forked from Mirrors/openclonk
added earth chunk and tools
parent
ac981e8f3b
commit
d21f7fff18
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[DefCore]
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id=ERTH
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Version=4,10,0,0
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Category=C4D_Object
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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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Mass=12
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Components=ILOA=1
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Collectible=1
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Fragile=1
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Rotate=1
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Um transportfähige Erdklumpen auszugraben, während des Grabens erneut einmal auf 'Graben' klicken.
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Hit 'dig' again while digging to create chunks that can be picked up.
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Binary file not shown.
After Width: | Height: | Size: 5.2 KiB |
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/*--- Earth ---*/
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#strict 2
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protected func Hit()
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{
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CastPXS("Earth", 225, 18);
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Sound("EarthHit*");
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RemoveObject();
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return 1;
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}
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func IsAlchemContainer() { return true; }
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func AlchemProcessTime() { return 120; }
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func Definition(def) {
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SetProperty("Collectible", 1, def);
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SetProperty("Name", "$Name$", def);
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}
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Name=Erdklumpen
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Name=Chunk of Dirt
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[DefCore]
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id=AXE1
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Version=4,9,5
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Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
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MaxUserSelect=5
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Value=15
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Mass=20
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Width=10
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Height=9
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Offset=-5,-5
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Vertices=2
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VertexX=-4,3
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VertexY=3,-3
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VertexFriction=50,50
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Picture=10,0,64,64
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Components=WOOD=1;METL=1;
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Rebuy=1
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Collectible=1
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Rotate=1
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Eine Axt, mit der man Bäume fällen kann.
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An axe, used to chop trees.
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Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
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/*-- Axe --*/
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#strict 2
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private 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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public func ControlUse(object pByClonk, int iX, int iY)
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{
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var pTree;
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if( pTree = FindObject(Find_AtPoint(iX, iY), Find_Func("IsTree") && Find_Func("IsStanding")) )
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{
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pByClonk->SetCommand("Chop", pTree);
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Sound("KnightConfirm*");
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}
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else{
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if(pByClonk->GetAction() == "Chop")
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pByClonk->SetAction("Idle");
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}
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return 1;
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}
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public func IsTool() { return 1; }
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func Definition(def) {
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SetProperty("Collectible", 1, def);
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SetProperty("Name", "$Name$", def);
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}
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Name=Axt
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Name=Axe
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[DefCore]
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id=HAMR
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Version=4,9,5
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Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
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MaxUserSelect=10
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Value=5
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Mass=15
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Width=12
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Height=8
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Offset=-6,-4
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Vertices=4
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VertexX=-5,4,2,5
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VertexY=2,4,-3,-3
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VertexFriction=80,80,80,80
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Components=WOOD=1;ROCK=1;
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Picture=0,8,64,64
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Rebuy=1
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Collectible=1
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Rotate=1
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Ein Hammer, mit dem man Konstruktionen errichten kann.
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A hammer which you can use to build contructions.
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Binary file not shown.
After Width: | Height: | Size: 4.8 KiB |
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/*-- Hammer --*/
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#strict 2
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private 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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public func ControlUse(object pByClonk, int iX, int iY)
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{
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// Stop clonk
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pByClonk->SetComDir(COMD_Stop);
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// Is the clonk able to build?
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if (pByClonk && !pByClonk->GetPhysical("CanConstruct", PHYS_Current))
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{
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PlayerMessage(pByClonk->GetController(), "$TxtCantConstruct$", this, pByClonk->GetName());
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return false;
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}
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// Create menu and fill it with the player's plans
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CreateMenu(CXCN, pByClonk, this(), 1, "$TxtNoconstructionplansa$");
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var idType; var i = 0;
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while (idType = GetPlrKnowledge(pByClonk->GetOwner(), 0, i++, C4D_Structure))
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AddMenuItem("$TxtConstructions$", "CreateConstructionSite", idType, pByClonk);
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return 1;
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}
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protected func CreateConstructionSite(idType)
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{
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// Only when the clonk is standing and outdoors
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if (Contained()->GetAction() != "Walk") return 0;
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if (Contained()->Contained()) return 0;
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// Check if the building can be build here
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if (idType->~RejectConstruction(0, 10, Contained()) ) return 0;
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// Set owner for CreateConstruction
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SetOwner(Contained()->GetOwner());
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// Create construction site
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var pSite;
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if (!(pSite = CreateConstruction(idType, 0, 10, Contained()->GetOwner(), 1, 1,1))) return 0;
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// Message
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Message("$TxtConstructions$", Contained(), pSite->GetName());
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return 1;
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}
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public func IsTool() { return 1; }
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func Definition(def) {
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SetProperty("Collectible", 1, def);
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SetProperty("Name", "$Name$", def);
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}
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TxtNoconstructionplansa=Keine Baupläne verfügbar
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TxtConstructions=Konstruktion: %s
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TxtCantConstruct=%s kann nicht bauen.
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Name=Hammer
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TxtNoconstructionplansa=No construction plans available
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TxtConstructions=Construction: %s
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TxtCantConstruct=%s can't build.
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Name=Hammer
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[DefCore]
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id=SHVL
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Version=4,9,5
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Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
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MaxUserSelect=5
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Value=16
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Mass=20
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Width=10
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Height=9
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Offset=-5,-5
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Vertices=2
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VertexX=-4,3
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VertexY=-4,3
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VertexFriction=50,50
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Picture=10,10,54,54
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Components=WOOD=1;METL=1;
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Rebuy=1
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Collectible=1
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Rotate=1
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Eine Schaufel, mit der man weiche Materialien weggraben kann.
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A shovel, nice to dig soft materials.
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Binary file not shown.
After Width: | Height: | Size: 5.6 KiB |
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/*-- Shovel --*/
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#strict 2
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private func Hit()
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{
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Sound("WoodHit");
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return 1;
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}
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public func ControlUse(object pByClonk, int iX, int iY)
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{
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pByClonk->SetCommand("Dig", 0, iX, iY);
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Sound("KnightConfirm*");
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return 1;
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}
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public func IsTool() { return 1; }
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func Definition(def) {
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SetProperty("Collectible", 1, def);
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SetProperty("Name", "$Name$", def);
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}
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Name=Schaufel
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Name=Shovel
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