// HASH_VALUE 8857DE7C383C5498 ABANDON_GROUP_MISSION () { [&SYS& The leader of your team has abandoned a team mission.] } // HASH_VALUE 4E34C9C7A3251E27 ABANDON_MISSION () { abandon_mission [&TSK&You have abandonned a mission.] } // HASH_VALUE A88E3FF35D2C1D1B ABANDON_TEAM_MISSION_REFUSED () { abandon_team_mission_refused [&CHK& only leaders can abandon a team mission.] } // HASH_VALUE 9A3F22E1C8901028 ALREADY_TELEPORTING () { [&CHK&You are already using a teleport ticket.] } // HASH_VALUE 76604828FF938C16 ALTAR_RESTRICTION () { [&SYS& Your allegiance or your level of fame do not enable you to access the pacts of this altar.] } // HASH_VALUE EEE6C84E35875489 AMMO_BUYING_QUANTITY_TOO_LOW (int magazineSize) { [&CHK&This type of ammo can only be purchased in packs of $magazineSize$ rounds.] } // HASH_VALUE 97CBAF417EF45542 AMMO_SELLING_QUANTITY_TOO_LOW (int magazineSize) { [&CHK&This type of ammo can only be sold in packs of $magazineSize$ rounds.] } // HASH_VALUE 7F8B0EA6B683A510 ANIMAL_DEAD (int number) { [&SYS&Your number #$number$ animal has just died. Any items that are still in his inventory in three days time will be lost as the corpse will decompose.] } // HASH_VALUE 12A4849428B576B1 ANIMAL_DISEAPER (int number) { [&SYS&Your number #$number$ animal died over three days ago. His corpse has decomposed and vanished. Any items in his inventory have been lost.] } /* OLD VALUE : [ ANIMAL_FOLLOW_TOO_FAR () { [&CHK&Your following mektoub is too far from you and can't follow you any longer.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ANIMAL_FOLLOW_TOO_FAR () { [&CHK&Your following mektoub is too far from you and can't follow you any longer.] } ] */ // Clause 0 : text changed. // HASH_VALUE 99FFD0B391939CDA ANIMAL_FOLLOW_TOO_FAR () { [&CHK&Your following animal is too far from you and can't follow you any longer.] } /* OLD VALUE : [ ANIMAL_HAS_EATEN () { [&ITM&Your mektoub has eaten some food from his inventory, and can now run.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ANIMAL_HAS_EATEN () { [&ITM&Your mektoub has eaten some food from his inventory and can now run.] } ] */ // Clause 0 : text changed. // HASH_VALUE 2CB10FD454399C60 ANIMAL_HAS_EATEN () { [&ITM&Your animal has eaten some food from his inventory, and can now run.] } /* OLD VALUE : [ ANIMAL_HUNGRY () { [&CHK&Your mektoub is hungry, and can't run any longer.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ANIMAL_HUNGRY () { [&CHK&Your mektoub is hungry and can't run any longer.] } ] */ // Clause 0 : text changed. // HASH_VALUE 7DE5B9699125A873 ANIMAL_HUNGRY () { [&CHK&Your animal is hungry, and can't run any longer.] } // HASH_VALUE A7075D90686E6731 ANIMAL_INTERLOCUTOR_HAVE_MAX () { [&CHK&This homin has too many animals, you cannot give them any more.] } // HASH_VALUE EBB7EBE03A73EE7E ANIMAL_INVENTORY_INACCESSIBLE (int number) { [&SYS&Your animal #$number$ is too far away for you to be able to access its inventory.] } // HASH_VALUE 9FBE84C0B7AF8BC3 ANIMAL_MOUNTED () { [&CHK&You cannot exchange an animal you are mounting.] } /* OLD VALUE : [ ANIMAL_PACKER_TOO_ENCUMBERED () { [&CHK& Your mektoub is too encumbered.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ANIMAL_PACKER_TOO_ENCUMBERED () { [&CHK& Your mektoub is too encumbered.] } ] */ // Clause 0 : text changed. // HASH_VALUE 694880996787AB29 ANIMAL_PACKER_TOO_ENCUMBERED () { [&CHK& Your animal is too encumbered.] } // HASH_VALUE 87EE18BF6610FF51 ANIMAL_PLAYER_HAVE_MAX () { [&CHK&You have got too many animals, you cannot accept any more.] } // HASH_VALUE 1F07108F69D98F8A ANSWER_BYE () { answer_bye [Bye!] } // HASH_VALUE FAE14CCCA7370449 ANSWER_GROUP_NO () { answer_group_no [We're not interested.] } /////////////////////////////////ACTIONS////////////////////////////////////////////////////// /////////////////////////////////INTERACTIVE BOT CHAT///////////////////////////////////////////////////////// // HASH_VALUE 2AB7E894C9060C9E ANSWER_NEXT () { answer_next [Tell me more.] } // HASH_VALUE E0D518647178044B ANSWER_NO () { answer_no [I'm not interested.] } // HASH_VALUE AB3950B1A2380081 ANSWER_OK () { answer_ok [Ok] } // HASH_VALUE 96167C59DD749C6A ANSWER_SKIP () { answer_skip [Don't bother me...] } // HASH_VALUE 63E83BA969B73095 ANSWER_WHAT () { answer_what [Beg your pardon ?] } // HASH_VALUE BB33F0D6DF6EA3FF AURA_EFFECT_BEGIN (powertype p) { aura_effect_begin [&SPL&You begin to feel the effects of $p$ power.] } // HASH_VALUE AA907DF135B0C6C5 AURA_EFFECT_END (powertype p) { aura_effect_end [&SPL&$p$ effects have ended.] } // HASH_VALUE 9CDA5E29A34BBBD4 AUTO_LOOT_LEVEL_TOO_LOW () { auto_loot_level_too_low [&ITMF&For your mission, you need a material of higher quality.] } // HASH_VALUE 1247E993BCD91664 AUTO_LOOT_SUCCESS (int nb, item i, int level) { (nb > 1) auto_loot_success_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ for your mission] (nb = 1) auto_loot_success_1 [&ITM&You obtain one $i$ of quality $level$ for your mission] } // HASH_VALUE E4E9840CF6872B8D BAG_FULL (int qty) { bag_full [&CHK&Your inventory is full, you have $qty$ items on it.] } // HASH_VALUE 52D67ABE22FA2A30 BROADCAST (literal s) { // broadcast message [&BC&$s$] } // HASH_VALUE D8E5F9ECA7E80B67 BS_ITEM_INCOMPATIBLE () { [&CHKCB&This formula or action phrase is incompatible with the item in your hand.] } // HASH_VALUE D093F01DDD20EB8E BS_NO_AMMO () { [&CHKCB&This weapon needs ammo.] } // HASH_VALUE 67F06870FDE6FF2B BS_TARGET_NOT_ATTACKABLE () { [&CHKCB&You cannot use offensive action against your current target.] } // HASH_VALUE 8CF518CAE7E68E9C BS_TARGET_TOO_FAR () { [&CHKCB&Your target is too far away.] } // HASH_VALUE E6D8BDD3764933D6 BS_TARGET_TOO_FAR_OR () { [&CHKCB&Your target is too far away or you are not facing it.] } // HASH_VALUE 6A6C97F1AC07DFDB CANT_ACCESS_GUILD_INVENTORY () { [&SYS&You must be in the building or near one of your guild's outposts to have access to its inventory.] } // HASH_VALUE 26C2B7C39325480C CANT_BE_ENCHANTED () { [&CHK&This item can't be enchanted.] } // HASH_VALUE 74E1A23314ED2C3F CANT_CRAFT_ENGAGED_IN_MELEE () { cant_craft_engaged_melee [&CHK&You can't craft when you are engaged in melee combat! Crafting action aborted!] } // HASH_VALUE 959B0703F4BD2B7C CANT_CRAFT_NOT_ENOUGHT_FOCUS () { [&CHK& Can't craft this item now because you don't have enough focus energy!] } // HASH_VALUE E0F326FC9C8370FA CANT_CRAFT_WHEN_DEAD () { cant_craft_when_dead [&CHKCB&You died during crafting! Crafting action aborted!] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are related to forage //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 4A8EC93DA32766E3 CANT_FORAGE_ENGAGED_IN_MELEE () { cant_forage_engaged_in_melee [&CHKCB&You can't forage when you are engaged in melee combat! Forage action aborted!] } // HASH_VALUE A5ED79249FE48CCD CANT_FOUND_ITEM (int i) { cant_found_item [&CHK&item in slot $i$ was not found.] } // HASH_VALUE 81453D09818E56D7 CANT_FOUND_RM () { cant_found_rm [&CHK&Not all of the selected raw materials could be found in your inventory! Your craft action has failed!] } // HASH_VALUE 7F6D125DBBBDACD4 CANT_LOCK_RM () { cant_lock_rm [&CHK&Can't reserve all raw material you chose for crafting! Some of this is certainly already reserved for other usage. Crafting action aborted!] } // HASH_VALUE 3CA83C5D62F68884 CHAIN_MISSION_DESC (bot dummy) { [CHAINED mission] } // HASH_VALUE 3CA83C5D62F68884 CHAIN_MISSION_TITLE (bot dummy) { [CHAINED mission] } // HASH_VALUE 1ED9E3083AD44C53 CHALLENGE_ABANDON_NOT_LEADER () { [&CHK&You must be team leader to abandon the challenge.] } // HASH_VALUE 2B62CBA7F6CECC40 CHALLENGE_ACCEPTED ( player p ) { [&CHK&$p$ and you are now in a PVP challenge.] } // HASH_VALUE 7E9CA7429D7C78E8 CHALLENGE_HE_ABANDON ( player p ) { [&CHK&$p$ abandonned the challenge.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 5306DB19A287A321 CHALLENGE_LOST () { [&CHK&You lost the challenge.] } // HASH_VALUE A1600138F0392462 CHALLENGE_OTHER_TEAM_AGGRO () { [&CHK&You can't propose a challenge because a member of the opponent team being attacked by a creature.] } // HASH_VALUE BBF41E7ED5643673 CHALLENGE_SAME_TEAM ( player p ) { [&CHK&$p$ is your teammate, you can't challenge him.] } // HASH_VALUE 93542B1DF5F3FBEB CHALLENGE_STARTS () { [&CHK&You are now in a challenge versus other players. You will be teleported back when the challenge is over.] } // HASH_VALUE 7CDBA9DA9C394D6B CHALLENGE_TARGET_AGGRO (player p) { [&CHK&You can't challenge $p$, because this player is being attacked by a creature.] } // HASH_VALUE 011004544A752B4E CHALLENGE_TEAM_AGGRO (player p) { [&CHK&You can't propose a challenge because $p$, your team mate, is under attack by a creature.] } // HASH_VALUE E7CD1DD7A10EC5E9 CHALLENGE_TEAM_MEMBER_ALREADY_IN_PVP (player p) { [&CHK& $p$, your teammate, is already engaged in combat against other players.] } // HASH_VALUE 4EE20CCDDA8608F5 CHALLENGE_WON () { [&CHK&You won the challenge.] } // HASH_VALUE 7E9CA7429D7C78E8 CHALLENGE_YOU_ABANDON ( player p ) { [&CHK&$p$ abandonned the challenge.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 532374535D325BDD CHALLENGE_YOU_AGGRO () { [&CHK&You can't propose a challenge if you are being attacked by a creature.] } // HASH_VALUE F26B2F08D6437E1F CHARACTER_MADE_THE_FINAL_BLOW (player p) { [You have struck the fatal blow to playing character $p$.] } //////////////////////////////////////////////////////////////////////////////////// // generic system messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 5493D38329ADA35F CHARACTER_SAVED (player p) { [&SYS&"$p$" has been saved.] } // HASH_VALUE F879AFAC81326EC1 CHARGE_APPLY (dyn_string_id str) { [&SYS&Your guild applied for the charge of "$str$".] } // HASH_VALUE CF07EDF533CCECA1 CHARGE_BAD_GRADE () { [&CHK&You don't have a sufficient guild grade to perform this operation.] } // HASH_VALUE C16B07168457460D CHARGE_END (dyn_string_id id) { [&SYS&Your guild lost control of charge $id$.] } // HASH_VALUE 18DD5D5CC8504B1A CHARGE_GOT (dyn_string_id id) { [&SYS&Your guild was selected for the following charge : $id$.] } // HASH_VALUE AAB0EDFE15B088FD COMBAT_ACTOR_CRITICAL_HIT (entity e) { combat_actor_critical_hit [&SPLM&You perform a critical strike on $e$.] } // HASH_VALUE A56E55B061D8282D COMBAT_ACTOR_FUMBLE () { combat_actor_fumble [&MISM&You fumble.] } ///////////////////////////////////////////////////////////////////////// // sentences related to combat ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 528454A7D92FA548 COMBAT_ACTOR_HIT (entity e, int damage, int maxDamage) { (maxDamage = 0 & damage > 1) combat_actor_hit_p [&DGM&You inflict $damage$ damage points on $e.da$ $e$.] (maxDamage = 0 & damage=1) combat_actor_hit_1 [&DGM&You inflict one damage point on $e$.] (maxDamage = 0 & damage=0) combat_actor_hit_0 [&DGM&You hit $e$ but do no damage.] (damage>1) combat_actor_hit_pm [&DGM&You inflict $damage$ ($maxDamage$) damage points on $e.da$ $e$.] (damage=1) combat_actor_hit_1m [&DGM&You inflict one damage ($maxDamage$) point on $e.da$ $e$.] (damage=0) combat_actor_hit_0m [&DGM&You hit $e.da$ $e$ but do no damage ($maxDamage$).] } // HASH_VALUE 390D61C280B446D6 COMBAT_ACTOR_HIT_LOC (entity e, int damage, int maxDamage, bodypart b) { (maxDamage = 0 & damage > 1) combat_actor_hit_test_loc_p [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ points of damage.] (maxDamage = 0 & damage = 1) combat_actor_hit_test_loc_1 [&DGM&You hit $e.da$ $e$'s $b$ for 1 point of damage.] (maxDamage = 0 & damage = 0) combat_actor_hit_test_loc_0 [&DGM&You hit $e.da$ $e$'s $b$ but inflict no damage.] (damage>1) combat_actor_hit_test_loc_pm [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ ($maxDamage$) points of damage.] (damage=1) combat_actor_hit_test_loc_1m [&DGM&You hit $e.da$ $e$'s $b$ for 1 ($maxDamage$) point of damage.] (damage=0) combat_actor_hit_test_loc_0m [&DGM&You hit $e.da$ $e$'s $b$ but inflict no damage ($maxDamage$).] } // HASH_VALUE 4483BC1F6EBA2BB8 COMBAT_ACTOR_HIT_SELF (int damage, int maxDamage) { (maxDamage = 0 & damage > 1) combat_actor_hit_self_p [&DG&You hit yourself for $damage$ damage points.] (maxDamage = 0 & damage = 1) combat_actor_hit_self_1 [&DG&You hit yourself for 1 damage point.] (maxDamage = 0 & damage = 0) combat_actor_hit_self_0 [&DG&You hit yourself but do no damage.] (damage>1) combat_actor_hit_self_pm [&DG&You hit yourself for $damage$ ($maxDamage$) damage points.] (damage=1) combat_actor_hit_self_1m [&DG&You hit yourself for 1 ($maxDamage$) damage point.] (damage=0) combat_actor_hit_self_0m [&DG&You hit yourself but do no damage ($maxDamage$).] } // HASH_VALUE C62B4931EB266DF0 COMBAT_ACTOR_MISS (entity e) { combat_actor_miss [&MISM&You miss $e$.] } // HASH_VALUE 64B36E6C6A6BF959 COMBAT_ATTACK_ACTOR (entity e) { combat_attack_actor [&SYS&You attack $e$.] } // HASH_VALUE C473CFDE94A35975 COMBAT_ATTACK_DEFENDER (entity e) { combat_attack_defender [&SYS&$e$ attacks you.] } // HASH_VALUE D5E159922E791564 COMBAT_ATTACK_SPECTATOR (entity actor, entity defender) { combat_attack_spectator [&SYS&$actor$ attacks $defender$.] } // HASH_VALUE 2BB734366437B3E6 COMBAT_CANNOT_USE_ACTION_YET () { combat_use_action_yet [&CHKCB&You cannot use a combat action yet.] } // HASH_VALUE 42FB156D3EF3759C COMBAT_DEFENDER_CRITICAL_HIT (entity e) { combat_defender_critical_hit [&SPL&$e$ performs a critical strike on you.] } // HASH_VALUE 49D1E65135643D6F COMBAT_DEFENDER_FUMBLE (entity e) { combat_defender_fumble [&MIS&$e$ fumbles.] } // HASH_VALUE 74E47942B114AE92 COMBAT_DEFENDER_HIT (entity e, int damage, int maxDamage) { (maxDamage = 0 & damage > 0) combat_defender_hit [&DG&$e.da$ $e$ hits you for $damage$ damage.] (maxDamage = 0 & damage = 0) combat_defender_hit_0 [&DG&$e.da$ $e$ hits you but does no damage.] (damage>0) combat_defender_hit_m [&DG&$e.da$ $e$ hits you for $damage$ ($maxDamage$) damage.] (damage=0) combat_defender_hit_0m [&DG&$e.da$ $e$ hits you but does no damage ($maxDamage$).] } // HASH_VALUE 4AB149DD5265EB40 COMBAT_DEFENDER_HIT_LOC (entity e, int damage, int maxDamage, bodypart b) { (maxDamage = 0 & damage>0) combat_defender_hit_loc [&DG&$e.da$ $e$ hits your $b$ for $damage$ damage.] (maxDamage = 0 & damage=0) combat_defender_hit_loc_0 [&DG&$e.da$ $e$ hits your $b$ but does no damage.] (damage>0) combat_defender_hit_loc_m [&DG&$e.da$ $e$ hits your $b$ for $damage$ ($maxDamage$) damage.] (damage=0) combat_defender_hit_loc_0m [&DG&$e.da$ $e$ hits your $b$ but does no damage ($maxDamage$).] } // HASH_VALUE 7A37D933849FF2F8 COMBAT_DEFENDER_MISS (entity e) { combat_defender_miss [&MIS&$e$ misses you.] } // HASH_VALUE A749F7ED269EAE75 COMBAT_DISARM_ATTACKER (player p) { combat_disarm_attacker [&SPLM&You have disarmed $p$.] } // HASH_VALUE 64C6E3EDAFEEC595 COMBAT_DISARM_DEFENDER (entity e) { combat_disarm_defender [&SPL&$e.da$ $e$ disarmed you.] } //Disarm // HASH_VALUE 3F72FFF304A8F5B9 COMBAT_DISARM_NO_ITEM (player p) { (p.gender = male) combat_disarm_no_item_m [&CHKCB&$p$ has no weapon equipped, so you cannot disarm him.] combat_disarm_no_item_f [&CHKCB&$p$ has no weapon equipped, so you cannot disarm her.] } // damage shield related // HASH_VALUE 1B9EC03C7F23463D COMBAT_DMG_SHIELD_ATTACKER (entity defender, int damage, int drain) { (drain > 0) combat_dmg_shield_attacker [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points and $defender.da$ $defender$ gains $drain$ hit points.] combat_dmg_shield_attacker_0 [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points.] } // HASH_VALUE 711A4D81D4F66CF0 COMBAT_DMG_SHIELD_DEFENDER (entity attacker, int damage, int drain) { (drain > 0) combat_dmg_shield_defender [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and you gain $drain$ hit points.] combat_dmg_shield_defender_0 [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.] } // HASH_VALUE B9AC49FEE516537B COMBAT_DMG_SHIELD_SPECTATORS (entity defender, entity attacker, int damage, int drain) { (drain > 0) combat_dmg_shield_spectators [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and $defender.da$ $defender$ gains $drain$ hit points.] combat_dmg_shield_spectators_0 [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.] } // HASH_VALUE 185F3316C74A2833 COMBAT_DODGE_ATTACKER (entity e) { combat_dodge_attacker [&MISM&$e.da$ $e$ has dodged your attack.] } // HASH_VALUE BD1CFA58663509D3 COMBAT_DODGE_DEFENDER (entity e) { combat_dodge_defender [&MIS&You dodged $e.da$ $e$'s attack.] } // HASH_VALUE EB7D9A4EC26BC3B3 COMBAT_DODGE_SPECTATOR (entity actor, entity defender) { combat_dodge_spectator [&SYS&$defender.ia$ $defender$ has dodged $actor.ia$ $actor$'s attack.] } // Feint // HASH_VALUE 3DB409C0162DC0BC COMBAT_FEINT_ACTOR (entity e) { combat_feint_actor [&SPLM&You make a successful feint against $e.da$ $e$.] } // HASH_VALUE 23CF007AA28B8D58 COMBAT_FEINT_INVALID (entity e) { combat_feint_invalid [&CHKCB&$e.da$ $e$ is not attacking you in melee combat, you cannot feint.] } // HASH_VALUE 5524AD8793326C04 COMBAT_FEINT_TARGET (entity e) { combat_feint_target [&SPL&$e.da$ $e$ makes a successful feint against you.] } //////////////////////////////////////////////////////////////////////////////////// /// sentences used as error codes in combat system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 9DAEE24EBAAC38FB COMBAT_INVALID_TARGET () { combat_invalid_target [&CHKCB&Invalid target.] } // HASH_VALUE AC71EAD38A2CAA88 COMBAT_LEAVE_ACTOR (entity e) { combat_leave_actor [&SYS&You stop attacking $e$.] } // HASH_VALUE 64A9AAA8173EECEA COMBAT_LEAVE_DEFENDER (entity e) { combat_leave_defender [&SYS&$e$ leaves combat.] } // HASH_VALUE D509A37DEB4AC506 COMBAT_LEAVE_SPECTATOR (entity actor, entity defender) { combat_leave_spectator [&SYS&$actor$ stops attacking $defender$.] } // HASH_VALUE 27CB0FF9FB22DDB9 COMBAT_LOSE_SAP_ACTOR (entity e, int i) { combat_lose_sap_actor [&SPLM&You make $e.da$ $e$ lose $i$ sap points.] } // HASH_VALUE 435A536E730C4690 COMBAT_LOSE_SAP_SELF (int i) { combat_lose_sap_self [&SPL&You make yourself lose $i$ sap points.] } // HASH_VALUE ABF3A41C25478A2F COMBAT_LOSE_SAP_SELF_SPECTATORS_CREATURE (creature c, int i) { combat_lose_sap_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ sap points.] } // HASH_VALUE A76429504107D1CA COMBAT_LOSE_SAP_SELF_SPECTATORS_NPC (bot b, int i) { (b.gender = male) combat_lose_sap_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ sap points.] (b.gender = female) combat_lose_sap_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ sap points.] } // HASH_VALUE 66EE2D384F845AA6 COMBAT_LOSE_SAP_SELF_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) combat_lose_sap_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ sap points.] (p.gender = female) combat_lose_sap_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ sap points.] } // HASH_VALUE D42C529D8222BDCF COMBAT_LOSE_SAP_SPECTATORS (entity actor, entity target, int i) { combat_lose_sap_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ sap points.] } // HASH_VALUE 524760FBDE8EB882 COMBAT_LOSE_SAP_TARGET (entity e, int i) { combat_lose_sap_target [&SPL&$e.da$ $e$ makes you lose $i$ sap points.] } // HASH_VALUE 8285C008FA3E393E COMBAT_LOSE_STA_ACTOR (entity e, int i) { combat_lose_sta_actor [&SPLM&You make $e.da$ $e$ lose $i$ stamina points.] } // HASH_VALUE 8A7B4320FC33FB4B COMBAT_LOSE_STA_SELF (int i) { combat_lose_sta_self [&SPL&You make yourself lose $i$ stamina points.] } // HASH_VALUE B6E394CEEA9F3FEA COMBAT_LOSE_STA_SELF_SPECTATORS_CREATURE (creature c, int i) { combat_lose_sta_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ stamina points.] } // HASH_VALUE A16BC05FFB3CA895 COMBAT_LOSE_STA_SELF_SPECTATORS_NPC (bot b, int i) { (b.gender = male) combat_lose_sta_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ stamina points.] (b.gender = female) combat_lose_sta_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ stamina points.] } // HASH_VALUE 31FEA32A7B606282 COMBAT_LOSE_STA_SELF_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) combat_lose_sta_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ stamina points.] (p.gender = female) combat_lose_sta_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ stamina points.] } // HASH_VALUE C2EF8E8AB484863C COMBAT_LOSE_STA_SPECTATORS (entity actor, entity target, int i) { combat_lose_sta_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ stamina points.] } // HASH_VALUE 400A9CF74BF04502 COMBAT_LOSE_STA_TARGET (entity e, int i) { combat_lose_sta_target [&SPL&$e.da$ $e$ makes you lose $i$ stamina points.] } /* OLD VALUE : [ COMBAT_MISS_ATTACKER (entity e) { combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ COMBAT_MISS_ATTACKER (entity e) { combat_parry_attacker [&MISM& You made a mess of $e.da$ $e$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE FA9A714B0E35EB47 COMBAT_MISS_ATTACKER (entity e) { combat_miss_attacker [&MISM& You made a mess of $e.da$ $e$.] } /* OLD VALUE : [ COMBAT_MISS_DEFENDER (entity e) { combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ COMBAT_MISS_DEFENDER (entity e) { combat_parry_defender [&MIS&$e.da$ $e$ misses you.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE 94447E095028939A COMBAT_MISS_DEFENDER (entity e) { combat_miss_defender [&MIS&$e.da$ $e$ misses you.] } /* OLD VALUE : [ COMBAT_MISS_SPECTATOR (entity actor, entity defender) { combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ COMBAT_MISS_SPECTATOR (entity actor, entity defender) { combat_parry_spectator [&SYS&$actor.ia$ $actor$ misses $defender.ia$ $defender$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE 29BAC69453042BD5 COMBAT_MISS_SPECTATOR (entity actor, entity defender) { combat_miss_spectator [&SYS&$actor.ia$ $actor$ misses $defender.ia$ $defender$.] } // HASH_VALUE 49164B3CC7CA3E6F COMBAT_NOT_AN_ENEMY () { combat_not_an_enemy [&CHKCB&You can only enter combat with your enemies.] } // HASH_VALUE 1DF00EADB270D4AF COMBAT_NOT_A_WEAPON () { combat_not_a_weapon [&CHKCB&You cannot fight with this item in your hand.] } // HASH_VALUE B79B32F6D6EE48A1 COMBAT_NOT_ENOUGH_STA () { combat_not_enough_sta [&CHKCB&You do not have enough stamina for this action.] } // HASH_VALUE 1652524C45765581 COMBAT_PARRY_ATTACKER (entity e) { combat_parry_attacker [&MISM&$e.da$ $e$ has parried your attack.] } // HASH_VALUE B2FF6ED438321105 COMBAT_PARRY_DEFENDER (entity e) { combat_parry_defender [&MIS&You parry $e.da$ $e$'s attack.] } // HASH_VALUE 6F9091B6FEDCECD3 COMBAT_PARRY_SPECTATOR (entity actor, entity defender) { combat_parry_spectator [&SYS&$defender.ia$ $defender$ has parried $actor.ia$ $actor$'s attack.] } /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain) { combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain) { combat_proc_vampirism_spectators_n [&ISE&Start of life drain effect, your weapon gives you $drain$ hit points from $defender.da$ $defender$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE D2B8E2CE971ACF37 COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain) { combat_proc_vampirism_attackers_n [&ISE&Start of life drain effect, your weapon gives you $drain$ hit points from $defender.da$ $defender$.] } /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain) { combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain) { combat_proc_vampirism_spectators_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of your hit points.