM_SEED USE_SYSTEM_TIME + //------------------------------ + // Adventurers Mart + //------------------------------ + //SPRINT storefilename ribald3.sto + //SPRINT itemname POTN08 + //SET usetype = 1 + //SET last = 1 + //SET first = 1 + //SET charge1 = 0 + //SET charge2 = 0 + //SET charge3 = 0 + //SET amount = -1 + //SET infinite = -1 + //SET "charge1max" = 50 + //SET "charge2max" = 50 + //SET "charge3max" = 50 + //SET "flagsmax" = 16 + //SET "amountmax" = 100 + //SPRINT beforeitem SCRL8Y + //SPRINT afteritem SCRL8Y + //LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + BUT_ONLY_IF_IT_CHANGES + +TODO + Ensure selling flag is set + Check item is not already in store +*/ + +DEFINE_ACTION_MACRO ii_Add_Item_To_Store +BEGIN + PRINT ~Attempting to add %itemname% to %storefilename%~ + + ACTION_IF (FILE_EXISTS_IN_GAME ~%itemname%.ITM~) AND (FILE_EXISTS_IN_GAME ~%storefilename%~) THEN + BEGIN + PRINT ~Resources exist~ + + //------------------------------ + // Set default values, if required + //------------------------------ + ACTION_IF !(VARIABLE_IS_SET %charge1%) THEN + BEGIN + OUTER_SET "charge1" = 0 + END + + ACTION_IF !(VARIABLE_IS_SET %charge2%) THEN + BEGIN + OUTER_SET "charge2" = 0 + END + + ACTION_IF !(VARIABLE_IS_SET %charge3%) THEN + BEGIN + OUTER_SET "charge3" = 0 + END + + ACTION_IF !(VARIABLE_IS_SET %flags%) THEN + BEGIN + OUTER_SET "flags" = 1 + END + + ACTION_IF !(VARIABLE_IS_SET %amount%) THEN + BEGIN + OUTER_SET "amount" = 1 + END + + ACTION_IF !(VARIABLE_IS_SET %infinite%) THEN + BEGIN + OUTER_SET "infinite" = 0 + END + + ACTION_IF !(VARIABLE_IS_SET %charge1max%) THEN + BEGIN + OUTER_SET "charge1max" = 50 + END + + ACTION_IF !(VARIABLE_IS_SET %charge2max%) THEN + BEGIN + OUTER_SET "charge2max" = 50 + END + + ACTION_IF !(VARIABLE_IS_SET %charge3max%) THEN + BEGIN + OUTER_SET "charge3max" = 50 + END + + ACTION_IF !(VARIABLE_IS_SET %flagsmax%) THEN + BEGIN + OUTER_SET "flagsmax" = 16 + END + + ACTION_IF !(VARIABLE_IS_SET %amountmax%) THEN + BEGIN + OUTER_SET "amountmax" = 100 + END + + ACTION_IF !(VARIABLE_IS_SET %mustadd%) THEN + BEGIN + OUTER_SET "mustadd" = 0 + END + + ACTION_IF !(VARIABLE_IS_SET %randomchance%) THEN + BEGIN + OUTER_SET "randomchance" = 100 + END + + + //------------------------------ + // Backup variables we may change, so we can restore when done + //------------------------------ + OUTER_SET backupcharge1 = charge1 + OUTER_SET backupcharge2 = charge2 + OUTER_SET backupcharge3 = charge3 + OUTER_SET backupflags = flags + OUTER_SET backupamount = amount + OUTER_SET backupinfinite = infinite + + COPY_EXISTING ~%storefilename%~ ~override~ + PATCH_IF (SOURCE_SIZE > 0x74) THEN + BEGIN + PATCH_PRINT ~Valid .sto size~ + //------------------------------ + // Read in values + //------------------------------ + READ_LONG 0x34 "sale_offset" + READ_LONG 0x38 "sale_num" + READ_LONG 0x2C "item_offset" + READ_LONG 0x4C "drink_offset" + READ_LONG 0x70 "cure_offset" + + //------------------------------ + // Set internal variables + //------------------------------ + SET "orig_sale_num" = "%sale_num%" + SET "item_added" = 0 + SET "item_insert" = ~-1~ + SET "item_offset_patch" = 0 + SET "drink_offset_patch" = 0 + SET "cure_offset_patch" = 0 + + PATCH_IF (RANDOM(1 100) <= %randomchance%) THEN + BEGIN + PATCH_PRINT ~Random check returned true - item is being added~ + + //------------------------------ + // Randomize default variables, if required + //------------------------------ + PATCH_IF (%charge1% == ~-1~) THEN + BEGIN + SET "charge1" = RANDOM (1 %charge1max%) + END + + PATCH_IF (%charge2% == ~-1~) THEN + BEGIN + SET "charge2" = RANDOM (1 %charge2max%) + END + + PATCH_IF (%charge3% == ~-1~) THEN + BEGIN + SET "charge3" = RANDOM (1 %charge3max%) + END + + PATCH_IF (%flags% == ~-1~) THEN + BEGIN + SET "flags" = RANDOM (1 %flagsmax%) + END + + PATCH_IF (%amount% == ~-1~) THEN + BEGIN + SET amount = RANDOM (1 %amountmax%) + END + + PATCH_IF (%infinite% == ~-1~) THEN + BEGIN + SET "infinite" = RANDOM (0 1) + PATCH_IF (%infinite% == 1) THEN + BEGIN + SET "amount" = 0 + END + END + + //------------------------------ + // Position by item type + //------------------------------ + PATCH_IF (VARIABLE_IS_SET "%usetype%") AND (%item_insert% == ~-1~) THEN + BEGIN + INNER_ACTION + BEGIN + // Read the item-type of the new item + COPY_EXISTING ~%itemname%.ITM~ ~override~ + PATCH_IF (SOURCE_SIZE > 0x71) THEN + BEGIN + READ_SHORT 0x001c "addingitemtype" + END + BUT_ONLY_IF_IT_CHANGES + END + + // Find a matching item in the .sto + WHILE (("%sale_num%" > 0) AND ("%item_insert%" < 0)) + BEGIN + // Read the item name + READ_ASCII ("%sale_offset%" + (("%sale_num%" - 1) * 0x1C)) "storeitemname" + INNER_ACTION + BEGIN + ACTION_IF (FILE_EXISTS_IN_GAME ~%storeitemname%.ITM~) THEN + BEGIN + COPY_EXISTING ~%storeitemname%.ITM~ ~override~ + PATCH_IF (SOURCE_SIZE > 0x71) THEN + BEGIN + READ_SHORT 0x001c "storeitemtype" + WHILE ((%storeitemtype% == "%addingitemtype%") AND ("%item_insert%" < 0)) + BEGIN + SET "item_insert" = "%sale_num%" + PATCH_PRINT ~Adding %itemname% after %storeitemname% (type %addingitemtype%)~ + END + END + BUT_ONLY_IF_IT_CHANGES + END + END + SET "sale_num" = ("%sale_num%" - 1) + END + END + + + //------------------------------ + // Find the item to insert this item before (if we are doing BEFORE) + //------------------------------ + PATCH_IF (VARIABLE_IS_SET "%beforeitem%") AND (%item_insert% == ~-1~) THEN + BEGIN + WHILE ("%sale_num%" > 0) + BEGIN + READ_ASCII ("%sale_offset%" + (("%sale_num%" - 1) * 0x1C)) "storeitemname" + WHILE (("%storeitemname%" STRING_EQUAL_CASE "%beforeitem%") AND ("%item_insert%" < 0)) + BEGIN + SET "item_insert" = ("%sale_num%" - 1) + PATCH_PRINT ~Adding before %beforeitem%~ + END + SET "sale_num" = ("%sale_num%" - 1) + END + END + + + //------------------------------ + // Find the item to insert this item after (if we are doing AFTER) + //------------------------------ + PATCH_IF (VARIABLE_IS_SET "%afteritem%") AND (%item_insert% == ~-1~) THEN + BEGIN + WHILE ("%sale_num%" > 0) + BEGIN + READ_ASCII ("%sale_offset%" + (("%sale_num%" - 1) * 0x1C)) "storeitemname" + WHILE (("%storeitemname%" STRING_EQUAL_CASE "%afteritem%") AND ("%item_insert%" < 0)) + BEGIN + SET "item_insert" = "%sale_num%" + PATCH_PRINT ~Adding after %afteritem%~ + END + SET "sale_num" = ("%sale_num%" - 1) + END + END + + //------------------------------ + // Set variables to add the item at the start of the item list + //------------------------------ + PATCH_IF (VARIABLE_IS_SET "%first%") THEN + BEGIN + // If first is set, or before/after was set - but failed + PATCH_IF ("%first%" == 1) AND (%item_insert% = ~-1~) THEN + BEGIN + PATCH_PRINT ~Adding first~ + SET "item_insert" = "0" + END + END + + + //------------------------------ + // Set variables to add the item at the end of the item list + //------------------------------ + PATCH_IF (VARIABLE_IS_SET "%last%") THEN + BEGIN + // If last is set, or before/after was set - but failed + PATCH_IF ("%last%" == 1) AND (%item_insert% = ~-1~) THEN + BEGIN + SET "item_insert" = "%sale_num%" + PATCH_PRINT ~Adding last~ + END + END + + + //------------------------------ + // If we've not found anywhere to put the item, default to FIRST + //------------------------------ + PATCH_IF (%item_insert% = ~-1~) AND (%mustadd% = 1)THEN + BEGIN + SET "item_insert" = "0" + PATCH_PRINT ~Adding first (default)~ + END + + + //------------------------------ + // Insert the item + //------------------------------ + WHILE (("%item_added%" = 0) AND ("%item_insert%" >= 0)) + BEGIN + INSERT_BYTES ("%sale_offset%" + ("%item_insert%" * 0x1C)) 28 + WRITE_EVALUATED_ASCII ("%sale_offset%" + ("%item_insert%" * 0x1C)) "%itemname%" #8 + WRITE_LONG ("%sale_offset%" + 0x0a + ("%item_insert%" * 0x1C)) ~%charge1%~ + WRITE_LONG ("%sale_offset%" + 0x0c + ("%item_insert%" * 0x1C)) ~%charge2%~ + WRITE_LONG ("%sale_offset%" + 0x0e + ("%item_insert%" * 0x1C)) ~%charge3%~ + WRITE_LONG ("%sale_offset%" + 0x10 + ("%item_insert%" * 0x1C)) ~%flags%~ + WRITE_LONG ("%sale_offset%" + 0x14 + ("%item_insert%" * 0x1C)) ~%amount%~ + WRITE_LONG ("%sale_offset%" + 0x18 + ("%item_insert%" * 0x1C)) ~%infinite%~ + SET "item_added" = 1 + END + + //------------------------------ + // Update the item count + //------------------------------ + WRITE_LONG 0x38 ("%orig_sale_num%" + "%item_added%") + + //------------------------------ + // Update the offsets + //------------------------------ + WHILE (("%item_added%" = 1) AND ("%item_offset_patch%" = 0) AND NOT ("%item_offset%" < "%sale_offset%")) + BEGIN + WRITE_LONG 0x2C ("%item_offset%" + 0x1C) + SET "item_offset_patch" = 1 + END + + WHILE (("%item_added%" = 1) AND ("%drink_offset_patch%" = 0) AND NOT ("%drink_offset%" < "%sale_offset%")) + BEGIN + WRITE_LONG 0x4C ("%drink_offset%" + 0x1C) + SET "drink_offset_patch" = 1 + END + + WHILE (("%item_added%" = 1) AND ("%cure_offset_patch%" = 0) AND NOT ("%cure_offset%" < "%sale_offset%")) + BEGIN + WRITE_LONG 0x70 ("%cure_offset%" + 0x1C) + SET "cure_offset_patch" = 1 + END + + PATCH_IF (%item_added% == 1) THEN + BEGIN + PATCH_PRINT ~Added %itemname% to %storefilename% successfully~ + END + ELSE + BEGIN + PATCH_PRINT ~Added %itemname% to %storefilename% NOT successfully~ + END + END // random check + END // .sto has valid size + + BUT_ONLY_IF_IT_CHANGES + + END // copy .sto file + END // file_exists_in_game + + //------------------------------ + // Restore original variable values + //------------------------------ + //OUTER_SET charge1 = backupcharge1 + //OUTER_SET charge2 = backupcharge2 + //OUTER_SET charge3 = backupcharge3 + //OUTER_SET flags = backupflags + //OUTER_SET amount = backupamount + //OUTER_SET infinite = backupinfinite + +END // define_action_macro \ No newline at end of file diff --git a/iiItemMod/tph/ii_Add_RandomItem_To_Creatures.tph b/iiItemMod/tph/ii_Add_RandomItem_To_Creatures.tph new file mode 100644 index 0000000..090992e --- /dev/null +++ b/iiItemMod/tph/ii_Add_RandomItem_To_Creatures.tph @@ -0,0 +1,64 @@ +// ---------------------------------------------------------------------------- +// Name: Add_RandomItem_To_Creatures +// Author: igi +// Date: 11/12/2006 +// ---------------------------------------------------------------------------- + +DEFINE_ACTION_MACRO ii_Add_RandomItem_To_Creatures +BEGIN + + COPY_EXISTING_REGEXP GLOB ~.*\.CRE~ ~override~ + SET iihasitem = 0 + PATCH_IF (SOURCE_SIZE > 0x02cc) THEN + BEGIN + READ_LONG 0x02bc item_offset + READ_LONG 0x02c0 item_count + + WHILE ((0 < "%item_count%") AND ("%iihasitem%" = 0)) + BEGIN + READ_ASCII ("%item_offset%" + (("%item_count%"-1) * 20)) iithisitem + PATCH_PRINT "%iithisitem%" + + INNER_ACTION + BEGIN + ACTION_IF FILE_EXISTS_IN_GAME ~%iithisitem%.ITM~ THEN + BEGIN + COPY_EXISTING ~%iithisitem%.itm~ ~override~ + PATCH_IF (SOURCE_SIZE > 0x71) THEN + BEGIN + READ_SHORT 0x001c iiitemtype + + PATCH_IF ("%iiitemtype%" == %iicheckitemtype%) THEN + BEGIN + SET iihasitem = 1 + END + + END + BUT_ONLY_IF_IT_CHANGES + END + END + + SET "item_count" = ("%item_count%" - 1) + END + + LAUNCH_PATCH_MACRO ~%iimacro_name%~ + + PATCH_IF (iihasitem == 1) THEN + BEGIN + SET iiaddchance = existing_item_add_chance + END + ELSE + BEGIN + SET iiaddchance = new_item_add_chance + END + + PATCH_IF (RANDOM(1 100) <= %iiaddchance%) THEN + BEGIN + ADD_CRE_ITEM ~%iiselecteditem%~ #0 #0 #0 ~NONE~ ~INV~ // FIXME - new macro, so we can have random amounts + END + + END + + BUT_ONLY_IF_IT_CHANGES + +END // define_patch_macro \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Add_Arrows.tph b/iiItemMod/tph/ii_iiItem_Add_Arrows.tph new file mode 100644 index 0000000..955e30a --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Add_Arrows.tph @@ -0,0 +1,53 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Add_Arrows +// Author: igi +// Date: 09/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Add the arrows from the iiItem mod to a specified sto. + Farmed out to macro to prevent massive code duplication. +*/ + +DEFINE_ACTION_MACRO ii_iiItem_Add_Arrows +BEGIN + RANDOM_SEED USE_SYSTEM_TIME + + OUTER_SET usetype = 1 + + OUTER_SET charge1 = 40 + OUTER_SET charge2 = 0 + OUTER_SET charge3 = 0 + OUTER_SET amount = ~-1~ + OUTER_SET infinite = ~-1~ + OUTER_SET randomchance = 65 + + OUTER_SPRINT itemname i1ar000 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar004 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar005 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar006 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar007 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1ar008 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + +END \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Add_Infinites_To_Stores.tph b/iiItemMod/tph/ii_iiItem_Add_Infinites_To_Stores.tph new file mode 100644 index 0000000..b8b905d --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Add_Infinites_To_Stores.tph @@ -0,0 +1,383 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Add_Infinites_To_Stores +// Author: igi +// Date: 09/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Add potential infinite stock items to stores. + Farmed out to macro to prevent massive code duplication. +*/ + +DEFINE_ACTION_MACRO ii_iiItem_Add_Infinites_To_Stores +BEGIN + + // Add the items to any store + COPY_EXISTING_REGEXP GLOB ~.