mahlendur/_work/Data/Scripts/Content/Items/IT_AnimalTrophy.d
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

945 lines
22 KiB
D

// ************************************************************************************************
// Wert von Tiertrophäen
// ************************************************************************************************
//Addon
const int Value_BCKopf = 50;
const int Value_Meatbugflesh = 10;
const int Value_SheepFur = 10;
const int Value_WolfFur = 10;
const int Value_BugMandibles = 15;
const int Value_Claw = 15;
const int Value_LurkerClaw = 15;
const int Value_Teeth = 15;
const int Value_CrawlerMandibles = 15;
const int Value_Wing = 20;
const int Value_Sting = 25;
const int Value_ReptileSkin = 25;
const int Value_WargFur = 25;
const int Value_DrgSnapperHorn = 100;
const int Value_CrawlerPlate = 50;
const int Value_ShadowFur = 250;
const int Value_SharkSkin = 200;
const int Value_TrollFur = 300;
const int Value_WaranFiretongue = 300;
const int Value_ShadowHorn = 300;
const int Value_SharkTeeth = 300;
const int Value_TrollTooth = 300;
const int Value_TrollBlackFur = 350;
const int Value_GoblinBone = 10;
const int Value_SkeletonBone = 10;
const int Value_DemonHeart = 300;
const int Value_StoneGolemHeart = 300;
const int Value_FireGolemHeart = 300;
const int Value_IceGolemHeart = 300;
const int Value_UndeadDragonSoulStone = 400;
const int Value_IcedragonHeart = 400;
const int Value_FiredragonHeart = 400;
const int Value_SwampdragonHeart = 400;
const int Value_RockdragonHeart = 400;
const int Value_DragonBlood = 200;
const int Value_DragonScale = 200;
const int Value_Keilerfur = 15;
/*****************ADDON*************************************************************************/
INSTANCE ItAt_Addon_BCKopf (C_Item)
{
name = "Kopf";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_BCKopf;
visual = "ItAt_Blattcrawler_01.3DS";
material = MAT_LEATHER;
description = "Kopf der Fangheuschrecke";
TEXT[0] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_Meatbugflesh (C_Item)
{
name = "Wanzenfleisch";
mainflag = ITEM_KAT_FOOD;
flags = ITEM_MULTI;
value = Value_Meatbugflesh;
visual = "ItAt_Meatbugflesh.3DS";
material = MAT_LEATHER;
scemeName = "FOODHUGE";
on_state[0] = Use_Meatbugflesh;
description = name;
TEXT[0] = "";
TEXT[1] = NAME_Bonus_HP; COUNT[1] = 10;
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Use_Meatbugflesh()
{
Npc_ChangeAttribute (self, ATR_HITPOINTS, 10);
};
/******************************************************************************************/
INSTANCE ItAt_SheepFur (C_Item)
{
name = "Schafsfell";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SheepFur;
visual = "ItAt_SheepFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_WolfFur (C_Item)
{
name = "Wolfsfell";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_WolfFur;
visual = "ItAt_WolfFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_BugMandibles (C_Item)
{
name = "Feldräuberzangen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_BugMandibles;
visual = "ItAt_BugMandibles.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_Claw (C_Item)
{
name = "Krallen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Claw;
visual = "ItAt_Claw.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_LurkerClaw (C_Item)
{
name = "Lurker Klaue";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_LurkerClaw;
visual = "ItAt_LurkerClaw.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_Teeth (C_Item)
{
name = "Zähne";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Teeth;
visual = "ItAt_Teeth.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_CrawlerMandibles (C_Item)
{
name = "Minecrawlerzangen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_CrawlerMandibles;
visual = "ItAt_CrawlerMandibles.3DS";
material = MAT_LEATHER;
scemeName = "FOOD";
on_state[0] = Use_Mandibles;
description = name;
TEXT[0] = "Die Zangen können aufgebrochen, ";
TEXT[1] = "und das Sekret darin geschlürft werden.";
TEXT[2] = "Es regeniert die magische Kraft.";
TEXT[3] = "Verliert mit der Zeit seine Wirkung.";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Use_Mandibles()
{
if (Mandibles_Bonus <= 9)
{
Npc_ChangeAttribute (self, ATR_MANA, self.attribute[ATR_MANA_MAX] );
Mandibles_Bonus = (Mandibles_Bonus +1);
}
else
{