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE BD4FE2D630F8371F COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain) { combat_proc_vampirism_defenders_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of your hit points.] } // HASH_VALUE B903724B089AB96A COMBAT_PROC_VAMPIRISM_SPECTATORS (entity attacker, entity defender, int drain) { combat_proc_vampirism_spectators_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of the hit points of $defender.da$ $defender$.] } // HASH_VALUE ED11309C3874F717 COMBAT_SPECTATOR_CRITICAL_HIT (entity actor, entity defender) { combat_spectator_critical_hit [&SYS&$actor$ performs a critical strike on $defender$.] } // HASH_VALUE AC8A3776841353CE COMBAT_SPECTATOR_FUMBLE (entity actor) { combat_spectator_fumble [&MIS&$actor$ fumbles.] } // HASH_VALUE 59B3FC6E01163B69 COMBAT_SPECTATOR_HIT (entity actor, entity defender, int damage, int maxDamage) { (maxDamage = 0 & damage>0) combat_spectator_hit [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ damage.] (maxDamage = 0 & damage=0) combat_spectator_hit_0 [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage.] (damage>0) combat_spectator_hit_m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ ($maxDamage$) damage.] (damage=0) combat_spectator_hit_0m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage ($maxDamage$).] } // HASH_VALUE AB59E1280BBB56A7 COMBAT_SPECTATOR_HIT_SELF_CREATURE (creature e, int damage) { (damage>0) combat_spectator_hit_self_creature [&DGM&$e$ hits itself for $damage$ damage.] (damage=0) combat_spectator_hit_self_creature_0 [&DGM&$e$ hits itself but does no damage.] } // HASH_VALUE 5FD8BE83285E9BE6 COMBAT_SPECTATOR_HIT_SELF_NPC (bot p, int damage) { (damage>0 & p.gender = male) combat_spectator_hit_self_bot_m [&DGM&$p$ hits himself for $damage$ damage.] (damage>0 & p.gender = female) combat_spectator_hit_self_bot_f [&DGM&$p$ hits herself for $damage$ damage.] (damage=0 & p.gender = male) combat_spectator_hit_self_bot_0_m [&DGM&$p$ hits himself but does no damage.] (damage=0 & p.gender = female) combat_spectator_hit_self_bot_0_f [&DGM&$p$ hits herself but does no damage.] } // HASH_VALUE DF692A4C3AA13652 COMBAT_SPECTATOR_HIT_SELF_PLAYER (player p, int damage) { (damage>0 & p.gender = male) combat_spectator_hit_self_player_m [&DGM&$p$ hits himself for $damage$ damage.] (damage>0 & p.gender = female) combat_spectator_hit_self_player_f [&DGM&$p$ hits herself for $damage$ damage.] (damage=0 & p.gender = male) combat_spectator_hit_self_player_0_m [&DGM&$p$ hits himself but does no damage.] (damage=0 & p.gender = female) combat_spectator_hit_self_player_0_f [&DGM&$p$ hits herself but does no damage.] } // HASH_VALUE 028EB2479F9DB3B9 COMBAT_SPECTATOR_MISS (entity actor, entity defender) { combat_spectator_miss [&SYS&$actor$ misses $defender$.] } // HASH_VALUE 9F9E9F8EE7851087 COMBAT_TARGET_DEAD () { [&CHKCB&You cannot attack a corpse.] } // HASH_VALUE 201CF48824984088 COMPASS_BOT (bot b) { [$b$] } // HASH_VALUE 052B51B5047A4EA6 COMPASS_PLACE (place p) { [$p$] } // HASH_VALUE 7B2651A645127210 CONSUMABLE_CANCEL () { [&SYS&The action was cancelled and the object was not consumed.] } // HASH_VALUE 784B611330369E18 CONSUMABLE_CONSUME_ITEM_BEGIN (item item) { [You're using your $item$.] } // HASH_VALUE CC28DBDFF0633E11 CONSUMABLE_NOT_STAND_UP () { [&CHK&You cannot use this object while standing.] } // HASH_VALUE 5B54AF5F00B7D4C2 CONSUMABLE_OVERDOSE_TIMER (item item, int m, int s) { (m>0) [&CHK&You cannot use your $item$ for $m$ minutes and $s$ seconds.] [&CHK&You cannot use your$item$ for $s$ seconds.] } // HASH_VALUE 9AE3E86B14B279EC CRAFT_NEED_CRAFTING_TOOL () { [&CHK&You need appropriate tool to craft this item.] } // HASH_VALUE AE804008862C02E2 CRAFT_SENTENCE_INCORRECT () { craft_sentence_incorrect [&CHK&Craft sentence is incorrect! Crafting action aborted!] } // HASH_VALUE 7E67AF6B12BEB8C7 CSR_ALREADY_ROOTED ( player p ) { [&CHK&$p$ is already rooted by a GM command.] } // HASH_VALUE 3049CFFC0FE5A492 CSR_BAD_GUILD () { [&CHK& Invalid guild.] } // HASH_VALUE 502CA55AC7300868 CSR_BAD_MISSION () { [&CHK&The chosen mission is invalid.] } // HASH_VALUE CDA96B1DD5B75465 CSR_BAD_NAME () { [&CHK&The name you are trying to assign to this player is invalid or is already taken.] } // HASH_VALUE B8F932E45A5A5836 CSR_BAD_RIGHTS () { [&CHK&You don't have the right to affect this player.] } //////////////////////////////////////////////////////////////////////////////////// // CSR related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE CDFE901CB3302DFA CSR_BAD_TARGET () { [&CHK& Invalid command target.] } // HASH_VALUE 0F3BD82CB9678C2A CSR_CLEAR_EVENT_FACTION (player p) { [&SYS& $p$ now is not a member of an event faction.] } // HASH_VALUE C6AE0B1A9DF20A55 CSR_GET_EVENT_FACTION (player p, event_faction ef) { [&SYS& $p$ is a member of event faction '$ef$'.] } // HASH_VALUE 3464B11208EF6892 CSR_GUILD_ALREADY_HAS_GRADE (literal p) { [&CHK& $p$ has already this grade.] } // HASH_VALUE 9E5BA0E8AC04F336 CSR_GUILD_ALREADY_MEMBER (player p) { [&CHK& $p$ is already member of a guild.] } // HASH_VALUE 3CC43C0CC2AE07E0 CSR_GUILD_MAX_GRADE_COUNT (int i) { [&CHK& Maximum count for this grade ($i$) has been reached.] } // HASH_VALUE 8209E8D9647BF047 CSR_GUILD_MEMBER_LIST (literal p, literal grade) { [&SYS& $p$: $grade$.] } // HASH_VALUE AE83720AEB63315C CSR_GUILD_NEW_GRADE (literal p, literal grade) { [&SPL&$p$ now has grade $grade$.] } // HASH_VALUE F8EA15ED152A4AD8 CSR_GUILD_NEW_MEMBER (player p, string_id guild) { [&SPL&$p$ now is a member of guild '$guild$'.] } // HASH_VALUE D53BD89D29143FD2 CSR_GUILD_NOT_MEMBER (literal p, string_id guild) { [&CHK& $p$ is not a member of the guild '$guild$'.] } // HASH_VALUE 6B19FFFC91C6B497 CSR_GUILD_UNKNOWN_GRADE () { [&CHK& Unknown grade.] } // HASH_VALUE 2FEE7CA9312C0B75 CSR_HAS_MISSION () { [&CHK&Cannot monitor another player mission if you have a mission.] } // HASH_VALUE A09E8E9E26F51582 CSR_IS_MUTED_BY (player p) { [&SYS&CSR $p$ mute you.] } // HASH_VALUE 7A5BF028D6511EFA CSR_IS_ROOTED_BY ( player p ) { [&SPL&$p$ has rooted you through a gamemaster power.] } // HASH_VALUE B0DCE9DDB784AAC6 CSR_IS_UNIVERSE_MUTED_BY (player p) { [&SYS&CSR $p$ has muted you on the universe channel.] } // HASH_VALUE 633E5250BE9D0486 CSR_IS_UNIVERSE_UNMUTED_BY (player p) { [&SYS&CSR $p$ has unmuted you on the universe channel.] } // HASH_VALUE 26E43F0DC229053D CSR_IS_UNMUTED_BY (player p) { [&SYS&CSR $p$ unmute you.] } // HASH_VALUE C04DE07E820EFE32 CSR_IS_UNROOTED_BY ( player p ) { [&SPL&$p$ has successfully unrooted you.] } // HASH_VALUE 83235F1E1F570FD6 CSR_MUTE_ENDS () { [&SYS&You are no longer muted.] } // HASH_VALUE 8DF48C4756892A54 CSR_MUTE_OK (player p) { [&SYS&You mute player $p$.] } // HASH_VALUE F4E75ED417B16BBB CSR_NAME_EXISTS () { [&CHK& new name already attributed. Please try another one.] } // HASH_VALUE 22601C21C34BD887 CSR_NOT_ATTACKABLE () { [&CHK& Cant kill non attackable bot.] } // HASH_VALUE E9C218D29FA61ADC CSR_NOT_MUTED (player p) { [&SYS&Player $p$ is not muted, so you can't unmute him.] } // HASH_VALUE FC0F0DFAF40E918D CSR_NOT_ROOTED ( player p ) { [&CHK&$p$ is not rooted.] } // HASH_VALUE 3CED33BDD60EABE5 CSR_NOT_SUMMONED () { [&CHK& command target was not previously summoned.] } // HASH_VALUE F865FA77EFE9E832 CSR_NOT_UNIVERSE_MUTED (player p) { [&SYS&The player $p$ is not muted on the universe channel, so you cannot unmute him.] } // HASH_VALUE 4127D409F1CDC0EE CSR_OFFLINE_PLAYER (literal p) { [&CHK& $p$ is offline.] } // HASH_VALUE D96ED33C2BE89DD6 CSR_PENDING_CHARACTER_LOG () { [&SYS& Target not found, your command are fowarded to pending system for later execution when your target are login.] } // HASH_VALUE 1EB2CF2A88BC5067 CSR_ROOT_ENDS () { [&SPL&The root effect placed on you by a GM has ceased.] } // HASH_VALUE 615151A505C533B4 CSR_ROOT_OK ( player p ) { [&SYS&$p$ is now rooted.] } // HASH_VALUE 204F584E2FFDEC63 CSR_START_EVENT (literal e) { [&SYS& event '$e$' has been started.] } // HASH_VALUE A34F5820A1EDB061 CSR_STOP_EVENT (literal e) { [&SYS& event '$e$' has been stopped.] } // HASH_VALUE 8BB2F462A66005C2 CSR_UNIVERSE_MUTE_ENDS () { [&SYS&You are no longer muted on the universe channel.] } // HASH_VALUE 89688B9093E33D97 CSR_UNIVERSE_MUTE_OK (player p) { [&SYS&You have muted player $p$ on the universe channel.] } // HASH_VALUE 542EDB66E56C0D17 CSR_UNIVERSE_UNMUTE_OK (player p) { [&SYS&You have unmuted player $p$ on the universe channel.] } // HASH_VALUE 5E1D1763359DF14E CSR_UNKNOWN_PLAYER (literal p) { [&CHK& Unknown player: $p$.] } // HASH_VALUE DF8A779424070F68 CSR_UNKNOWN_RESPAWN_POINT () { [&CHK& Unknown respawn point.] } // HASH_VALUE EBDBCC731169E61F CSR_UNMUTE_OK (player p) { [&SYS&You unmute player $p$.] } // HASH_VALUE 834DE05025183549 CSR_UNROOT_OK ( player p ) { [&SYS&$p$ was successfully unrooted.] } ///////////////////////////////////////////////////////////////////////// // sentences related to entity's death ///////////////////////////////////////////////////////////////////////// // HASH_VALUE E0F7090445FB86F2 DEATH_KILLER (entity e) { death_killer [&SYS&You have killed $e.da$ $e$.] } // HASH_VALUE 772D0DFDD3BC2DF4 DEATH_SELF_KILL () { death_self_kill [&SYS&You killed yourself.] } // HASH_VALUE C7205424052F4A9F DEATH_SELF_KILL_SPECTATORS_CREATURE (creature c) { death_self_kill_spectators_c [&SYS&$c.da$ $c$ killed itself.] } // HASH_VALUE D1FDED38ADE4DF7F DEATH_SELF_KILL_SPECTATORS_NPC (bot b) { (b.gender = male) death_self_kill_spectators_bm [&SYS&$b.da$ $b$ killed himself.] death_self_kill_spectators_bf [&SYS&$b.da$ $b$ killed herself.] } // HASH_VALUE EC54EA523A009C8A DEATH_SELF_KILL_SPECTATORS_PLAYER (player p) { (p.gender = male) death_self_kill_spectators_pm [&SYS&$p$ killed himself.] death_self_kill_spectators_pf [&SYS&$p$ killed herself.] } // HASH_VALUE 1FC05B67B6B24CBE DEATH_SPECTATORS (entity killer, entity victim) { death_spectators [&SYS&$victim.da$ $victim$ have been killed by $killer.da$ $killer$.] } // HASH_VALUE 3769A82DDA770A73 DEATH_VICTIM (entity e) { (e = 0) death_victim_0 [&SYS&You have been killed.] death_victim [&SYS&You have been killed by $e.da$ $e$.] } ///////////////////////////////////////////////////////////////////////// // sentences related to entity's death ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 068671B52B935835 DEATH_XP_DEATH ( int i, int j ) { [&XP&Your death penalty reached $j$ points. You have currently recovered $i$.] } // HASH_VALUE 35D3C225F7BF06D3 DEFAULT_CRAFTED_ITEMS_TALKMENU (bot target) { default_crafted_items_talkmenu [I crafted the items.] } // HASH_VALUE 266CA321DAE7CE21 DEFAULT_CRAFTED_ITEM_TALKMENU (bot target, item crafted) { default_crafted_item_talkmenu [I crafted $crafted.da$ $crafted$.] } // HASH_VALUE 7ACDB983066CCD12 DEFAULT_DID_IT_TALKMENU (bot target) { default_did_it_talkmenu [I did it...] } // HASH_VALUE 9BE33873E18DA660 DEFAULT_FOUND_RMS_TALKMENU (bot target) { default_found_rms_talkmenu [I found the raw materials.] } // HASH_VALUE 06E69D728A1811B6 DEFAULT_FOUND_RM_TALKMENU (bot target, item rawmat) { default_found_rm_talkmenu [I found $rawmat.ia$ $rawmat$.] } // HASH_VALUE 89B743F0C98FCEA1 DEFAULT_GIVE_1_ITEM_MENU (int item_count, item i) { default_give_1_item_menu [Give $i$] } // HASH_VALUE 4AE3B9D82FF601CC DEFAULT_KILLED_CREATURES_GROUP_TALKMENU (bot target) { default_killed_creatures_group_talkmenu [We killed the creatures.] } // HASH_VALUE E35234A680F46010 DEFAULT_KILLED_CREATURES_TALKMENU (bot target) { default_killed_creatures_talkmenu [I killed the creatures.] } // HASH_VALUE A0BABBBB705B1BD4 DEFAULT_KILLED_CREATURE_GROUP_TALKMENU (bot target, creature_model target) { default_killed_creature_group_talkmenu [We killed $target.ia$ $target$.] } /******************************************************************************************** NOT HARD CODED : mission specific ********************************************************************************************/ /////////////////////////////////MENUS////////////////////////////////////////////////////// // HASH_VALUE CF2AFACB17721AA5 DEFAULT_KILLED_CREATURE_TALKMENU (bot target, creature_model killed) { default_killed_creature_talkmenu [I killed $killed.ia$ $killed$.] } // HASH_VALUE 6771738C3915F94F DEFAULT_KILLED_SPECIES_TALKMENU (bot target, race species) { default_killed_species_talkmenu [I killed $species.da$ $species.p$.] } // HASH_VALUE DA5F830007AE2712 DEFAULT_PROGRESS_TALKMENU (bot target, skill s) { default_progress_talkmenu [I progressed in $s$.] } // HASH_VALUE 1207B136E6CCE153 DEFAULT_SENT_ME_NAME_TALKMENU (bot target, bot_name previous) { default_sent_me_name_talkmenu [$previous$ sent me...] } // HASH_VALUE BC7CEC862D855889 DEFAULT_SENT_ME_TALKMENU (bot target, bot previous) { default_sent_me_talkmenu [$previous$ sent me...] } // HASH_VALUE BC7C248E2D667889 DEFAULT_SENT_US_TALKMENU (bot target, bot previous) { default_sent_us_talkmenu [$previous$ sent us...] } // HASH_VALUE 1F7656F24D8C51E3 DEFAULT_TALK_TO_BOT_NAME (bot b, bot_name bn) { default_talk_to_bot_name [Talk to $bn$] } // HASH_VALUE CEB2186418C7782F DISCONNECT_CANCELED () { [&CHK&Disconnection canceled] } // HASH_VALUE A80CDE149349D32F DUEL_ABANDON () { [&SYS&Your have won the duel because your opponent has abandonned.] } // HASH_VALUE B04EBD1A8D86BC77 DUEL_ACCEPTED (player p) { [&SYS&you are now in duel with $p$.] } // HASH_VALUE 1BB36EE8BA9AA919 DUEL_ALREADY_INVITED (player p) { [&CHK&you are already invited to duel.] } // HASH_VALUE 20F47DAB361CF8EB DUEL_CANCEL_INVITATION (player p) { [&SYS&$p$ cancels his duel proposition.] } // HASH_VALUE 2DEECC0D31CC45B7 DUEL_DISCONNECT () { [&SYS&Your duel opponent has disconnected.] } // HASH_VALUE E45D4B9F1B4B41A1 DUEL_ENTER_PVP_ZONE () { [&SYS&Your have won your duel because your opponant has entered a PVP zone.] } // HASH_VALUE C1F95DD244DEE63E DUEL_FORBIDDEN_PLACE () { [&CHK& You are not allowed fight here.] } // HASH_VALUE AFA9FC9CCFB5E539 DUEL_INVITATION (player p) { [$p$ invites you to a duel. Do you accept?] } // HASH_VALUE 5639CDE0E866740C DUEL_INVITATION_EXPIRE () { [&SYS&The invitation to a duel expired.] } // HASH_VALUE 1973542E2553C719 DUEL_LOST () { [&SYS&You have lost the duel.] } // HASH_VALUE 28D95D3B5EA5A672 DUEL_REFUSE_INVITATION (player p) { [&SYS&$p$ refuses your duel.] } // HASH_VALUE B620A0DB269DFA99 DUEL_TARGET_ALREADY_INVITED (player p) { [&CHK&$p$ is already invited to duel by someone else.] } // HASH_VALUE D4C5B343118BD8E5 DUEL_TARGET_ALREADY_IN_PVP (player p) { [&CHK& You can't fight $p$ as this player is already engaged against other players.] } // HASH_VALUE 923EE180E4978FDB DUEL_TARGET_TEAM_ALREADY_IN_PVP (player p) { [&CHK& You can't start a challenge because $p$, a member of the opposing team, is already in combat against other players.] } // HASH_VALUE 782E8920AB97B8D2 DUEL_TELEPORT () { [&SYS&You have won a duel because your opponent has teleported.] } // HASH_VALUE CFF606E22E585242 DUEL_WON () { [&SYS&You have won a duel.] } // HASH_VALUE 5F2A83C36B243370 DUEL_YOU_ABANDON () { [&SYS&Your have abandonned the duel.] } // HASH_VALUE 873A59BBB8162B79 DUEL_YOU_ALREADY_IN_PVP (player p) { [&CHK& You can't fight $p$ as you are already engaged against other players.] } // HASH_VALUE 8E2A136F49058F5A DUEL_YOU_CANCEL_INVITATION (player p) { [&SYS&By proposing a duel, you have canceled the duel proposed to $p$.] } // HASH_VALUE 7151FAF29406C6E1 DUEL_YOU_ENTER_PVP_ZONE () { [&SYS&Your have lost your duel because you have entered a PVP zone.] } // HASH_VALUE DDEC99C8BE5515CB DUEL_YOU_TELEPORT () { [&SYS&Your have lost your duel because you have teleported.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are related to effects //////////////////////////////////////////////////////////////////////////////////// /** * DOT BLEED */ // HASH_VALUE B0B3921639B479C1 EFFECT_BLEED_BEGIN () { effect_bleed_begin [&DG&Your wounds are bleeding massively.] } // HASH_VALUE 56F456E4466AD499 EFFECT_BLEED_BEGIN_ACTOR (entity e) { effect_bleed_begin_actor [&SYS&$e.da$ $e$ wounds are bleeding massively.] } // HASH_VALUE 1380A15B4863B839 EFFECT_BLEED_ENDED () { effect_bleed_ended [&DG&You are no longer bleeding.] } // HASH_VALUE D2BD45616DF702D9 EFFECT_BLEED_ENDED_ACTOR (entity e) { effect_bleed_ended_actor [&SYS&$e.da$ $e$ is no longer bleeding.] } // HASH_VALUE 910326638287673A EFFECT_BLEED_LOSE_HP (int i) { effect_bleed_lose_hp [&DG&You are bleeding and lose $i$ hit points.] } // HASH_VALUE CEC661D7FA14E05F EFFECT_BLEED_LOSE_HP_ACTOR (entity e, int i) { effect_bleed_lose_hp_actor [&SYS&$e.da$ $e$ is bleeding and loses $i$ hit points.] } /** * BLIND */ // HASH_VALUE C0143FF02EBD1A14 EFFECT_BLIND_BEGIN_CREATOR (entity e) { (e.gender = male) effect_blind_begin_creator_m [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in his actions.] (e.gender = female) effect_blind_begin_creator_f [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in her actions.] } // HASH_VALUE 50EB922022904A0A EFFECT_BLIND_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_blind_begin_spectators_m [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.] (actor.gender = female) effect_blind_begin_spectators_f [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.] } // HASH_VALUE 5836C3899FC88696 EFFECT_BLIND_BEGIN_TARGET (entity e) { effect_blind_begin_target [&SPL&$e.da$ $e$ has blinded you, you now run the risk of failing in your actions.] } // HASH_VALUE 513F51646EF74A9E EFFECT_BLIND_END_CREATOR (entity e) { effect_blind_end_creator [&SYS&$e.da$ $e$ is no longer blinded.] } // HASH_VALUE 5741140F277DBB8B EFFECT_BLIND_END_SPECTATORS (entity e) { effect_blind_end_spectators [&SYS&$e.da$ $e$ is no longer blinded.] } // HASH_VALUE 51388BBC78A1ADC6 EFFECT_BLIND_END_TARGET () { effect_blind_end_target [&SPL&You are no longer blinded.] } // HASH_VALUE F959433C14DC8874 EFFECT_BLIND_SELF_BEGIN_CREATOR () { effect_blind_self_begin_actor [&SPLM&You have blinded yourself and stand a greater chance of failing in your actions.] } // HASH_VALUE E3589F14D0301F6A EFFECT_BLIND_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_blind_self_begin_spectators_creature [&SYS&$c.da$ $c$ has blinded itself and stands a greater chance of failing in its actions.] } // HASH_VALUE 123C5C377AC64F6C EFFECT_BLIND_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_blind_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has blinded himself and stands a greater chance of failing in his actions.] (b.gender = female) effect_blind_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has blinded herself and stands a greater chance of failing in her actions.] } // HASH_VALUE FECC03B562AC4782 EFFECT_BLIND_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_blind_self_begin_spectator_player_m [&SYS&$p$ has blinded himself and stands a greater chance of failing in his actions.] (p.gender = female) effect_blind_self_begin_spectator_player_f [&SYS&$p$ has blinded herself and stands a greater chance of failing in her actions.] } /** * Debuff combat skills */ // HASH_VALUE A79EC26AD166F9E1 EFFECT_DEBUFF_COMBAT_BEGIN_CREATOR (entity e) { effect_debuff_combat_begin_creator [&SYS&$e.da$ $e$ gets a penalty on his combat skills.] } // HASH_VALUE A413A778696CDCBA EFFECT_DEBUFF_COMBAT_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_combat_begin_spectators [&SYS&$target.da$ $target$ is now getting a penalty on his combat skills.] } // HASH_VALUE 31008796F507B1AD EFFECT_DEBUFF_COMBAT_BEGIN_TARGET (entity e) { effect_debuff_combat_begin_target [&SPL&You get a penalty on your combat skills.] } // HASH_VALUE A77CFC982CB566D5 EFFECT_DEBUFF_COMBAT_END_CREATOR (entity e) { effect_debuff_combat_end_creator [&SYS&$e.da$ $e$'s combat skills are no longer subject to penalty.] } // HASH_VALUE A69F60DC37602400 EFFECT_DEBUFF_COMBAT_END_SPECTATORS (entity e) { effect_debuff_combat_end_spectators [&SYS&$e.da$ $e$'s combat skills are no longer subject to penalty.] } // HASH_VALUE 56AD533698A276D1 EFFECT_DEBUFF_COMBAT_END_TARGET () { effect_debuff_combat_end_target [&SPL&Your combat skills are no longer subject to penalty.] } // HASH_VALUE B5AF0A70702B64DA EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR () { effect_debuff_combat_self_begin_actor [&SPL&You are now getting a penalty on your combat sills.] } // HASH_VALUE 41777F280B66EDFF EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_combat_self_begin_spectators_creature [&SYS&$c.da$ $c$ is now getting a penalty on its combat skills.] } // HASH_VALUE 2775C40D0B8E328A EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_combat_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is now getting a penalty on his combat skills.] (b.gender = female) effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is now getting a penalty on her combat skills.] } // HASH_VALUE BE1E069A373D311B EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_combat_self_begin_spectator_player_m [&SYS&$p$ is now getting a penalty on his combat skills.] (p.gender = female) effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ is now getting a penalty on her combat skills.] } /** * Debuff combat defense skills */ // HASH_VALUE 49FC67A913F5356C EFFECT_DEBUFF_DEFENSE_BEGIN_CREATOR (entity e) { effect_debuff_defense_begin_creator [&SYS&$e.da$ $e$ is now getting a penalty on his defence.] } // HASH_VALUE 66416AF7912F278B EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ is now getting a penalty on his defence.] } // HASH_VALUE D837AD14A50DD616 EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET (entity e) { effect_debuff_defense_begin_target [&SPL&is now getting a penalty on his defence.] } // HASH_VALUE 39A22E42A84C868F EFFECT_DEBUFF_DEFENSE_END_CREATOR (entity e) { effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ 's defence is no longer subject to penalty.] } // HASH_VALUE 6A863C735AE18D32 EFFECT_DEBUFF_DEFENSE_END_SPECTATORS (entity e) { effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$'s defence is no longer subject to penalty.] } // HASH_VALUE F95EFF5A7D833A82 EFFECT_DEBUFF_DEFENSE_END_TARGET () { effect_debuff_defense_end_target [&SPL&Your defence is no longer subject to penalty.] } // HASH_VALUE 021CE2B4E51F8417 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR () { effect_debuff_defense_self_begin_actor [&SPL&You are now getting a penalty on your defence.] } // HASH_VALUE 1CE40F48A922DB94 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_defense_self_begin_spectators_creature [&SYS&$c.da$ $c$ is now getting a penalty on its defence.] } // HASH_VALUE 9C87365382BA7A25 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_defense_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is now getting a penalty on his defence.] (b.gender = female) effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is now getting a penalty on her defence.] } // HASH_VALUE EF943FCBB78C9A9B EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_defense_self_begin_spectator_player_m [&SYS&$p$ is now getting a penalty on his defence.] (p.gender = female) effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ is now getting a penalty on her