*\.sto~ ~override~ + PATCH_IF (SOURCE_SIZE > 0x9a) + BEGIN + SPRINT storefilename "%SOURCE_RES%.sto" + INNER_ACTION + BEGIN + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + END + END + BUT_ONLY_IF_IT_CHANGES + + +/* + // Add the items to the stores I think they should be ok + + // Pen & Parchment + //------------------------------ + OUTER_SPRINT storefilename 25spell.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Pen & Parchment + //------------------------------ + OUTER_SPRINT storefilename 25spell2.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename amcler02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename amsmug01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename amsmug02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename arled.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Copper Coronet + //------------------------------ + OUTER_SPRINT storefilename bernard.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Copper Coronet + //------------------------------ + OUTER_SPRINT storefilename bernard2.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Copper Coronet + //------------------------------ + OUTER_SPRINT storefilename bernard3.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Copper Coronet + //------------------------------ + OUTER_SPRINT storefilename bernard4.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // Copper Coronet + //------------------------------ + OUTER_SPRINT storefilename bernard5.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename bhelm.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename bshop01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename bshop02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename dawnmas.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename dmark1.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename doghma.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename dshop02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename gorch.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename govwau01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename helpmpr.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename hendak.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename hgkar01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename jayes.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename kpchap01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename murcrag.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename ppumb01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename ribald.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename ribald2.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename ribald3.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename roger.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename sahpr1.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename sarbar01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename sartem01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename shop03.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename shop05.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename slilmat.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename slshop01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename suelf10.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename tanally1.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename temhelm.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename temlath.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename temple.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename temsup.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename temtalos.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trcar04.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trgeni01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trmer01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trmer03.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename trmer04.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trmer04a.