//PrintScreen (PRINT_Mandibles, -1, YPOS_LEVELUP, FONT_ScreenSmall, 2);
PrintS(PRINT_Mandibles);
};
};
/******************************************************************************************/
INSTANCE ItAt_Wing (C_Item)
{
name = "Flügel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Wing;
visual = "ItAt_Wing.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_Sting (C_Item)
{
name = "Stachel";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_Sting;
scemeName = "FOOD";
on_state[0] = Use_Sting;
visual = "ItAt_Sting.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "Der Stachel";
TEXT[2] = "enthält ein giftiges Sekret";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Use_Sting()
{
if (Knows_Bloodfly == TRUE)
{
if (Bloodfly_Bonus <= 10)
{
Npc_ChangeAttribute (self, ATR_HITPOINTS, self.attribute[ATR_HITPOINTS_MAX]);
Print (PRINT_FullyHealed);
Bloodfly_Bonus = (Bloodfly_Bonus+1);
}
else
{
Print (PRINT_Mandibles);
};
}
else
{
Print (PRINT_Bloodfly);
if (self.attribute[ATR_HITPOINTS] > 1)
{
self.attribute[ATR_HITPOINTS] = (self.attribute[ATR_HITPOINTS] -1);
};
};
};
/******************************************************************************************/
INSTANCE itat_LurkerSkin (C_Item) //REPTILE Skin
{
name = "Reptilienhaut";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_ReptileSkin;
visual = "ItAt_LurkerSkin.3DS";
material = MAT_LEATHER;
description = "Die Haut eines Reptils";
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_WargFur (C_Item)
{
name = "Wargfell";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_WargFur;
visual = "ItAt_WargFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_Addon_KeilerFur (C_Item)
{
name = "Keilerfell";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_KeilerFur;
visual = "ItAt_WargFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_DrgSnapperHorn (C_Item)
{
name = "Horn eines DrachenSnappers";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_DrgSnapperHorn;
visual = "ItAt_DrgSnapperHorn.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_CrawlerPlate (C_Item)
{
name = "Minecrawler Panzerplatten";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_CrawlerPlate;
visual = "ItAt_CrawlerPlate.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_ShadowFur (C_Item)
{
name = "Fell eines Schattenläufers";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_ShadowFur;
visual = "ItAt_ShadowFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_SharkSkin (C_Item)
{
name = "Haut eines Sumpfhais";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SharkSkin;
visual = "ItAt_SharkSkin.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_TrollFur (C_Item)
{
name = "Trollfell";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_TrollFur;
visual = "ItAt_TrollFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_TrollBlackFur (C_Item)
{
name = "Fell eines schwarzen Trolls";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_TrollBlackFur;
visual = "ItAt_TrollFur.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_WaranFiretongue (C_Item)
{
name = "Flammenzunge";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_WaranFiretongue;
visual = "ItAt_WaranFiretongue.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_ShadowHorn (C_Item)
{
name = "Horn eines Schattenläufers";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_ShadowHorn;
visual = "ItAt_ShadowHorn.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_SharkTeeth (C_Item)
{
name = "Zähne eines Sumpfhais";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SharkTeeth;
visual = "ItAt_SharkTeeth.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_TrollTooth (C_Item)
{
name = "Trollhauer";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_TrollTooth;
visual = "ItAt_TrollTooth.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_RING_STANDARD;
};
/******************************************************************************************/
INSTANCE ItAt_StoneGolemHeart (C_Item)
{
name = "Herz eines Steingolems";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
//spell = SPL_WINDFIST;
value = Value_StoneGolemHeart;
visual = "ItAt_StoneGolemHeart.3DS";
material = MAT_STONE;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_FireGolemHeart (C_Item)
{
name = "Herz eines Feuergolems";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