defence.] } /** * Debuff dodge skill */ // HASH_VALUE 39C4B6F2895BBFD8 EFFECT_DEBUFF_DODGE_BEGIN_CREATOR (entity e) { effect_debuff_dodge_begin_creator [&SYS&$e.da$ $e$ is now getting a penalty on his dodging.] } // HASH_VALUE 84F2FD5E56D6B04D EFFECT_DEBUFF_DODGE_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_dodge_begin_spectators [&SYS&$target.da$ $target$ is now getting a penalty on his dodging.] } // HASH_VALUE FA2B32812797A600 EFFECT_DEBUFF_DODGE_BEGIN_TARGET (entity e) { effect_debuff_dodge_begin_target [&SPL&You are now getting a penalty on your dodging.] } // HASH_VALUE D10CF5676EAF465A EFFECT_DEBUFF_DODGE_END_CREATOR (entity e) { effect_debuff_dodge_end_creator [&SYS&$e.da$ $e$ is now getting a penalty on his dodging.] } // HASH_VALUE 3DAF0285E6288FA8 EFFECT_DEBUFF_DODGE_END_SPECTATORS (entity e) { effect_debuff_dodge_end_spectators [&SYS&$e.da$ $e$'s dodging is no longer subject to penalty.] } // HASH_VALUE 7D56C607B52A5586 EFFECT_DEBUFF_DODGE_END_TARGET () { effect_debuff_dodge_end_target [&SPL&Your dodging is no longer subject to penalty.] } // HASH_VALUE A1ED5ADF2510D925 EFFECT_DEBUFF_DODGE_SELF_BEGIN_CREATOR () { effect_debuff_dodge_self_begin_actor [&SYS&You are now getting a penalty on your dodging.] } // HASH_VALUE A102B55029D9810E EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_dodge_self_begin_spectators_creature [&SYS&$c.da$ $c$ is now getting a penalty on its dodging.] } // HASH_VALUE 21A114A068901FE3 EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_dodge_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is now getting a penalty on his dodging.] (b.gender = female) effect_debuff_dodge_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is now getting a penalty on her dodging.] } // HASH_VALUE 3DCDE7265A2BF9EA EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_dodge_self_begin_spectator_player_m [&SYS&$p$ is now getting a penalty on his dodging.] (p.gender = female) effect_debuff_dodge_self_begin_spectator_player_f [&SYS&$p$ is now getting a penalty on her dodging.] } /** * DoT effects */ // HASH_VALUE 61726977E97CD789 EFFECT_DOT_BEGIN_CREATOR (entity e) { (e.gender = male) effect_dot_begin_creator_m [&SYS& TODO.] effect_dot_begin_creator_f [&SYS& TODO.] } // HASH_VALUE FDD400EC78C87F0D EFFECT_DOT_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_dot_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] effect_dot_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE 70ED113AA7C839C3 EFFECT_DOT_BEGIN_TARGET (entity e) { effect_dot_begin_target [&SYS& TODO.] } // HASH_VALUE C1E807BB5983AA0F EFFECT_DOT_END_CREATOR (entity e) { effect_dot_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 6C1B1B42FF46A2F9 EFFECT_DOT_END_SPECTATORS (entity e) { effect_dot_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 1CF24D142D2CC78C EFFECT_DOT_END_TARGET () { effect_dot_end_target [&SPL&You no longer stink.] } // HASH_VALUE 587A28DE8E2F31AC EFFECT_DOT_LOSE_HP (entity e, int i) { effect_dot_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.] } // HASH_VALUE 2425700CCB8FB463 EFFECT_DOT_LOSE_HP_ACTOR (entity e, int i) { effect_dot_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.] } // HASH_VALUE 692A0856D18BD153 EFFECT_DOT_SELF_BEGIN_CREATOR () { effect_dot_self_begin_actor [&SPLM&You make yourself stink and any living beings nearby will suffer from the stench.] } // HASH_VALUE 4C6C0CC0797E8824 EFFECT_DOT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_dot_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 4049DE6D27D0961A EFFECT_DOT_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_dot_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stink, any living beings nearby will suffer from the stench.] effect_dot_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 77AC0CA4EAF857F2 EFFECT_DOT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_dot_self_begin_spectator_player_m [&SYS&$p$ has made himself stink, any living beings nearby will suffer from the stench.] effect_dot_self_begin_spectator_player_f [&SYS&$p$ has made herself stink, any living beings nearby will suffer from the stench.] } /** * FEAR */ // HASH_VALUE 7A239E7EA46D7890 EFFECT_FEAR_BEGIN_CREATOR (entity e) { effect_fear_begin_creator [&SYS&$e.da$ $e$ is paralysed with fear and can no longer act.] } // HASH_VALUE B46FF6A692A034E7 EFFECT_FEAR_BEGIN_SPECTATORS (entity actor, entity target) { effect_fear_begin_spectators [&SYS&$actor.da$ $actor$ terrorizes $target.da$ $target$ who can no longer attack.] } // HASH_VALUE 0C4D3FB3F1F32D27 EFFECT_FEAR_BEGIN_TARGET (entity e) { effect_fear_begin_target [&SPL&$e.da$ $e$ has terrorized you, you can no longer act.] } // HASH_VALUE DD60979E15070B1A EFFECT_FEAR_END_CREATOR (entity e) { (e.gender = male) effect_fear_end_creator_m [&SYS&$e.da$ $e$ recovers his composure and can act again.] (e.gender = female) effect_fear_end_creator_f [&SYS&$e.da$ $e$ recovers her composure and can act again.] } // HASH_VALUE F83470DF2F592765 EFFECT_FEAR_END_SPECTATORS (entity e) { effect_fear_end_spectators [&SYS&$e.da$ $e$ regains its composure and is ready for action again .] } // HASH_VALUE C99052A156C34194 EFFECT_FEAR_END_TARGET () { effect_fear_end_target [&SPL&You regain your composure and are ready for action again.] } // HASH_VALUE 07C739924B61A438 EFFECT_FEAR_SELF_BEGIN_CREATOR () { effect_fear_self_begin_actor [&SPL&You are terrorized and can no longer act.] } // HASH_VALUE 561E6E78AF8920C1 EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ is terrorized and can no longer act.] } // HASH_VALUE EA956C5B3AC8A7CC EFFECT_FEAR_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_fear_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is terrorized and can no longer act.] (b.gender = female) effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is terrorized and can no longer act.] } // HASH_VALUE B2182552885AB756 EFFECT_FEAR_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_fear_self_begin_spectator_player_m [&SYS&$p$ is terrorized and can no longer act.] (p.gender = female) effect_fear_self_begin_spectator_player_f [&SYS&$p$ is terrorized and can no longer act.] } /** * INVULNERABILITY */ // HASH_VALUE EA03FCAA3C96289C EFFECT_INVULNERABILITY_BEGIN_CREATOR (entity e) { effect_invulnerability_begin_creator [&SYS&$e.da$ $e$ is invulnerable but can no longer perform any actions.] } // HASH_VALUE C8E29457DE9859A1 EFFECT_INVULNERABILITY_BEGIN_SPECTATORS (entity actor, entity target) { effect_invulnerability_begin_spectators [&SYS&$actor.da$ $actor$ has made $target.da$ $target$ invulnerable, this one can no longer perform any actions.] } // HASH_VALUE 1052C1C8D4899A06 EFFECT_INVULNERABILITY_BEGIN_TARGET (entity e) { effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ has made you invulnerable but you can no longer perform any actions.] } // HASH_VALUE 668CCB00AD79A7CB EFFECT_INVULNERABILITY_END_CREATOR (entity e) { effect_invulnerability_end_creator [&SYS&$e.da$ $e$ is no longer invulnerable and can act again.] } // HASH_VALUE 60DCC3DCAA81EFED EFFECT_INVULNERABILITY_END_SPECTATORS (entity e) { effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ is longer invulnerable and can act again.] } // HASH_VALUE 1BCDBF5F4839D17B EFFECT_INVULNERABILITY_END_TARGET () { effect_invulnerability_end_target [&SPLM&You are no longer invulnerable and can act again.] } // HASH_VALUE C60F20A91C0205A7 EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR () { effect_invulnerability_self_begin_actor [&SPLM&You are invulnerable but you can no longer perform actions.] } // HASH_VALUE E6A59EA7D0976E3D EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_invulnerability_self_begin_spectators_creature [&SYS&$c.da$ $c$ is invulnerable but can no longer perform actions.] } // HASH_VALUE 16CD7ED4EBC730FC EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_invulnerability_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is invulnerable but can no longer perform actions.] (b.gender = female) effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is invulnerable but can no longer perform actions.] } // HASH_VALUE B8B65FBC2CD59BDF EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_invulnerability_self_begin_spectator_player_m [&SYS&$p$ is invulnerable but can no longer perform actions.] (p.gender = female) effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ is invulnerable but can no longer perform actions.] } /** * MADNESS */ // HASH_VALUE B175D164F83C4C67 EFFECT_MADNESS_BEGIN_CREATOR (entity e) { (e.gender = male) effect_madness_begin_creator_m [&SYS&$e.da$ $e$ has gone mad and may aim at himself instead of his opponent.] (e.gender = female) effect_madness_begin_creator_f [&SYS&$e.da$ $e$ has gone mad and may aim at herself instead of her opponent.] } // HASH_VALUE 52B025631782511B EFFECT_MADNESS_BEGIN_SPECTATORS (entity actor, entity target) { effect_madness_begin_spectators [&SYS&$target.da$ $target$ has been made mad by $actor.da$ $actor$.] } // HASH_VALUE 5E667E624A080159 EFFECT_MADNESS_BEGIN_TARGET (entity e) { effect_madness_begin_target [&SPL&$e.da$ $e$ has made you mad. You may now aim at yourself with offensive spells.] } // HASH_VALUE B619B0BFAAFB7C97 EFFECT_MADNESS_END_CREATOR (entity e) { effect_madness_end_creator [&SYS&$e.da$ $e$ is no longer struck by madness.] } // HASH_VALUE B11D00D25F96F9C9 EFFECT_MADNESS_END_SPECTATORS (entity e) { effect_madness_end_spectators [&SYS&$e.da$ $e$ is no longer struck by madness.] } // HASH_VALUE CF7F8D9C3F5A7A16 EFFECT_MADNESS_END_TARGET () { effect_madness_end_target [&SPL&You are no longer struck by madness.] } // HASH_VALUE ED0A80D536C02F43 EFFECT_MADNESS_SELF_BEGIN_CREATOR () { effect_madness_self_begin_actor [&SPL&VYou have made yourself mad.] } // HASH_VALUE 6EEBC90D512CE8C4 EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_madness_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself mad and may now attack itself or cast its spells on itself.] } // HASH_VALUE 93E398AE003CA8CD EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_madness_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself mad and may now attack himself or cast his spells on himself.] (b.gender = female) effect_madness_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself mad and may now attack herself or cast her spells on herself.] } // HASH_VALUE 91B12068A21E03C1 EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_madness_self_begin_spectator_player_m [&SYS&$p$ has made himself mad and may now attack himself or cast his spells on himself.] (p.gender = female) effect_madness_self_begin_spectator_player_f [&SYS&$p$ has made herself mad and may now attack herself or cast her spells on herself.] } /** * MEZZ */ // HASH_VALUE B7219D693E6744E6 EFFECT_MEZZ_BEGIN_CREATOR (entity e) { effect_mezz_begin_creator [&SYS&$e.da$ $e$ is now mesmerized and cannot act or move.] } // HASH_VALUE 79DA3CC8A867A94A EFFECT_MEZZ_BEGIN_SPECTATORS (entity actor, entity target) { effect_mezz_begin_spectators [&SYS&$target.da$ $target$ has been mesmerized by $actor.da$ $actor$ and can no longer act or move.] } // HASH_VALUE E5A644CE1415D752 EFFECT_MEZZ_BEGIN_TARGET (entity e) { effect_mezz_begin_target [&SYS&$e.da$ $e$ has mesmerized you and you can no longer act or move.] } // HASH_VALUE F584D7857D57282B EFFECT_MEZZ_END_CREATOR (entity e) { effect_mezz_end_creator [&SYS&$e.da$ $e$ is no longer mesmerized.] } // HASH_VALUE 9CA443D284C7E824 EFFECT_MEZZ_END_SPECTATORS (entity e) { effect_mezz_end_spectators [&SYS&$e.da$ $e$ is no longer mesmerized.] } // HASH_VALUE F015FFDBA001FAA5 EFFECT_MEZZ_END_TARGET () { effect_mezz_end_target [&SPL&You are no longer mesmerized.] } // HASH_VALUE 525F6C1672003909 EFFECT_MEZZ_SELF_BEGIN_CREATOR () { effect_mezz_self_begin_actor [&SPLM&You mesmerized yourself and can no longer act or move.] } // HASH_VALUE 8289590749CB7485 EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_mezz_self_begin_spectators_creature [&SYS&$c.da$ $c$ mesmerized itself and can no longer act or move.] } // HASH_VALUE 5F24C5DE0DBDDD0D EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_mezz_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ mesmerized himself and can no longer act or move.] (b.gender = female) effect_mezz_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ mesmerized herself and can no longer act or move.] } // HASH_VALUE 54A8AA00E20FBE8B EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_mezz_self_begin_spectator_player_m [&SYS&$p$ mesmerized himself and can no longer act or move.] (p.gender = female) effect_mezz_self_begin_spectator_player_f [&SYS&$p$ mesmerized herself and can no longer act or move.] } /** * DOT POISON */ // HASH_VALUE A1705D321F8B11F4 EFFECT_POISON_BEGIN () { effect_poison_begin [&SPL&You are poisoned.] } // HASH_VALUE C6EE5A01A7EEFEA9 EFFECT_POISON_BEGIN_CASTER (entity e) { effect_poison_begin_caster [&SYS&$e.da$ $e$ is poisoned.] } // HASH_VALUE 95BDD99A9DEB6E74 EFFECT_POISON_ENDS () { effect_poison_ends [&SPL&You are no longer poisoned.] } // HASH_VALUE C1C71835C117F65E EFFECT_POISON_ENDS_CASTER (entity e) { effect_poison_ends_caster [&SYS&$e.da$ $e$ is no longer poisoned.] } // HASH_VALUE 6AF3CE336E8BDDA8 EFFECT_POISON_LOSE_HP (int i) { effect_poison_lose_hp [&DG&You lose $i$ hit points because of the poison flowing in your veins.] } // HASH_VALUE 4E8AA7AC71B6138A EFFECT_POISON_LOSE_HP_CASTER (entity e, int i) { effect_poison_lose_hp_caster [&SYS&$e.da$ $e$ is suffering from the poison effects and loses $i$ hit points.] } /** * ROOT */ // HASH_VALUE 5D7A28BBC78D94BB EFFECT_ROOT_BEGIN_CREATOR (entity e) { effect_root_begin_creator [&SYS&$e.da$ $e$ is now rooted and cannot move.] } // HASH_VALUE F3EB4038B5D42E0C EFFECT_ROOT_BEGIN_SPECTATORS (entity actor, entity target) { effect_root_begin_spectators [&SYS&$target.da$ $target$ has been rooted by $actor.da$ $actor$ and can no longer move.] } // HASH_VALUE F81513A0C411A9D4 EFFECT_ROOT_BEGIN_TARGET (entity e) { effect_root_begin_target [&SPL&$e.da$ $e$ has rooted you and you can no longer move.] } // HASH_VALUE 5770738F8034BFCB EFFECT_ROOT_END_CREATOR (entity e) { effect_root_end_creator [&SYS&$e.da$ $e$ is no longer rooted.] } // HASH_VALUE 9CB54F82AD20FB16 EFFECT_ROOT_END_SPECTATORS (entity e) { effect_root_end_spectators [&SYS&$e.da$ $e$ is no longer rooted.] } // HASH_VALUE 21D4D3EC555B792B EFFECT_ROOT_END_TARGET () { effect_root_end_target [&SPL&You are no longer rooted.] } // HASH_VALUE 00CDD4B556F56663 EFFECT_ROOT_SELF_BEGIN_CREATOR () { effect_root_self_begin_actor [&SPLM&You rooted yourself and can no longer move.] } // HASH_VALUE 589966A83F4C68DA EFFECT_ROOT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_root_self_begin_spectators_creature [&SYS&$c.da$ $c$ rooted itself and can no longer move.] } // HASH_VALUE 11064EA5663843ED EFFECT_ROOT_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_root_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ rooted himself and can no longer move.] (b.gender = female) effect_root_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ rooted herself and can no longer move.] } // HASH_VALUE 4DBBB06D53DBB438 EFFECT_ROOT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_root_self_begin_spectator_player_m [&SYS&$p$ rooted himself and can no longer move.] (p.gender = female) effect_root_self_begin_spectator_player_f [&SYS&$p$ rooted herself and can no longer move.] } /** * SLOW attacks (combat) */ // HASH_VALUE F3725847DA3E9196 EFFECT_SLOW_ATTACKS_BEGIN_CREATOR (entity e) { effect_slow_attacks_begin_creator [&SPLM&You have slowed $e.da$ $e$'s attacks down.] } // HASH_VALUE 9C698E5E007DD78B EFFECT_SLOW_ATTACKS_BEGIN_SPECTATORS (entity actor, entity target) { effect_slow_attacks_begin_spectators [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$'s attacks down.] } // HASH_VALUE 9269F2BF07F6119B EFFECT_SLOW_ATTACKS_BEGIN_TARGET (entity e) { effect_slow_attacks_begin_target [&SPL&$e.da$ $e$ has slowed down your attacks.] } // HASH_VALUE F3B3FEC8A2ADE9E4 EFFECT_SLOW_ATTACKS_END_CREATOR (entity e) { effect_slow_attacks_end_creator [&SYS&$e.da$ $e$'s attacks are no longer slowed down.] } // HASH_VALUE AB00887873D8C22E EFFECT_SLOW_ATTACKS_END_SPECTATORS (entity e) { effect_slow_attacks_end_spectators [&SYS&$e.da$ $e$'s attacks are no longer slowed down.] } // HASH_VALUE 0806E998257BEB6E EFFECT_SLOW_ATTACKS_END_TARGET () { effect_slow_attacks_end_target [&SPL&Your attacks are no longer slowed down.] } // HASH_VALUE 29951479D246E42B EFFECT_SLOW_ATTACKS_SELF_BEGIN_CREATOR () { effect_slow_attacks_self_begin_actor [&SPLM&You slow down your own attacks.] } // HASH_VALUE E8D8E7A9675F5D45 EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_slow_attacks_self_begin_spectators_creature [&SYS&$c.da$ $c$ slows down its own attacks.] } // HASH_VALUE 1349D8730B300841 EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_slow_attacks_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ slows down his own attacks.] (b.gender = female) effect_slow_attacks_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ slows down her own attacks.] } // HASH_VALUE DC7B641571C2BBAB EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_slow_attacks_self_begin_spectator_player_m [&SYS&$p$ slows down his own attacks.] (p.gender = female) effect_slow_attacks_self_begin_spectator_player_f [&SYS&$p$ slows down her own attacks.] } /** * SLOW MOVE */ // HASH_VALUE 189FA63FB36B4710 EFFECT_SLOW_MOVE_BEGIN_CREATOR (entity e) { effect_slow_move_begin_actor [&SPLM&You have slowed $e.da$ $e$ down.] } // HASH_VALUE 53018FC49BD45719 EFFECT_SLOW_MOVE_BEGIN_SPECTATORS (entity actor, entity target) { effect_slow_move_begin_spectator [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$ down.] } // HASH_VALUE 84A513FBACFA8BE6 EFFECT_SLOW_MOVE_BEGIN_TARGET (entity e) { effect_slow_move_begin_target [&SPL&$e.da$ $e$ has slowed you down.] } // HASH_VALUE DDA51F65F130FF09 EFFECT_SLOW_MOVE_END_CREATOR (entity e) { effect_slow_move_end_actor [&SYS&$e.da$ $e$ is no longer slowed down.] } // HASH_VALUE 06BC7C5E2100BB73 EFFECT_SLOW_MOVE_END_SPECTATORS (entity e) { effect_slow_move_end_spectator [&SYS&$e.da$ $e$ is no longer slowed down.] } // HASH_VALUE 109A7AFED458FFC1 EFFECT_SLOW_MOVE_END_TARGET () { effect_slow_move_end_target [&SPL&You are no longer slowed down.] } // HASH_VALUE FCCF0314F87F88F0 EFFECT_SLOW_MOVE_SELF_BEGIN_CREATOR () { effect_slow_move_self_begin_creator [&SPLM&You slow yourself down.] } // HASH_VALUE D179EF09D0CA314F EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ slows himself down.] } // HASH_VALUE B5579932BC5937F8 EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_slow_move_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ slows himself down.] (b.gender = female) effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ slows herself down.] } // HASH_VALUE FA982A3ABAB43DF9 EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_slow_move_self_begin_spectator_player_m [&SYS&$p$ slows himself down.] (p.gender = female) effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ slows herself down.] } /** * STINK/STENCH */ // HASH_VALUE 27D86CF2B393DF45 EFFECT_STENCH_BEGIN_CREATOR (entity e) { (e.gender = male) effect_stench_begin_creator_m [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sick.] (e.gender = female) effect_stench_begin_creator_f [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sick.] } // HASH_VALUE E489304FAA1014BA EFFECT_STENCH_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_stench_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] (actor.gender = female) effect_stench_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE B79E6334E8331D11 EFFECT_STENCH_BEGIN_TARGET (entity e) { effect_stench_begin_target [&SPL&$e.da$ $e$ makes you stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE 6A0CC73AC0F842F7 EFFECT_STENCH_END_CREATOR (entity e) { effect_stench_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 4BB5B8383CA4CF3C EFFECT_STENCH_END_SPECTATORS (entity e) { effect_stench_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 80907A16A463B243 EFFECT_STENCH_END_TARGET () { effect_stench_end_target [&SPL&You no longer stink.] } // HASH_VALUE 8126DAAEA12F6EAF EFFECT_STENCH_LOSE_HP (entity e, int i) { effect_stench_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.] } // HASH_VALUE 0CF5F18F8DA259C1 EFFECT_STENCH_LOSE_HP_ACTOR (entity e, int i) { effect_stench_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.] } // HASH_VALUE CFF50DD614F63B30 EFFECT_STENCH_SELF_BEGIN_CREATOR () { effect_stench_self_begin_actor [&SPLM&You make yourself stink and any living beings nearby will suffer from the stench.] } // HASH_VALUE 3B2EE3E6832FE20E EFFECT_STENCH_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_stench_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE FDC836AB715ED25C EFFECT_STENCH_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_stench_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stink, any living beings nearby will suffer from the stench.] (b.gender = female) effect_stench_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 2B4CD9D1D9350697 EFFECT_STENCH_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_stench_self_begin_spectator_player_m [&SYS&$p$ has made himself stink, any living beings nearby will suffer from the stench.] (p.gender = female) effect_stench_self_begin_spectator_player_f [&SYS&$p$ has made herself stink, >any living beings nearby will suffer from the stench.] } /** * STUN */ // HASH_VALUE 1BCA437BD7227D61 EFFECT_STUN_BEGIN_CREATOR (entity e) { effect_stun_begin_actor [&SPLM&You stun $e.da$ $e$.] } // HASH_VALUE 6A8106B986B13D80 EFFECT_STUN_BEGIN_SPECTATORS (entity actor, entity target) { effect_stun_begin_spectator [&SYS&$actor.da$ $actor$ has stunned $target.da$ $target$.] } // HASH_VALUE 0D9E900C65099BE1 EFFECT_STUN_BEGIN_TARGET (entity e) { effect_stun_begin_target [&SPL&$e.da$ $e$ has stunned you.] } // HASH_VALUE FFABD156251BAFE0 EFFECT_STUN_END_CREATOR (entity e) { effect_stun_end_actor [&SYS&$e.da$ $e$ is no longer stunned.] } // HASH_VALUE 7BC7285581551167 EFFECT_STUN_END_SPECTATORS (entity e) { effect_stun_end_spectator [&SYS&$e.da$ $e$ is no longer stunned.] } // HASH_VALUE AF830FEB17AC7D59 EFFECT_STUN_END_TARGET () { effect_stun_end_target [&SPL&You are no longer stunned.] } // HASH_VALUE 45973728AF4896BD EFFECT_STUN_SELF_BEGIN_CREATOR () { effect_stun_self_begin_actor [&SPLM&You have stunned yourself.] } // HASH_VALUE 895ADA006C91F562 EFFECT_STUN_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_stun_self_begin_spectator_creature [&SYS&$c.da$ $c$ has stunned itself.] } // HASH_VALUE 4A75A401841AC8CE EFFECT_STUN_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_stun_self_begin_spectator_npc_m [&SYS&$b.da$ $b$ has stunned himself.] (b.gender = female) effect_stun_self_begin_spectator_npc_f [&SYS&$b.da$ $b$ has stunned herself.] } // HASH_VALUE 89B1CDECCA877510 EFFECT_STUN_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_stun_self_begin_spectator_player_m [&SYS&$p$ has stunned himself.] (p.gender = female) effect_stun_self_begin_spectator_player_f [&SYS&$p$ has stunned herself.] } // HASH_VALUE 0832D9E3845AA267 EGS_ACTOR_CASTING_INTERUPT () { [&MISM&The incantation of your spell is broken.] } // HASH_VALUE DBC0073B1640EF95 EGS_ACTOR_VAMPIRISE_EI (entity target, int vampirise) { [&SPLM&You vampirise $vampirise$ from $target$.] } /* OLD VALUE : [ EGS_ALREADY_HAVE_MOUNT () { [&CHK&You can only have one mektoub mount.