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trrak01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename trrak02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename type1.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename type2.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename type3.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename uddrow22.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename uddrow24.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename udduer01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + + // + //------------------------------ + OUTER_SPRINT storefilename udduer01.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename udsvir04.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename udsvir05.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename uhmer02.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename wallace.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename wallace2.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Arrows~ + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ + + // + //------------------------------ + OUTER_SPRINT storefilename wilmat.sto + LAUNCH_ACTION_MACRO ~ii_iiItem_Add_Potions~ +*/ +END \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Add_Potions.tph b/iiItemMod/tph/ii_iiItem_Add_Potions.tph new file mode 100644 index 0000000..1f8bdca --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Add_Potions.tph @@ -0,0 +1,58 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Add_Potions +// Author: igi +// Date: 09/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Add the potions from the iiItem mod to a specified sto. + Farmed out to macro to prevent massive code duplication. +*/ + +DEFINE_ACTION_MACRO ii_iiItem_Add_Potions +BEGIN + RANDOM_SEED USE_SYSTEM_TIME + + OUTER_SET usetype = 1 + + OUTER_SET charge1 = 0 + OUTER_SET charge2 = 0 + OUTER_SET charge3 = 0 + OUTER_SET amount = ~-1~ + OUTER_SET infinite = ~-1~ + OUTER_SET randomchance = 55 + + OUTER_SPRINT itemname i1po001 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po002 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po003 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po004 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po005 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po006 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po007 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po008 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po009 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po010 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ + + OUTER_SPRINT itemname i1po011 + LAUNCH_ACTION_MACRO ~ii_Add_Item_To_Store~ +END \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Select_Random_Store.tph b/iiItemMod/tph/ii_iiItem_Select_Random_Store.tph new file mode 100644 index 0000000..e6b9035 --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Select_Random_Store.tph @@ -0,0 +1,76 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Select_Random_Store +// Author: igi +// Date: 11/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Select one of the hard-coded 'random' stores randomly. + Farmed out to macro to prevent massive code duplication. + + A better method would be to iterate over the set of .sto files, and select + one from the matching container type. + + returns storefilename set to the name of the selected sto +*/ + +DEFINE_ACTION_MACRO ii_iiItem_Select_Random_Store +BEGIN + OUTER_SET storeresult = RANDOM(1 90) + OUTER_SET added = 0 + + ACTION_IF ((storeresult <= 10) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename roger.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 20) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename ribald2.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 30) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename amsmug01.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 40) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename gorch.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 50) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename thumb.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 60) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename trinnk01.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 70) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename uddrow23.