/////////////////////////////////////////////////////////////////////////////// // egs_ini // written by: eyesolated // written at: June 17, 2004 // // Notes: /////////// // Includes // #include "eas_inc" #include "egs_inc" #include "prc_misc_const" /////////////////////// // Function Declaration // //////////////// // Function Code // void InitAll() { object oLog = GetObjectByTag("LOG"); // Let's add our blueprints into the catalog egs_AddItem(CS_EGS_BP_CREATURE_ARMOR, CI_EGS_ITEM_MAIN_ARMOR_CREATURE, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_CREATUREITEM, 1, 0); egs_AddItem(CS_EGS_BP_CREATURE_WEAPON_BLUDGEON, CI_EGS_ITEM_MAIN_WEAPON_CREATURE, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_CBLUDGWEAPON, 1, 0); egs_AddItem(CS_EGS_BP_CREATURE_WEAPON_PIERCE, CI_EGS_ITEM_MAIN_WEAPON_CREATURE, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_CPIERCWEAPON, 1, 0); egs_AddItem(CS_EGS_BP_CREATURE_WEAPON_SLASH, CI_EGS_ITEM_MAIN_WEAPON_CREATURE, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_CSLASHWEAPON, 1, 0); egs_AddItem(CS_EGS_BP_CREATURE_WEAPON_SLASHPIERCE, CI_EGS_ITEM_MAIN_WEAPON_CREATURE, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_CSLSHPRCWEAP, 1, 0); egs_AddItem(CS_EGS_BP_TUNIC, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_CLOTHING, BASE_ITEM_ARMOR, 1, 6); egs_AddItem(CS_EGS_BP_ROBE, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_CLOTHING, BASE_ITEM_ARMOR, 1, 7); egs_AddItem(CS_EGS_BP_BELT, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_BELT, 1, 9); egs_AddItem(CS_EGS_BP_BOOTS, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_BOOTS, 1, 6); egs_AddItem(CS_EGS_BP_BRACERS, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_BRACER, 3, 12); egs_AddItem(CS_EGS_BP_BRACERSSHIELD, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_BRACER_SHIELD, 3, 8); egs_AddItem(CS_EGS_BP_CLOAK, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_CLOAK, 2, 21); egs_AddItem(CS_EGS_BP_GLOVES, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING, BASE_ITEM_GLOVES, 2, 13); egs_AddItem(CS_EGS_BP_AMULET, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_JEWELRY, BASE_ITEM_AMULET, 3, 12); egs_AddItem(CS_EGS_BP_RING, CI_EGS_ITEM_MAIN_ACCESSORY, CI_EGS_ITEM_SUB_ACCESSORY_JEWELRY, BASE_ITEM_RING, 2, 22); egs_AddItem(CS_EGS_BP_LEATHERARMOR, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT, BASE_ITEM_ARMOR, 1, 5); egs_AddItem(CS_EGS_BP_PADDEDARMOR, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT, BASE_ITEM_ARMOR, 1, 4); egs_AddItem(CS_EGS_BP_STUDDEDLEATHER, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT, BASE_ITEM_ARMOR, 1, 4); egs_AddItem(CS_EGS_BP_CHAINSHIRT, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT, BASE_ITEM_ARMOR, 1, 5); egs_AddItem(CS_EGS_BP_HIDEARMOR, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM, BASE_ITEM_ARMOR, 2, 4); egs_AddItem(CS_EGS_BP_CHAINMAIL, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM, BASE_ITEM_ARMOR, 2, 5); egs_AddItem(CS_EGS_BP_SCALEMAIL, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM, BASE_ITEM_ARMOR, 2, 5); egs_AddItem(CS_EGS_BP_BREASTPLATE, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM, BASE_ITEM_ARMOR, 3, 5); egs_AddItem(CS_EGS_BP_BANDEDMAIL, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY, BASE_ITEM_ARMOR, 3, 5); egs_AddItem(CS_EGS_BP_SPLINTMAIL, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY, BASE_ITEM_ARMOR, 3, 5); egs_AddItem(CS_EGS_BP_HALFPLATE, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY, BASE_ITEM_ARMOR, 3, 5); egs_AddItem(CS_EGS_BP_FULLPLATE, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY, BASE_ITEM_ARMOR, 4, 5); egs_AddItem(CS_EGS_BP_HELMET, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_HELMET, BASE_ITEM_HELMET, 1, 12); egs_AddItem(CS_EGS_BP_SHIELDSMALL, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_SHIELD, BASE_ITEM_SMALLSHIELD, 1, 4, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_SHIELDLARGE, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_SHIELD, BASE_ITEM_LARGESHIELD, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_SHIELDTOWER, CI_EGS_ITEM_MAIN_ARMOR, CI_EGS_ITEM_SUB_ARMOR_SHIELD, BASE_ITEM_TOWERSHIELD, 3, 6, CI_EGS_WEAPONSIZE_LARGE); /* Prerequisite: None. This feat allows effective use of all simple weapons including club, dagger, mace, sickle, spear, morningstar, quarterstaff, light crossbow, dart, sling, and havey crossbow. Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons. */ egs_AddItem(CS_EGS_BP_CLUB, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_CLUB, 1, 2, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_DAGGER, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DAGGER, 1, 4, CI_EGS_WEAPONSIZE_TINY); egs_AddItem(CS_EGS_BP_MACE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_LIGHTMACE, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_SICKLE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SICKLE, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_SPEAR, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SHORTSPEAR, 1, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_MORNINGSTAR, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_MORNINGSTAR, 1, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_QUARTERSTAFF, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_QUARTERSTAFF, 1, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_LIGHTCROSSBOW, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_LIGHTCROSSBOW, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_DART, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_THROWN, BASE_ITEM_DART, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_SLING, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_SLING, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_HEAVYCROSSBOW, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_HEAVYCROSSBOW, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); /* Prerequisite: None. This feat allows effective use of all martial weapons. A character cannot equip weapons they are not proficient in. The martial weapons list includes the bastard sword, battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, and warhammer. Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons. */ egs_AddItem(CS_EGS_BP_BASTARDSWORD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_BASTARDSWORD, 3, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_BATTLEAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_BATTLEAXE, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_GREATAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_GREATAXE, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_GREATSWORD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_GREATSWORD, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_HALBERD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_HALBERD, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_HANDAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_HANDAXE, 2, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_HEAVYFLAIL, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_HEAVYFLAIL, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_LIGHTFLAIL, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_LIGHTFLAIL, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_LIGHTHAMMER, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_LIGHTHAMMER, 2, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_LONGBOW, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_LONGBOW, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_LONGSWORD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_LONGSWORD, 3, 6, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_RAPIER, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_RAPIER, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_SCIMITAR, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SCIMITAR, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_SHORTSWORD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SHORTSWORD, 2, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_THROWINGAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_THROWN, BASE_ITEM_THROWINGAXE, 1, 5, CI_EGS_WEAPONSIZE_SMALL); egs_AddItem(CS_EGS_BP_SHORTBOW, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_SHORTBOW, 1, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_WARHAMMER, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_WARHAMMER, 2, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_DWARVENWARAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DWARVENWARAXE, 3, 5, CI_EGS_WEAPONSIZE_MEDIUM); /* The exotic weapons list includes the dire mace, double axe, kama, katana, kukri, scythe, shuriken, and two-bladed sword. */ egs_AddItem(CS_EGS_BP_DIREMACE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DIREMACE, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_DOUBLEAXE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DOUBLEAXE, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_KAMA, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_KAMA, 1, 5, CI_EGS_WEAPONSIZE_TINY); egs_AddItem(CS_EGS_BP_KATANA, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_KATANA, 3, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_KUKRI, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_KUKRI, 2, 5, CI_EGS_WEAPONSIZE_TINY); egs_AddItem(CS_EGS_BP_SCYTHE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SCYTHE, 4, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_SHURIKEN, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_THROWN, BASE_ITEM_SHURIKEN, 1, 5, CI_EGS_WEAPONSIZE_TINY); egs_AddItem(CS_EGS_BP_TWOBLADEDSWORD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_TWOBLADEDSWORD, 3, 5, CI_EGS_WEAPONSIZE_LARGE); egs_AddItem(CS_EGS_BP_WHIP, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_WHIP, 2, 1, CI_EGS_WEAPONSIZE_MEDIUM); // Ammo egs_AddItem(CS_EGS_BP_ARROW, CI_EGS_ITEM_MAIN_AMMO, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_ARROW, 1, 5); egs_AddItem(CS_EGS_BP_BOLT, CI_EGS_ITEM_MAIN_AMMO, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_BOLT, 1, 5); egs_AddItem(CS_EGS_BP_BULLET, CI_EGS_ITEM_MAIN_AMMO, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_BULLET, 1, 5); // Bombs egs_AddItem(CS_EGS_BP_ACIDFLASK, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 3); egs_AddItem(CS_EGS_BP_ALCHEMISTSFIRE, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 4); egs_AddItem(CS_EGS_BP_CALTROPS, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 1); egs_AddItem(CS_EGS_BP_CHOKINGPOWDER, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 3); egs_AddItem(CS_EGS_BP_HOLYWATER, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 3); egs_AddItem(CS_EGS_BP_TANGLEFOOTBAG, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 2); egs_AddItem(CS_EGS_BP_THUNDERSTONE, CI_EGS_ITEM_MAIN_BOMB, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 3); // Mage-Specific egs_AddItem(CS_EGS_BP_STAFF, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_STAFF, BASE_ITEM_MAGICSTAFF, 8, 5, CI_EGS_WEAPONSIZE_MEDIUM); egs_AddItem(CS_EGS_BP_ROD, CI_EGS_ITEM_MAIN_RODWAND, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_MAGICROD, 6, 5); egs_AddItem(CS_EGS_BP_WAND, CI_EGS_ITEM_MAIN_RODWAND, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_MAGICWAND, 4, 5); // Books egs_AddItem(CS_EGS_BP_BOOK, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_BOOK, 1, 5); // Containers egs_AddItem(CS_EGS_BP_LARGEBOX, CI_EGS_ITEM_MAIN_CONTAINER, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_LARGEBOX, 1); egs_AddItem(CS_EGS_BP_BAG, CI_EGS_ITEM_MAIN_CONTAINER, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_LARGEBOX, 2); //s_egs_AddItem(CS_EGS_BP_SMALLBOX, CI_EGS_ITEM_MAIN_CONTAINER, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_LARGEBOX, 1); //s_egs_AddItem(CS_EGS_BP_SMALLBAG, CI_EGS_ITEM_MAIN_CONTAINER, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_LARGEBOX, 2); //s_egs_AddItem(CS_EGS_BP_SCROLL, CI_EGS_ITEM_MAIN_MISC, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_SCROLL, 2); // Other Items egs_AddItem(CS_EGS_BP_POTION, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_POTIONS, 1); egs_AddItem(CS_EGS_BP_THIEVESTOOLS, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_THIEVESTOOLS, 3); egs_AddItem(CS_EGS_BP_TRAP, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_TRAPKIT, 4); egs_AddItem(CS_EGS_BP_MEDKIT, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_HEALERSKIT, 