// ******************
// B_CreateAmbientInv
// ******************
//Hier stehen die Hilfsfunktionen zum befüllen der NPCs
func void B_CreateAmbientInv_VLK (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Blueplant, 1);
CreateInvItems (self, ItMi_SilverRing, 1);
CreateInvItems (self, ItFo_Water, 1);
CreateInvItems (self, ItMi_gold, 5);
}
else if InventorySet ==2
{
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Fish, 1);
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self, ItMi_gold, 1);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Fish, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItMi_Flask, 1);
CreateInvItems (self, ItMi_gold, 17);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItFo_Water, 1);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItMi_gold, 17);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItMi_gold, 13);
}
else if InventorySet ==6
{
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItPo_Health_01, 1);
CreateInvItems (self, ItMi_gold, 11);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self, ItMi_gold, 12);
};
};
func void B_CreateAmbientInv_BAU (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItFo_Water, 1);
CreateInvItems (self, ItFo_Milk, 1);
CreateInvItems (self, ItMi_gold, 12);
}
else if InventorySet ==2
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItMi_gold, 10);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItPo_Health_01, 1);
CreateInvItems (self, ItMi_gold, 17);
}
else if InventorySet ==4
{
CreateInvItems (self, ItPl_Blueplant, 1);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItMi_gold, 14);
}
else if InventorySet ==5
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItMi_gold, 13);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItMi_Joint, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItMi_gold, 11);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 4);
CreateInvItems (self, ItFo_Beer, 1);
};
};
func void B_CreateAmbientInv_NOV (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItFo_Water, 3);
CreateInvItems (self, ItPl_Blueplant, 1);
CreateInvItems (self, ItFo_Fish, 1);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItMi_Flask, 1);
CreateInvItems (self, ItMi_gold, 15);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Apple, 3);
CreateInvItems (self, ItFo_Cheese, 2);
CreateInvItems (self, ItFo_Beer, 2);
CreateInvItems (self, ItMi_Sulfur, 1);
}
else if InventorySet ==4
{
CreateInvItems (self, ItPl_Blueplant, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItFo_Water, 1);
CreateInvItems (self, ItMi_Coal, 1);
CreateInvItems (self, ItMi_gold, 13);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Bread, 2);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItFo_Fish, 1);
CreateInvItems (self, ItMi_gold, 14);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ItFo_Fish, 1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, ItPo_Mana_01, 1);
CreateInvItems (self, ItMi_gold, 12);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Planeberry, 3);
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self, ItFo_Beer, 1);
};
};
func void B_CreateAmbientInv_SLD (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItFoMutton, 1);
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItMi_gold, 17);
}
else if InventorySet ==2
{
CreateInvItems (self, ItPl_Health_Herb_01, 1);
CreateInvItems (self, ItFo_Booze, 2);
CreateInvItems (self, ItFo_Sausage, 1);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Stew, 1);
CreateInvItems (self, ItMi_Joint, 2);
CreateInvItems (self, ItMi_gold, 16);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFo_Stew, 1);
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItMi_gold, 15);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Sausage, 1);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItMi_gold, 11);
}
else if InventorySet ==6
{
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItFo_FishSoup, 1);
CreateInvItems (self, ItMi_gold, 19);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Mushroom_02, 3);