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ EGS_ALREADY_HAVE_MOUNT () { [&CHK&You can only have one mektoub mount.] } ] */ // Clause 0 : text changed. // HASH_VALUE 2022AF5B70C48C2B EGS_ALREADY_HAVE_MOUNT () { [&CHK&You can only have one mount.] } // HASH_VALUE B30DB38D1A52889A EGS_ANSWER_WHERE (place c, place r, place p) { egs_answer_where [&ZON&You are in the continent $c$ in the region $r$ in place $p$.] } //////////////////////////////////////////////////////////////////////////////////// // zone management messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 9875BF0F840CAF45 EGS_ANSWER_WHERE_NO_PLACE (place c, place r) { egs_answer_where_no_place [&ZON&You are in the continent $c$ in the region $r$.] } // HASH_VALUE 814B516F5DC9F66D EGS_CANNOT_ATTACK_IN_WATER () { [&CHKCB&You cannot attack while you are near water.] } /* OLD VALUE : [ EGS_CANT_BUY_ANOTHER_PACKER () { [&CHK&You can't buy another mektoub packer.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ EGS_CANT_BUY_ANOTHER_PACKER () { [&CHK&You can't buy another mektoub packer.] } ] */ // Clause 0 : text changed. // HASH_VALUE E19E009268F5801C EGS_CANT_BUY_ANOTHER_PACKER () { [&CHK&You can't buy another packer.] } // HASH_VALUE 28EEB8CBCAA0F099 EGS_CANT_CONSTRUCT_ANYTHING () { [&CHK&You cannot construct anything here anymore.] } // HASH_VALUE 9FF3ACF2F41A84A8 EGS_CANT_SELL_ANYTHING () { [&SYS&I have nothing of interest for you to buy, sorry but come back later.] } // HASH_VALUE D45E7F9C33DC3607 EGS_COSMETIC_SAME_HAIR () { [&CHK&You cannot buy this haircut because it is the one you have now.] } // HASH_VALUE E47434806AF0A10A EGS_COSMETIC_SAME_HAIR_COLOR () { [&CHK&You cannot buy this hair color because it is the one you have now.] } // HASH_VALUE E41977DFA39700D0 EGS_COSMETIC_SAME_TATOO () { [&CHK&You cannot buy this tattoo: this is your current one.] } // HASH_VALUE 60EE2B9CB4419D69 EGS_ENTER_CONTINENT (place p) { egs_enter_continent [&ZON&You have entered $p$.] } // HASH_VALUE 583226BB492927F9 EGS_ENTER_FACTION_REGION (place region_name, faction f) { [&ZON&You are in $region_name.da$ $region_name$. This region is dominated by the $f$ faction.] } // HASH_VALUE 062CB50A9010D642 EGS_ENTER_NEUTRAL_REGION (place region_name) { [&ZON&You are in $region_name.da$ $region_name$. This region is neutral.] } // HASH_VALUE EFCFE658894A352E EGS_ENTER_PLACE (place p) { egs_enter_place [&ZON&You have entered $p$.] } // HASH_VALUE D47B384B87609D41 EGS_FORAGE_INTERRUPTED () { [&CHK&Your foraging action has been interrupted.] } // HASH_VALUE 6A25FE531C545301 EGS_HARVEST_CORPSE_TOO_FAR () { [&CHK&The corpse you are trying to skin is too far away, get closer.] } // HASH_VALUE DCAAA1CD668C5866 EGS_ITEM_ALREADY_BEING_LOOTED_E (entity e) { [&CHK&This bag is already being looted by $e$.] } // HASH_VALUE 5BCB46AD72134C0E EGS_LEAVE_CONTINENT (place p) { egs_leave_continent [&ZON&You have left $p$.] } // HASH_VALUE CF7D6097F85C45AF EGS_LEAVE_FACTION_REGION (place region_name, faction f) { [&ZON&You are leaving $region_name.da$ $region_name$. You are leaving a region dominated by the $f$ faction.] } // HASH_VALUE 38A93B1DDA0F2A4E EGS_LEAVE_NEUTRAL_REGION (place region_name) { [&ZON&You are leaving $region_name.da$ $region_name$. You are leaving a neutral region.] } // HASH_VALUE B290E1067F380436 EGS_LEAVE_PLACE (place p) { egs_leave_place [&ZON&You have left $p$.] } /* OLD VALUE : [ EGS_LOOT_MONEY (money m) { [&ITM&You loot $m$ dappers.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ EGS_LOOT_MONEY (money m) { [&ITM&You loot $m$ dappers.] } ] */ // Clause 0 : text changed. // HASH_VALUE 9A465C4275D98565 EGS_LOOT_MONEY (money m) { [&ITM&You loot $m$ dins.] } // HASH_VALUE 6376484824C4BA7F EGS_MAGIC_BAD_TARGET () { [&CHKCB&Target missing or invalid.] } //////////////////////////////////////////////////////////////////////////////////// // Magic related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE ECD65F258FE7756D EGS_MAGIC_LACK_HP () { egs_magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.] } // HASH_VALUE 8389AC9A5F44E970 EGS_MAGIC_LACK_MONEY () { egs_magic_lack_money [&CHKCB&You do not have enough sap load/money/dappers to cast this spell.] } // HASH_VALUE 9CE376AA2A85ACC8 EGS_MAGIC_LACK_SAP () { egs_magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.] } // HASH_VALUE 6ECC55B0A0ED612C EGS_MAGIC_TARGET_OUT_OF_RANGE () { [&CHKCB&Your target is out of range for your spell.] } // HASH_VALUE BE5F19F4AA54D3D3 EGS_MISSION_STEP_SUCCESS () { [&TSK&You have finished a mission step.] } // Mission message // HASH_VALUE 22E7EB821B084772 EGS_MISSION_SUCCESS () { [&TSK&You have completed a mission.] } // HASH_VALUE FAFAB2233F97F220 EGS_NOT_ENOUGHT_SP () { [&CHK&You do not have enough skill points to buy this.] } // HASH_VALUE F0EB8236287C01B3 EGS_NOT_ENOUGH_AMMO () { [&CHKCB&This strategy needs more ammunition.] } // HASH_VALUE 2E3FD4DE67B964F9 EGS_OPENING_SUCCESS () { [&SPLM&You successfully take the opening.] } // HASH_VALUE D32F48677AD5DB68 EGS_PVP_NOT_ALLOWED () { [&CHKCB&You cannot use offensive action against this player character.] } // HASH_VALUE 08E44D6811E6AE9F EGS_QUARTER_INTERRUPTED () { [&CHK&Your quartering action has been interrupted.] } // HASH_VALUE 84A521F949BD9848 EGS_TASK_ENCYCLO_SUCCESS () { [&TSK&Task successful. Check your encyclopedia.] } // HASH_VALUE 262A330B61EBB9DB EGS_TOO_EXPENSIVE_FOCUS () { [&CHKCB&You do not have enough focus to pay this action cost.] } // HASH_VALUE 08D54EA2E8D46583 EGS_TOO_EXPENSIVE_HP () { [&CHKCB&You do not have enough hp to pay this action cost.] } // HASH_VALUE ACD625ADDAE9A3C8 EGS_TOO_EXPENSIVE_STAMINA () { [&CHKCB&You do not have enough stamina for this action.] } // HASH_VALUE 672B204B2F73EB01 EGS_TRADE_BAD_FAME ( bot b ) { // I have included a bot in this phrase cause it is a bot chat ( variation according the bot race and so on,...) [I don't want to trade with you because you have too bad a reputation.] } // HASH_VALUE F8C11D3BBBDB29B8 EGS_UNLOCK_ENCYCLO () { [&TSK&Theme unlocked. Check your encyclopedia.] } // HASH_VALUE E898E4E913B09837 EGS_USE_LAST_AMMO () { [&CHKCB&You have used your last ammo.] } // HASH_VALUE E421F81C59A4F7B8 EMOTE_ABSENTMINDED_NOBODY (player a) { (a.gender = male) emote_absentminded_nobody_m [&EMT&$a$ looks like he is about to do something, but doesn't know what.] (a.gender = female) emote_absentminded_nobody_f [&EMT&$a$ looks like she is about to do something, but doesn't know what.] } // HASH_VALUE EF2C0DF55FA8F6B7 EMOTE_ABSENTMINDED_SELF (entity a) { emote_absentminded_self [&EMT&$a$ forgot something. Just doesn't know what.] } /** Emotes */ // HASH_VALUE 5BCB0F7A7039C0F3 EMOTE_ABSENTMINDED_TARGET (entity a, entity t) { emote_absentminded_target [&EMT&$a$ forgot, $t$.] } // HASH_VALUE D9F54C6D659B1495 EMOTE_ADVENTUROUS_NOBODY (entity a) { emote_adventurous_nobody [&EMT&$a$ looks for someone with whom to go off in search of adventure!] } // HASH_VALUE 07F0F0250D052E5A EMOTE_ADVENTUROUS_SELF (entity a) { emote_adventurous_self [&EMT&$a$ is off on another adventure!] } // HASH_VALUE B985E95DA1751E2B EMOTE_ADVENTUROUS_TARGET (entity a, entity t) { emote_adventurous_target [&EMT&$a$ wants to go off in search of adventure with $t$.] } // HASH_VALUE CD08C97BAB59C454 EMOTE_AGGRESSIVE_NOBODY (entity a) { emote_aggressive_nobody [&EMT&$a$ looks ready to start something.] } // HASH_VALUE 5CED4792E667223D EMOTE_AGGRESSIVE_SELF (entity a) { emote_aggressive_self [&EMT&$a$ isn't in the mood to back down.] } // HASH_VALUE 2BA059F4FAC7F237 EMOTE_AGGRESSIVE_TARGET (entity a, entity t) { emote_aggressive_target [&EMT&$a$ stares at $t$ with an aggressive look.] } // HASH_VALUE B0515FFF5E3246D8 EMOTE_AGREE_NOBODY (entity a) { emote_agree_nobody [&EMT&$a$ seems to agree.] } // HASH_VALUE D9EFF72C79113E44 EMOTE_AGREE_SELF (player a) { (a.gender = male) emote_agree_self_m [&EMT&$a$ knows he is right, so why argue.] (a.gender = female) emote_agree_self_f [&EMT&$a$ knows she is right, so why argue.] } // HASH_VALUE E004F92FB07717A7 EMOTE_AGREE_TARGET (entity a, entity t) { emote_agree_target [&EMT&$a$ agrees with $t$.] } // HASH_VALUE 5F24FAED5413AFE3 EMOTE_ALERT_NOBODY (entity a) { emote_alert_nobody [&EMT&$a$ warns everybody.] } // HASH_VALUE 91FCEFAF2B1BDFA9 EMOTE_ALERT_SELF (player a) { (a.gender = male) emote_alert_self_m [&EMT&$a$ remembers something important.] (a.gender = female) emote_alert_self_f [&EMT&$a$ remembers something important.] } // HASH_VALUE 1AECB91CDEC24335 EMOTE_ALERT_TARGET (entity a, entity t) { emote_alert_target [&EMT&$a$ alerts $t$.] } // HASH_VALUE 3FBAB34EF491ADC4 EMOTE_ALTRUIST_NOBODY (entity a) { emote_altruist_nobody [&EMT&$a$ has plenty for everyone.] } // HASH_VALUE C09B3EC57A2A53DF EMOTE_ALTRUIST_SELF (player a) { (a.gender = male) emote_altruist_self_m [&EMT&$a$ shares freely without keeping anything for himself.] (a.gender = female) emote_altruist_self_f [&EMT&$a$ shares freely without keeping anything for herself.] } // HASH_VALUE C4AD928590456531 EMOTE_ALTRUIST_TARGET (entity a, entity t) { emote_altruist_target [&EMT&$a$ is impressed by $t$'s generous nature.] } // HASH_VALUE 18986D8BE085CBB9 EMOTE_AMAZED_NOBODY (entity a) { emote_amazed_nobody [&EMT&$a$ looks around, amazed.] } // HASH_VALUE 9C1E3EAA7928BA3E EMOTE_AMAZED_SELF (player a) { (a.gender = male ) emote_amazed_self_m [&EMT&$a$ amazes himself.] (a.gender = female ) emote_amazed_self_f [&EMT&$a$ amazes herself.] } // HASH_VALUE 613D7C790FF8128C EMOTE_AMAZED_TARGET (entity a, entity t) { emote_amazed_target [&EMT&$a$ finds $t$ never fails to amaze.] } // HASH_VALUE 7E0290735D06C3D8 EMOTE_AMBIVALENT_NOBODY (entity a) { emote_ambivalent_nobody [&EMT&$a$ doesn't have a preference.] } // HASH_VALUE A308B236AF014CA8 EMOTE_AMBIVALENT_SELF (entity a) { emote_ambivalent_self [&EMT&$a$ can go either way.] } // HASH_VALUE C904E03A49D85862 EMOTE_AMBIVALENT_TARGET (entity a, entity t) { emote_ambivalent_target [&EMT&$a$ tells $t$ that it doesn't really matter.] } // HASH_VALUE 7AA3263F2C55D54A EMOTE_AMUSED_NOBODY (entity a) { emote_amused_nobody [&EMT&$a$ is amused.] } // HASH_VALUE F72D9DB3E9C47D36 EMOTE_AMUSED_SELF (player a) { (a.gender = male) emote_amused_self_m [&EMT&$a$ amuses himself.] (a.gender = female) emote_amused_self_f [&EMT&$a$ amuses herself.] } // HASH_VALUE C1906696EA068EE1 EMOTE_AMUSED_TARGET (entity a, entity t) { emote_amused_target [&EMT&$a$ finds $t$ amusing.] } // HASH_VALUE 683C41036C545FE0 EMOTE_ANGRY_NOBODY (entity a) { emote_angry_nobody [&EMT&$a$ frowns, clearly angry.] } // HASH_VALUE 57F3525CA6C6DE36 EMOTE_ANGRY_SELF (player a) { (a.gender = male) emote_angry_self_m [&EMT&$a$ can't believe he did that, and is so angry at himself.] (a.gender = female) emote_angry_self_f [&EMT&$a$ can't believe she did that, and is so angry at herself.] } // HASH_VALUE 37E41EF6A609E3DC EMOTE_ANGRY_TARGET (entity a, entity t) { emote_angry_target [&EMT&$a$ is quite angry at $t$.] } // HASH_VALUE 12163121764F2EFC EMOTE_ANNOYED_NOBODY (entity a) { emote_annoyed_nobody [&EMT&$a$ is annoyed.] } // HASH_VALUE 30EB649E357BD460 EMOTE_ANNOYED_SELF (player a) { (a.gender = male) emote_annoyed_self_m [&EMT&$a$ annoys everyone, including himself.] (a.gender = female) emote_annoyed_self_f [&EMT&$a$ annoys everyone, including herself.] } // HASH_VALUE C58E99D871279E24 