1); // Miscellaneous Items egs_AddItem(CS_EGS_BP_TORCH, CI_EGS_ITEM_MAIN_MISC, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_TORCH, 1); egs_AddItem(CS_EGS_BP_GEM, CI_EGS_ITEM_MAIN_MISC, CI_EGS_ITEM_UNDEFINED, BASE_ITEM_GEM, 3, 16); // Food egs_AddItem("foodration", CI_EGS_ITEM_MAIN_FOOD, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 1, 0); egs_AddItem("cookedfood", CI_EGS_ITEM_MAIN_FOOD, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 2, 0); egs_AddItem("foodration001", CI_EGS_ITEM_MAIN_FOOD, CI_EGS_ITEM_UNDEFINED, CI_EGS_ITEM_UNDEFINED, 2, 0); // CEP Weapons egs_AddItem(CS_EGS_BP_ASSASSINDAGGER, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_ASSASSIN_DAGGER, 2, 5, CI_EGS_WEAPONSIZE_TINY); // Dagger egs_AddItem(CS_EGS_BP_CHAKRAM, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_THROWN, BASE_ITEM_THROWINGAXE, 1, 4, CI_EGS_WEAPONSIZE_SMALL); // Throwing Axe - Ranged Weapon egs_AddItem(CS_EGS_BP_DAIKYU, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_RANGED, BASE_ITEM_LONGBOW, 3, 4, CI_EGS_WEAPONSIZE_LARGE); // Longbow egs_AddItem(CS_EGS_BP_DOUBLESCIMITAR, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DOUBLE_SCIMITAR, 4, 5, CI_EGS_WEAPONSIZE_LARGE); // Double-Sided - Melee egs_AddItem(CS_EGS_BP_FALCHION, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_FALCHION, 3, 4, CI_EGS_WEAPONSIZE_MEDIUM); // Falchion - Sword egs_AddItem(CS_EGS_BP_GOAD, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_GOAD, 4, 1, CI_EGS_WEAPONSIZE_SMALL); // Exotic - Melee egs_AddItem(CS_EGS_BP_HEAVYMACE, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_HEAVY_MACE, 3, 5, CI_EGS_WEAPONSIZE_LARGE); // Heavy Mace egs_AddItem(CS_EGS_BP_HEAVYPICK, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_HEAVY_PICK, 3, 4, CI_EGS_WEAPONSIZE_LARGE); // Heavy Pick - Melee egs_AddItem(CS_EGS_BP_KATAR, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_KATAR, 2, 5, CI_EGS_WEAPONSIZE_SMALL); // Exotic - Melee egs_AddItem(CS_EGS_BP_LIGHTPICK, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_LIGHT_PICK, 2, 4, CI_EGS_WEAPONSIZE_MEDIUM); // Picks - Melee egs_AddItem(CS_EGS_BP_MAUL, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_MAUL, 4, 5, CI_EGS_WEAPONSIZE_LARGE); // Hammer egs_AddItem(CS_EGS_BP_NAGAMAKI, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SCYTHE, 3, 4, CI_EGS_WEAPONSIZE_LARGE); // Polearm egs_AddItem(CS_EGS_BP_NINJATO, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SHORTSWORD, 2, 4, CI_EGS_WEAPONSIZE_SMALL); // Short Sword egs_AddItem(CS_EGS_BP_NODACHI, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SHORTSWORD, 4, 4, CI_EGS_WEAPONSIZE_LARGE);// Greatsword egs_AddItem(CS_EGS_BP_NUNCHAKU, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_NUNCHAKU, 3, 4, CI_EGS_WEAPONSIZE_MEDIUM);// Exotic egs_AddItem(CS_EGS_BP_SAI, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SAI, 2, 4, CI_EGS_WEAPONSIZE_SMALL); // Exotic - Melee egs_AddItem(CS_EGS_BP_SAP, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SAP, 2, 4, CI_EGS_WEAPONSIZE_SMALL); // Exotic - Melee egs_AddItem(CS_EGS_BP_TANTO, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_DAGGER, 1, 4, CI_EGS_WEAPONSIZE_TINY); // Dagger egs_AddItem(CS_EGS_BP_TRIDENT, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_TRIDENT, 4, 4, CI_EGS_WEAPONSIZE_LARGE); // Trident - Melee egs_AddItem(CS_EGS_BP_WAKIZASHI, CI_EGS_ITEM_MAIN_WEAPON, CI_EGS_ITEM_SUB_WEAPON_MELEE, BASE_ITEM_SHORTSWORD, 2, 4, CI_EGS_WEAPONSIZE_SMALL); // Short Sword // The Ring of Xtra Difficulty // egs_AddItem(CS_EGS_BP_MONSTERRING, CI_EGS_ITEM_MAIN_MONSTERRING, -1, -1, 1); SetDescription(oLog, GetDescription(oLog) + "\nEGS - initialized."); WriteTimestampedLogEntry("EGS - initalized"); } void main() { // If all tables exist, do not (re)initialize if (egs_GetTableExists()) { object oLog = GetObjectByTag("LOG"); SetDescription(oLog, GetDescription(oLog) + "\nEGS - database already exists."); WriteTimestampedLogEntry("EGS - database already exists - skipping initialization."); return; } // Drop any existing tables egs_DropTable(); // Create table egs_CreateTable(); // Initialization DelayCommand(0.1, InitAll()); }