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItMi_gold, 10);
CreateInvItems (self, ItFoMutton, 2);
};
};
func void B_CreateAmbientInv_KDF (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItFoMutton, 1);
CreateInvItems (self, ItMi_Quartz, 1);
CreateInvItems (self, ItMi_Coal, 1);
CreateInvItems (self, ItMi_gold, 33);
}
else if InventorySet ==2
{
CreateInvItems (self, ItPo_Mana_02, 1);
CreateInvItems (self, ItMi_Sulfur, 1);
CreateInvItems (self, ItMi_Flask, 1);
CreateInvItems (self, ItMi_gold, 36);
}
else if InventorySet ==3
{
CreateInvItems (self, ItMi_SilverRing, 1);
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItMi_gold, 30);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFo_Sausage, 1);
CreateInvItems (self, ItPo_Health_03, 1);
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItMi_gold, 36);
}
else if InventorySet ==5
{
CreateInvItems (self, ItPl_Health_Herb_01, 1);
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItPl_Mana_Herb_01, 1);
CreateInvItems (self, ItMi_gold, 39);
}
else if InventorySet ==6
{
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItMi_Sulfur, 1);
CreateInvItems (self, ItPl_Blueplant, 1);
CreateInvItems (self, ItMi_gold, 34);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Mushroom_02, 1);
CreateInvItems (self, ItMi_Quartz, 1);
CreateInvItems (self, ItMi_Pitch, 1);
CreateInvItems (self, ItMi_gold, 35);
};
};
func void B_CreateAmbientInv_MIL (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItFoMutton, 3);
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItFo_Stew, 1);
CreateInvItems (self, ItMi_gold, 15);
}
else if InventorySet ==2
{
CreateInvItems (self, ItPo_Health_01, 1);
CreateInvItems (self, ItPl_Health_Herb_01, 3);
CreateInvItems (self, ItFoMutton, 1);
CreateInvItems (self, ItMi_gold, 17);
}
else if InventorySet ==3
{
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItPl_Health_Herb_01, 1);
CreateInvItems (self, ItMi_gold, 25);
}
else if InventorySet ==4
{
CreateInvItems (self, ItPl_Mushroom_01, 1);
CreateInvItems (self, ItFo_Sausage, 1);
CreateInvItems (self, ItMi_gold, 30);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Booze, 3);
CreateInvItems (self, ItFo_FishSoup, 1);
CreateInvItems (self, ItMi_gold, 14);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPl_Health_Herb_01, 1);
CreateInvItems (self, ItFo_FishSoup, 1);
CreateInvItems (self, ItPl_Mushroom_02, 1);
CreateInvItems (self, ItMi_gold, 26);
}
else if InventorySet ==0
{
CreateInvItems (self, ItPl_Mushroom_02, 1);
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItFo_Sausage, 3);
CreateInvItems (self, ItMi_gold, 25);
};
};
func void B_CreateAmbientInv_DJG (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItFo_Wine, 1);
CreateInvItems (self, ItPl_Mana_Herb_01, 1);
CreateInvItems (self, ItFoMuttonRaw, 1);
CreateInvItems (self, ItAt_WolfFur, 1);
CreateInvItems (self, ItMi_gold, 39);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFo_Milk, 1);
CreateInvItems (self, ItMi_Joint, 1);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
CreateInvItems (self, ItMi_gold, 46);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Bacon, 1);
CreateInvItems (self, ItPl_Speed_Herb_01, 1);
CreateInvItems (self, ItAt_BugMandibles, 1);
CreateInvItems (self, ItMi_gold, 45);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFoMutton, 1);
CreateInvItems (self, ItPl_SwampHerb, 1);
CreateInvItems (self, ItFo_Bacon, 1);
CreateInvItems (self, ItMi_gold, 44);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Stew, 1);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
CreateInvItems (self, ItMi_Joint, 1);
CreateInvItems (self, ItMi_gold, 43);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPo_Health_02, 1);
CreateInvItems (self, ItFo_Booze, 2);
CreateInvItems (self, ItFo_Wine, 1);
CreateInvItems (self, ItMi_gold, 46);
}
else if InventorySet ==0
{
CreateInvItems (self, ItFo_Sausage, 1);
CreateInvItems (self, ItFoMuttonRaw, 2);
CreateInvItems (self, ItAt_SheepFur, 1);
CreateInvItems (self, ItMi_gold, 41);
};
};
func void B_CreateAmbientInv_PAL (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItFo_Wine, 1);