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 80) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename uhmer02.sto + OUTER_SET added = 1 + END + + ACTION_IF ((storeresult <= 90) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT storefilename suelf10.sto + OUTER_SET added = 1 + END +END // define_action_macro \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Select_Random_i1arxxx.tph b/iiItemMod/tph/ii_iiItem_Select_Random_i1arxxx.tph new file mode 100644 index 0000000..d4927d3 --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Select_Random_i1arxxx.tph @@ -0,0 +1,77 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Select_Random_i1arxxx +// Author: igi +// Date: 11/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Select one of the hard-coded iiselecteditem files randomly. + Farmed out to macro to prevent massive code duplication. + + returns iiselecteditem set to the name of the selected itm +*/ + +DEFINE_PATCH_MACRO ii_iiItem_Select_Random_i1arxxx +BEGIN + + INNER_ACTION + BEGIN + OUTER_SET i1arxxxresult = RANDOM(1 90) + OUTER_SET added = 0 + + ACTION_IF ((i1arxxxresult <= 10) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar000 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 20) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar001 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 30) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar002 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 40) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar003 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 50) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar004 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 60) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar005 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 70) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar006 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 80) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar007 + OUTER_SET added = 1 + END + + ACTION_IF ((i1arxxxresult <= 90) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1ar008 + OUTER_SET added = 1 + END + END +END // define_patch_macro \ No newline at end of file diff --git a/iiItemMod/tph/ii_iiItem_Select_Random_i1poxxx.tph b/iiItemMod/tph/ii_iiItem_Select_Random_i1poxxx.tph new file mode 100644 index 0000000..5702ede --- /dev/null +++ b/iiItemMod/tph/ii_iiItem_Select_Random_i1poxxx.tph @@ -0,0 +1,89 @@ +// ---------------------------------------------------------------------------- +// Name: iiItem_Select_Random_i1poxxx +// Author: igi +// Date: 11/12/2006 +// ---------------------------------------------------------------------------- + +/* +Summary + Select one of the hard-coded iiselecteditem files randomly. + Farmed out to macro to prevent massive code duplication. + + returns iiselecteditem set to the name of the selected itm +*/ + +DEFINE_PATCH_MACRO ii_iiItem_Select_Random_i1poxxx +BEGIN + + INNER_ACTION + BEGIN + OUTER_SET i1poxxxresult = RANDOM(1 110) + OUTER_SET added = 0 + + ACTION_IF ((i1poxxxresult <= 10) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po001 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 20) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po002 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 30) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po003 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 40) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po004 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 50) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po005 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 60) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po006 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 70) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po007 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 80) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po008 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 90) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po009 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 100) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po010 + OUTER_SET added = 1 + END + + ACTION_IF ((i1poxxxresult <= 110) AND (added = 0)) THEN + BEGIN + OUTER_SPRINT iiselecteditem i1po011 + OUTER_SET added = 1 + END + END +END // define_patch_macro \ No newline at end of file