forked from Mirrors/openclonk
Put metal in proper branch, added possible-placeholder gold item.
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[DefCore]
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id=GOLD
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Version=4,10,0,0
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Category=C4D_Object|C4D_SelectMaterial
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MaxUserSelect=100
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Width=6
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Height=6
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Offset=-3,-3
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Vertices=3
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VertexX=0,1,-1
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VertexY=1,-1,-1
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VertexFriction=100
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Value=25
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Mass=12
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Components=GOLD=1
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Rebuy=0
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Collectible=1
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Rotate=1
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StretchGrowth=1
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Oversize=1
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Ewiges Objekt der Begierde eines jeden Bergarbeiters.
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A very prized find, indeed!
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Binary file not shown.
After Width: | Height: | Size: 4.9 KiB |
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/*--- Gold ---*/
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#strict 2
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protected func Hit()
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{
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Sound("RockHit*");
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return 1;
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}
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func Definition(def) {
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SetProperty("Name", "$Name$", def);
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}
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Name=Goldklumpen
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Name=Gold Chunk
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[DefCore]
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id=METL
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Version=4,10,0,0
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Category=C4D_Object|C4D_SelectMaterial|C4D_SelectHomebase
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MaxUserSelect=25
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Width=14
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Height=13
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Offset=-6,-6
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Vertices=3
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VertexX=-4,4
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VertexY=2,-2
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VertexCNAT=1,2,16
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VertexFriction=30,30
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Value=8
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Mass=12
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Components=ORE1=1
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Rebuy=1
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Collectible=1
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Rotate=1
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Baumaterial für viele Gebäude. Außerdem für stabilere Brücken und Wände.
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A valuable piece of metal, useful for construction.
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After Width: | Height: | Size: 2.6 KiB |
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/*--- Metal ---*/
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#strict 2
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protected func Hit()
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{
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Sound("MetalHit*");
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return 1;
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}
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func Definition(def) {
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SetProperty("Name", "$Name$", def);
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}
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Name=Metall
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Name=Metal
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