CreateInvItems (self, ItFo_Bacon, 1);
CreateInvItems (self, ItPl_Speed_Herb_01, 1);
CreateInvItems (self, ItMi_Pitch, 1);
CreateInvItems (self, ItMi_gold, 44);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFo_Booze, 1);
CreateInvItems (self, ItFo_Milk, 1);
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItPl_Mana_Herb_02, 1);
CreateInvItems (self, ItMi_gold, 42);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Bacon, 1);
CreateInvItems (self, ItPl_Mana_Herb_01, 2);
CreateInvItems (self, ItMi_Sulfur, 1);
CreateInvItems (self, ItPl_Dex_Herb_01, 1);
CreateInvItems (self, ItMi_gold, 23);
}
else if InventorySet ==4
{
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItMi_SilverRing, 1);
CreateInvItems (self, ItMi_Pitch, 1);
CreateInvItems (self, ItPl_Health_Herb_03, 1);
CreateInvItems (self, ItMi_gold, 46);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Stew, 1);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItMi_gold, 43);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPo_Health_02, 1);
CreateInvItems (self, ItPl_Speed_Herb_01, 2);
CreateInvItems (self, ItMi_Coal, 1);
CreateInvItems (self, ItMi_gold, 37);
}
else if InventorySet ==0
{
CreateInvItems (self, ItFo_Sausage, 1);
CreateInvItems (self, ItMi_Coal, 1);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
CreateInvItems (self, ItMi_gold, 40);
};
};
func void B_CreateAmbientInv_DMT (var int InventorySet)
{
if (InventorySet == 1)
{
CreateInvItems (self, ItPo_Mana_01, 1);
CreateInvItems (self, ItMi_Pitch, 1);
CreateInvItems (self, ItMi_gold, 42);
}
else if (InventorySet == 2)
{
CreateInvItems (self, ItPo_Mana_02, 1);
CreateInvItems (self, ItMi_gold, 35);
CreateInvItems (self, ItMi_Aquamarine, 1);
}
else if (InventorySet == 3)
{
CreateInvItems (self, ItMi_Sulfur, 1);
CreateInvItems (self, ItMi_gold, 23);
CreateInvItems (self, ItPo_Mana_01, 1);
}
else if (InventorySet == 4)
{
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItPo_Health_01, 1);
CreateInvItems (self, ItMi_gold, 46);
}
else if (InventorySet == 5)
{
CreateInvItems (self, ItMi_Quartz, 1);
CreateInvItems (self, ItMi_gold, 43);
CreateInvItems (self, ItPo_Health_02, 1);
}
else if (InventorySet == 6)
{
CreateInvItems (self, ItPo_Speed, 1);
CreateInvItems (self, ItMi_Coal, 1);
CreateInvItems (self, ItMi_gold, 37);
}
else if (InventorySet == 0)
{
CreateInvItems (self, ItMi_Rockcrystal, 1);
CreateInvItems (self, ItPo_Health_01, 1);
CreateInvItems (self, ItMi_gold, 40);
};
};
func void B_CreateAmbientInv_STRF (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Planeberry, 1);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFo_Apple, 1);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Beer, 1);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFo_Cheese, 1);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Water, 1);
}
else if InventorySet ==6
{
CreateInvItems (self, ItPl_Forestberry, 1);
}
else if InventorySet ==0
{
CreateInvItems (self, ItFo_Bread, 1);
};
};
func void B_CreateAmbientInv_PIR (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ITMW_1H_VLK_Sword,1);
CreateInvItems (self, ItFO_Addon_Grog,1);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFO_Addon_Grog,2);
CreateInvItems (self, ItMi_Gold,12);
CreateInvItems (self ,ItMi_Joint,3);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self ,ItPo_Health_01,1);
CreateInvItems (self ,ItMi_GoldRing,1);
}
else if InventorySet ==4
{
CreateInvItems (self, ItFo_Addon_Grog,2);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self ,itMi_Joint,1);
CreateInvItems (self ,ItMi_Gold,9);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self, ItFo_Addon_Rum,1);
CreateInvItems (self ,ItFo_Addon_Pfeffer_01,1);
}
else if InventorySet ==6
{
CreateInvItems (self ,ItMi_Gold, 23);
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ITMW_1H_VLK_Sword,1);
}
else if InventorySet ==0
{
CreateInvItems (self ,itFO_Fish,1);
CreateInvItems (self,ItFo_Addon_Grog,1);
CreateInvItems (self, ItFo_Bread, 1);
};
};
func void B_CreateAmbientInv_BDT (var int InventorySet)
{
if InventorySet ==1
{
CreateInvItems (self, ItPl_Planeberry, 1);