//spell = SPL_FIREBALL;
value = Value_FireGolemHeart;
visual = "ItAt_FireGolemHeart.3DS";
material = MAT_STONE;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_IceGolemHeart (C_Item)
{
name = "Herz eines Eisgolems";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
//spell = SPL_ICECUBE;
value = Value_IceGolemHeart;
visual = "ItAt_IceGolemHeart.3DS";
material = MAT_STONE;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_GoblinBone (C_Item)
{
name = "Knochen eines Goblins";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_GoblinBone;
visual = "ItAt_GoblinBone.3DS";
material = MAT_WOOD;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_SkeletonBone (C_Item)
{
name = "Knochen eines Skeletts";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SkeletonBone;
visual = "ItAt_SkeletonBone.3DS";
material = MAT_WOOD;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_DemonHeart (C_Item)
{
name = "Herz eines Dämonen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_DemonHeart;
visual = "ItAt_DemonHeart.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//**************************************************************************
// Drachentrophäen
//**************************************************************************
INSTANCE ItAt_UndeadDragonSoulStone (C_Item)
{
name = "Seelenstein des Untoten Drachens";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_UndeadDragonSoulStone;
visual = "ItAt_UndeadDragonSoulStone.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD;
};
/******************************************************************************************/
INSTANCE ItAt_IcedragonHeart (C_Item)
{
name = "Herz eines Eisdrachen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_IcedragonHeart;
visual = "ItAt_IcedragonHeart.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_RockdragonHeart (C_Item)
{
name = "Herz eines Felsdrachen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_RockdragonHeart;
visual = "ItAt_RockdragonHeart.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_SwampdragonHeart (C_Item)
{
name = "Herz eines Sumpfdrachens";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_SwampdragonHeart;
visual = "ItAt_SwampdragonHeart.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_FiredragonHeart (C_Item)
{
name = "Herz eines Feuerdrachen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_FiredragonHeart;
visual = "ItAt_FiredragonHeart.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_DragonBlood (C_Item)
{
name = "Drachenblut";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
value = Value_DragonBlood;
visual = "ItAt_DragonBlood.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
INV_ZBIAS = INVCAM_ENTF_MISC_STANDARD;
};
/******************************************************************************************/
INSTANCE ItAt_DragonScale (C_Item)
{
name = "Drachenschuppen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_DragonScale;
visual = "ItAt_DragonScale.3DS";
material = MAT_STONE ;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_SteelGolemHeart (C_Item)
{
name = "Herz eines Stahlgolems";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI|ITEM_MISSION;
//spell = SPL_WINDFIST;
value = 950;
visual = "ItAt_StoneGolemHeart.3DS";
material = MAT_STONE;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_WaranBossItem (C_Item)
{
name = "Gigantische Waranzunge";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_WaranFiretongue;
visual = "ItAt_WaranFiretongue.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "Die gigantische Zunge";
TEXT[1] = "eines gigantischen Warans";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
/******************************************************************************************/
INSTANCE ItAt_DemonScale (C_Item)
{
name = "Dämonenschuppen";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_DragonScale;
visual = "ItAt_DragonScale.3DS";
material = MAT_STONE ;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};
INSTANCE ItAt_GreatScavSkin (C_Item)
{
name = "Große Scavengerhaut";
mainflag = ITEM_KAT_NONE;
flags = ITEM_MULTI;
value = Value_SharkSkin;
visual = "ItAt_SharkSkin.3DS";
material = MAT_LEATHER;
description = name;
TEXT[0] = "";
TEXT[1] = "";
TEXT[2] = "";
TEXT[3] = "";
TEXT[5] = NAME_Value; COUNT[5] = value;
};