CreateInvItems (self, ITMW_1H_VLK_Sword,1);
CreateInvItems (self, Itke_Lockpick,2);
CreateInvItems (self, ItPl_Health_Herb_02, 1);
}
else if InventorySet ==2
{
CreateInvItems (self, ItFo_Apple, 1);
CreateInvItems (self, ItFO_Booze,2);
CreateInvItems (self ,ItMi_GoldNugget_Addon,1);
CreateInvItems (self ,ItMi_Joint,3);
}
else if InventorySet ==3
{
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self ,ItPo_Health_01,1);
CreateInvItems (self ,ItMi_SilverRing,1);
CreateInvItems (self, ItFO_Beer,2);
}
else if InventorySet ==4
{
CreateInvItems (self, ItKe_lockpick,1);
CreateInvItems (self, ItFo_Cheese, 1);
CreateInvItems (self ,itMi_Joint,1);
CreateInvItems (self ,ItMi_GoldNugget_Addon,1);
}
else if InventorySet ==5
{
CreateInvItems (self, ItFo_Beer, 1);
CreateInvItems (self, ItFo_Addon_Rum,1);
CreateInvItems (self ,ItFo_Fish,1);
CreateInvItems (self ,ItMi_GoldNugget_Addon,2);
}
else if InventorySet ==6
{
CreateInvItems (self ,ItMi_Gold, 23);
CreateInvItems (self, ItPl_Forestberry, 1);
CreateInvItems (self, ITMW_1H_VLK_Sword,1);
}
else if InventorySet ==0
{
CreateInvItems (self ,itFO_Fish,1);
CreateInvItems (self,ItFo_Addon_Grog,1);
CreateInvItems (self, ItFo_Bread, 1);
CreateInvItems (self, Itke_Lockpick, 3);
};
};
// Hier der NPC Befehl
func void B_CreateAmbientInv (var C_NPC slf)
{
var int Zufall;
Zufall = Hlp_Random (7);
if (slf.guild == GIL_VLK) { B_CreateAmbientInv_VLK (Zufall);}
else if (slf.guild == GIL_BAU) { B_CreateAmbientInv_BAU (Zufall); }
else if (slf.guild == GIL_NOV) { B_CreateAmbientInv_NOV (Zufall); }
else if (slf.guild == GIL_SLD) { B_CreateAmbientInv_SLD (Zufall); }
else if (slf.guild == GIL_KDF) { B_CreateAmbientInv_KDF (Zufall); }
else if (slf.guild == GIL_MIL) { B_CreateAmbientInv_MIL (Zufall); }
else if (slf.guild == GIL_DJG) { B_CreateAmbientInv_DJG (Zufall); }
else if (slf.guild == GIL_PAL) { B_CreateAmbientInv_PAL (Zufall); }
else if (slf.guild == GIL_DMT) { B_CreateAmbientInv_DMT (Zufall); }
else if (slf.guild == GIL_STRF) { B_CreateAmbientInv_STRF(Zufall); }
else if (slf.guild == GIL_PIR) { B_CreateAmbientInv_PIR(Zufall); }
else if (slf.guild == GIL_BDT) { B_CreateAmbientInv_BDT(Zufall); }
else { B_CreateAmbientInv_BAU (Zufall); };
};
Und bei anderen wurde das Inv erst bei Tod befüllt, dadurch konnte man durch neuladen und neutöten immer das optimum rausbekommen. Das Inv beim inserten festzulegen wäre dadurch besser.
// ------ Gobbo Green Inventory ------
GoblinGreen_Randomizer = Hlp_Random (100);
if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_GREEN)
&& (GoblinGreen_Randomizer == 0) { CreateInvItems (slf, ItMi_SilverRing , 1); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_GREEN)
&& (GoblinGreen_Randomizer <= 5) { CreateInvItems (slf, ItPl_Mushroom_01 , 1); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_GREEN)
&& (GoblinGreen_Randomizer <= 15) { CreateInvItems (slf, Itmi_Gold , 5); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_GREEN)
&& (GoblinGreen_Randomizer <= 30) { CreateInvItems (slf, ItFo_Fish , 1); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_GREEN)
&& (GoblinGreen_Randomizer <= 50) { CreateInvItems (slf, ItMi_Gold , 2); };
// ------ Gobbo Black Inventory ------
GoblinBlack_Randomizer = Hlp_Random (100);
if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_BLACK)
&& (GoblinBlack_Randomizer == 0) { CreateInvItems (slf, ItMi_GoldRing , 1); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_BLACK)
&& (GoblinBlack_Randomizer <= 5) { CreateInvItems (slf, ItFo_Fish , 1); } //CreateInvItems (slf, ItPl_Dex_Herb_01 , 1);
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_BLACK)
&& (GoblinBlack_Randomizer <= 15) { CreateInvItems (slf, Itmi_Gold , 10); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_BLACK)
&& (GoblinBlack_Randomizer <= 30) { CreateInvItems (slf, ItPl_Mushroom_02 , 1); }
else if (slf.aivar[AIV_MM_REAL_ID] == ID_GOBBO_BLACK)
&& (GoblinBlack_Randomizer <= 50) { CreateInvItems (slf, ItMi_Gold , 5); };
// ------ Orc Inventory -----
Orc_Randomizer = Hlp_Random (10);
//------ Orcwarrior -----
if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer == 0)
{
CreateInvItems (slf, ItPo_Health_02 , 1);
CreateInvItems (slf, ItMI_Gold , 2);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer == 1)
{
CreateInvItems (slf, ItPo_Health_01 , 1);
CreateInvItems (slf, ItFoMuttonRaw , 1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer == 2)
{
CreateInvItems (slf, ItPo_Health_01 , 2);
CreateInvItems (slf, ItMI_Gold , 18);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer == 3)
{
CreateInvItems (slf, ItFo_Booze , 1);
CreateInvItems (slf, ItMi_SilverRing , 1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer == 4)
{
CreateInvItems (slf, ItPl_Health_Herb_01 , 1);
CreateInvItems (slf, ItMI_Gold , 4);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCWARRIOR)
&& (Orc_Randomizer <= 7)
{
CreateInvItems (slf, ItMI_Gold , 9);
};
//----- OrcShamane -----
if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer == 0)
{
CreateInvItems (slf, ItPo_Mana_03 , 1);
CreateInvItems (slf, ItMI_Gold , 5);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer == 1)
{
CreateInvItems (slf, ItPo_Mana_02 , 2);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer == 2)
{
CreateInvItems (slf, ItPo_Mana_02 , 1);
CreateInvItems (slf, ItMi_Coal,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer == 3)
{
CreateInvItems (slf, ItPo_Mana_01 , 2);
CreateInvItems (slf, ItMI_Gold , 12);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer == 4)
{
CreateInvItems (slf, ItPo_Mana_01 , 1);
CreateInvItems (slf, ItMi_Sulfur,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCSHAMAN)
&& (Orc_Randomizer <= 8)
{
CreateInvItems (slf,ItPl_Mana_Herb_02,2);
CreateInvItems (slf, ItMI_Gold , 8);
};
//----- OrcElite -----
if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE )
&& (Orc_Randomizer == 0)
{
CreateInvItems (slf,ItAt_WolfFur,1);
CreateInvItems (slf,ItPo_Health_03,1);
CreateInvItems (slf,ItFoMutton,2);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE)
&& (Orc_Randomizer == 1)
{
CreateInvItems (slf,ItMi_GoldRing,1);
CreateInvItems (slf,ItPo_Health_01,1);
CreateInvItems (slf,ItMi_Gold,26);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE)
&& (Orc_Randomizer == 2)
{
CreateInvItems (slf,ItSc_LightHeal,1);
CreateInvItems (slf,ItLSTorch,2);
CreateInvItems (slf,ItAt_Teeth,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE)
&& (Orc_Randomizer <= 5)
{
CreateInvItems (slf,ItMi_Gold,19);
CreateInvItems (slf,ItPo_Health_02,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE)
&& (Orc_Randomizer == 6)
{
CreateInvItems (slf,ItAt_WargFur,1);
//CreateInvItems (slf,ItPl_Strength_Herb_01,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_ORCELITE)
&& (Orc_Randomizer <= 9)
{
CreateInvItems (slf,ItMi_Gold ,22);
CreateInvItems (slf,ItPo_Health_01,1);
};
//-------- Dämonen -----
if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON)
&& (Orc_Randomizer == 0)
{
CreateInvItems (slf, ItPo_Mana_03 , 2);
CreateInvItems (slf, ItMi_GoldRing , 1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON)
&& (Orc_Randomizer <= 2)
{
CreateInvItems (slf, ItPo_Mana_03 , 1);
CreateInvItems (slf, ItPo_Health_02 , 1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON)
&& (Orc_Randomizer <= 6)
{
CreateInvItems (slf, ItPo_Mana_02 , 2);
CreateInvItems (slf, ItMi_Pitch,1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON)
{
CreateInvItems (slf, ItPo_Mana_02 , 1);
CreateInvItems (slf, ItPo_Health_02 , 1);
};
//-------- Dämonen Lord-----
if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON_LORD)
&& (Orc_Randomizer <= 1)
{
CreateInvItems (slf, ItPo_Mana_03 , 2);
CreateInvItems (slf, ItPo_Health_03 , 2);
CreateInvItems (slf, ItSc_SumDemon , 1);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON_LORD)
&& (Orc_Randomizer <= 5)
{
CreateInvItems (slf, ItPo_Mana_03 , 2);
CreateInvItems (slf, ItPo_Health_03 , 2);
}
else if (slf.aivar[AIV_MM_REAL_ID] == ID_DEMON_LORD)
{
CreateInvItems (slf, ItPo_Mana_03 , 1);
CreateInvItems (slf, ItPo_Health_03 , 1);
};
//-------- AIV setzen, damit INV-Items nur EINMAL vergeben werden --------
slf.aivar[AIV_DeathInvGiven] = TRUE;