EMOTE_ANNOYED_TARGET (entity a, entity t) { emote_annoyed_target [&EMT&$a$ is annoyed by $t$.] } // HASH_VALUE DAD8ABB68DB44D39 EMOTE_APATHETIC_NOBODY (entity a) { emote_apathetic_nobody [&EMT&$a$ doesn't care.] } // HASH_VALUE 14B4FB12667C3EE5 EMOTE_APATHETIC_SELF (entity a) { emote_apathetic_self [&EMT&$a$ tries really hard to care, and fails.] } // HASH_VALUE 810EB00AC85FEDD1 EMOTE_APATHETIC_TARGET (entity a, entity t) { emote_apathetic_target [&EMT&$a$ knows how $t$ feels, just doesn't seem to care much.] } // HASH_VALUE 6CCC16BDB132B16A EMOTE_APPROVE_NOBODY (entity a) { emote_approve_nobody [&EMT&$a$ approves. Thumbs up!] } // HASH_VALUE 98E7DA8C37B6228A EMOTE_APPROVE_SELF (player a) { (a.gender = male ) emote_approve_self_m [&EMT&$a$ looks around for something to approve of but there is only himself, that will do!.] (a.gender = female ) emote_approve_self_f [&EMT&$a$ looks around for something to approve of but there is only herself, that will do!.] } // HASH_VALUE 19A6783C043F1466 EMOTE_APPROVE_TARGET (player a, entity t) { (a.gender = male) emote_approve_target_m [&EMT&$a$ gives $t$ his approval.] (a.gender = female) emote_approve_target_f [&EMT&$a$ gives $t$ her approval.] } // HASH_VALUE 9ED77312E47C6BAB EMOTE_ARROGANT_NOBODY (entity a) { emote_arrogant_nobody [&EMT&$a$ can't believe people can be so arrogant.] } // HASH_VALUE 3B84C39F4E6AF665 EMOTE_ARROGANT_SELF (entity a) { emote_arrogant_self [&EMT&$a$'s scorn cannot be channelled.] } // HASH_VALUE 15008592EC193162 EMOTE_ARROGANT_TARGET (entity a, entity t) { emote_arrogant_target [&EMT&$a$ detects a bit of arrogance on $t$'s part, perhaps?] } // HASH_VALUE C28E26F00F5163D1 EMOTE_ASHAMED_NOBODY (entity a) { emote_ashamed_nobody [&EMT&$a$ is ashamed of all of you!] } // HASH_VALUE 28741E1693397A7B EMOTE_ASHAMED_SELF (player a) { (a.gender = male) emote_ashamed_self_m [&EMT&$a$ is ashamed of himself.] (a.gender = female) emote_ashamed_self_f [&EMT&$a$ is ashamed of herself.] } // HASH_VALUE FF0EADD871666612 EMOTE_ASHAMED_TARGET (entity a, entity t) { emote_ashamed_target [&EMT&$a$ is ashamed of $t$.] } // HASH_VALUE 12CB6CA308587BBA EMOTE_BELLIGERENT_NOBODY (entity a) { emote_belligerent_nobody [&EMT&$a$ looks ready for a fight.] } // HASH_VALUE 88E30DB79400F13E EMOTE_BELLIGERENT_SELF (player a) { (a.gender = male) emote_belligerent_self_m [&EMT&$a$ is in obvious disagreement with himself.] (a.gender = female) emote_belligerent_self_f [&EMT&$a$ is in obvious disagreement with herself.] } // HASH_VALUE 7FBDE9B893782F4F EMOTE_BELLIGERENT_TARGET (entity a, entity t) { emote_belligerent_target [&EMT&$a$ thinks $t$ has a belligerent temperament.] } // HASH_VALUE FDB3263A6B65D558 EMOTE_BITTER_NOBODY (entity a) { emote_bitter_nobody [&EMT&$a$ is bitter.] } // HASH_VALUE DEB498611C3D0D69 EMOTE_BITTER_SELF (entity a) { emote_bitter_self [&EMT&$a$ smiles bitterly.] } // HASH_VALUE 94D80F34D8B3105B EMOTE_BITTER_TARGET (entity a, entity t) { emote_bitter_target [&EMT&$a$ isn't bitter, $t$, why do you ask?] } // HASH_VALUE 9C02E0BD19FDF165 EMOTE_BLOODTHIRSTY_NOBODY (entity a) { emote_bloodthirsty_nobody [&EMT&$a$ charges.] } // HASH_VALUE 8D35BFF7C969FE08 EMOTE_BLOODTHIRSTY_SELF (entity a) { emote_bloodthirsty_self [&EMT&$a$ isn't frightened by the sight of blood, in fact, likes it.] } // HASH_VALUE 23344D1EF7F97655 EMOTE_BLOODTHIRSTY_TARGET (entity a, entity t) { emote_bloodthirsty_target [&EMT&$a$ wonders since when $t$ is so bloodthirsty.] } // HASH_VALUE F92D0D73F2D6F007 EMOTE_BORED_NOBODY (entity a) { emote_bored_nobody [&EMT&$a$ is bored] } // HASH_VALUE FEF4189563D9C738 EMOTE_BORED_SELF (player a) { (a.gender = male) emote_bored_self_m [&EMT&$a$ is bored with what he is doing.] (a.gender = female) emote_bored_self_f [&EMT&$a$ is bored with what she is doing.] } // HASH_VALUE C0CEE1F9394810E2 EMOTE_BORED_TARGET (entity a, entity t) { emote_bored_target [&EMT&$a$ thinks $t$ is boring.] } // HASH_VALUE 1C252F660E02C848 EMOTE_BOW_NOBODY (entity a) { emote_bow_nobody [&EMT&$a$ bows respectfully.] } // HASH_VALUE C0FCC13121F4F634 EMOTE_BOW_SELF (player a) { (a.gender = male) emote_bow_self_m [&EMT&$a$ bows to no one in particular, but ends up touching his toes.] (a.gender = female) emote_bow_self_f [&EMT&$a$ bows to no one in particular, but ends up touching her toes.] } // HASH_VALUE 19D0E54D77419EFB EMOTE_BOW_TARGET (entity a, entity t) { emote_bow_target [&EMT&$a$ bows to $t$.] } // HASH_VALUE ADA47151EC5BB742 EMOTE_BRAVE_NOBODY (entity a) { emote_brave_nobody [&EMT&$a$ gives everyone a speech, encouraging them to be brave.] } // HASH_VALUE 91EDB126658339DE EMOTE_BRAVE_SELF (player a) { (a.gender = male) emote_brave_self_m [&EMT&$a$ gathers up all his courage.] (a.gender = female) emote_brave_self_f [&EMT&$a$ gathers up all her courage.] } // HASH_VALUE 55C443E4641910F0 EMOTE_BRAVE_TARGET (entity a, entity t) { emote_brave_target [&EMT&$a$ thinks $t$ is very brave.] } // HASH_VALUE 3653C2D2600AAD69 EMOTE_BUBBLY_NOBODY (entity a) { emote_bubbly_nobody [&EMT&$a$ bubbles over with enthusiasm, which seems infectious.] } // HASH_VALUE 97A7C4928CA41342 EMOTE_BUBBLY_SELF (player a) { (a.gender = male) emote_bubbly_self_m [&EMT&$a$ is bubbly.] (a.gender = female) emote_bubbly_self_f [&EMT&$a$ is bubbly.] } // HASH_VALUE 07659FE296084AE4 EMOTE_BUBBLY_TARGET (entity a, entity t) { emote_bubbly_target [&EMT&$a$ is amused at how bubbly $t$ is.] } // HASH_VALUE DB0304452E79297A EMOTE_BURP_NOBODY (entity a) { emote_burp_nobody [&EMT&$a$ burps loudly.] } // HASH_VALUE F89E39E346D050D5 EMOTE_BURP_SELF (entity a) { emote_burp_self [&EMT&$a$ burps.] } // HASH_VALUE BE5C1CC40B405085 EMOTE_BURP_TARGET (entity a, entity t) { emote_burp_target [&EMT&$a$ apologizes to $t$ for burping. That was a loud one!] } // HASH_VALUE 3065ABB639F16E6A EMOTE_CALMDOWN_NOBODY (entity a) { emote_calmdown_nobody [&EMT&$a$ attempts to calm everyone down.] } // HASH_VALUE 53A1D135B27D81B3 EMOTE_CALMDOWN_SELF (entity a) { emote_calmdown_self [&EMT&$a$ calms down. There's nothing to be annoyed by.] } // HASH_VALUE E0E25818867088DA EMOTE_CALMDOWN_TARGET (entity a, entity t) { emote_calmdown_target [&EMT&$a$ worries about $t$ and tells them to calm down.] } // HASH_VALUE 2446D9A1D9DCF165 EMOTE_CALM_NOBODY (entity a) { emote_calm_nobody [&EMT&$a$ radiates serenity.] } // HASH_VALUE 08CC3B198D6567BF EMOTE_CALM_SELF (entity a) { emote_calm_self [&EMT&$a$ is perfectly calm and peaceful.] } // HASH_VALUE 34CBA97F26A66FB3 EMOTE_CALM_TARGET (entity a, entity t) { emote_calm_target [&EMT&$a$ tries to calm $t$ down.] } // HASH_VALUE A444E4720B5797BB EMOTE_CAREFUL_NOBODY (entity a) { emote_careful_nobody [&EMT&$a$ thinks caution is needed here.] } // HASH_VALUE 679556D307FF5F90 EMOTE_CAREFUL_SELF (entity a) { emote_careful_self [&EMT&$a$ carries on, but is more careful this time.] } // HASH_VALUE 08D5C8B773F4677A EMOTE_CAREFUL_TARGET (entity a, entity t) { emote_careful_target [&EMT&$a$ asks $t$ to be careful.] } // HASH_VALUE CFD701AFD918B191 EMOTE_CARELESS_NOBODY (entity a) { emote_careless_nobody [&EMT&$a$ thinks someone is careless, but doesn't name anybody.] } // HASH_VALUE 54E4D3918DEF86DE EMOTE_CARELESS_SELF (entity a) { emote_careless_self [&EMT&$a$ shrugs carelessly.] } // HASH_VALUE 43E1451DC02AB430 EMOTE_CARELESS_TARGET (entity a, entity t) { emote_careless_target [&EMT&$a$ wants to know how $t$ could be so careless.] } // HASH_VALUE 9B581EDCDF1567CD EMOTE_CASUAL_NOBODY (entity a) { emote_casual_nobody [&EMT&$a$ looks around nonchalantly.] } // HASH_VALUE C87430362B0764FA EMOTE_CASUAL_SELF (entity a) { emote_casual_self [&EMT&$a$ is just hanging about.] } // HASH_VALUE 302B42CAD2573437 EMOTE_CASUAL_TARGET (entity a, entity t) { emote_casual_target [&EMT&$a$ asks $t$ if there's anything new.] } // HASH_VALUE 5DF6533F8EC2432C EMOTE_CHAOTIC_NOBODY (entity a) { emote_chaotic_nobody [&EMT&$a$ finds all of this rather chaotic.] } // HASH_VALUE C7CAEA7D48472D20 EMOTE_CHAOTIC_SELF (player a) { (a.gender = male) emote_chaotic_self_m [&EMT&$a$ revels in the chaos he has created.] (a.gender = female) emote_chaotic_self_f [&EMT&$a$ revels in the chaos she has created.] } // HASH_VALUE ED6932DF53021781 EMOTE_CHAOTIC_TARGET (player a, entity t) { (a.gender = male) emote_chaotic_target_m [&EMT&$a$ wonders if $t$ finds things as chaotic as he does.] (a.gender = female) emote_chaotic_target_f [&EMT&$a$ wonders if $t$ finds things as chaotic as she does.] } // HASH_VALUE EF208DD5CDAD86CF EMOTE_CHEER_NOBODY (entity a) { emote_cheer_nobody [&EMT&$a$ cheers everyone on.] } // HASH_VALUE 1AD40A959F4B50F8 EMOTE_CHEER_SELF (entity a) { emote_cheer_self [&EMT&$a$ cheers. Yay!] } // HASH_VALUE DFE0EAF46484087A EMOTE_CHEER_TARGET (entity a, entity t) { emote_cheer_target [&EMT&$a$ cheers $t$ on. Go $t$!] } // HASH_VALUE F5EC9011C01D6E32 EMOTE_CLINICAL_NOBODY (entity a) { emote_clinical_nobody [&EMT&$a$ considers the scene with a clinical look.] } // HASH_VALUE 9F280E1D83CB1D28 EMOTE_CLINICAL_SELF (player a) { (a.gender = male) emote_clinical_self_m [&EMT&$a$ examines himself.] (a.gender = female) emote_clinical_self_f [&EMT&$a$ examines herself.] } // HASH_VALUE 7AD84B2348F1694B EMOTE_CLINICAL_TARGET (entity a, entity t) { emote_clinical_target [&EMT&$a$ observes $t$ while taking notes.] } // HASH_VALUE 9DB3A4F30B5DFD61 EMOTE_COLD_NOBODY (entity a) { emote_cold_nobody [&EMT&$a$ stares coldly.] } // HASH_VALUE 0E7BCE45CC08DE34 EMOTE_COLD_SELF (entity a) { emote_cold_self [&EMT&$a$ is as cold as ice.] } // HASH_VALUE 8E202223A946D380 EMOTE_COLD_TARGET (entity a, entity t) { emote_cold_target [&EMT&$a$ looks at $t$ coldly.] } // HASH_VALUE 0F8B42B143580044 EMOTE_COMPASSIONATE_NOBODY (entity a) { emote_compassionate_nobody [&EMT&$a$ smiles sympathetically.] } // HASH_VALUE DBC62350AC4A6CD3 EMOTE_COMPASSIONATE_SELF (player a) { (a.gender = male) emote_compassionate_self_m [&EMT&$a$ takes care of himself.] (a.gender = female) emote_compassionate_self_f [&EMT&$a$ takes care of herself.] } // HASH_VALUE EB0B548F31C65EB9 EMOTE_COMPASSIONATE_TARGET (entity a, entity t) { emote_compassionate_target [&EMT&$a$ shows great compassion towards $t$.] } // HASH_VALUE AC9A040699FF9DAF EMOTE_CONDESCENDING_NOBODY (entity a) { emote_condescending_nobody [&EMT&$a$ casts a superior glance around.] } // HASH_VALUE 5617EE4A1B7E7F80 EMOTE_CONDESCENDING_SELF (entity a) { emote_condescending_self [&EMT&$a$ doesn't like patronizing people.] } // HASH_VALUE 16DAD0FC12975DCA EMOTE_CONDESCENDING_TARGET (entity a, entity t) { emote_condescending_target [&EMT&$a$ speaks disdainfully to $t$.] } // HASH_VALUE 344F443FF3767E4D EMOTE_CONFIDENT_NOBODY (entity a) { emote_confident_nobody [&EMT&$a$ struts about confidently.] } // HASH_VALUE CDDB0F200D159049 EMOTE_CONFIDENT_SELF (player a) { (a.gender = male) emote_confident_self_m [&EMT&$a$ has all the confidence he needs.] (a.gender = female) emote_confident_self_f [&EMT&$a$ has all the confidence she needs.] } // HASH_VALUE F1B804C38A34F006 EMOTE_CONFIDENT_TARGET (entity a, entity t) { emote_confident_target [&EMT&$a$ fully trusts $t$.] } // HASH_VALUE 426EEC7E2BB03883 EMOTE_CONFUSED_NOBODY (entity a) { emote_confused_nobody [&EMT&$a$ thinks for a moment, but ends up confused anyway.] } // HASH_VALUE 5BB07CFC205B1CB7 EMOTE_CONFUSED_SELF (player a) { (a.gender = male) emote_confused_self_m [&EMT&$a$ has managed to confuse himself.] (a.gender = female) emote_confused_self_f [&EMT&$a$ has managed to confuse herself.] } // HASH_VALUE 5CD88CDEBEE15B5F EMOTE_CONFUSED_TARGET (player a, entity t) { (a.gender = male) emote_confused_target_m [&EMT&$a$ admits that $t$ confused him.] (a.gender = female) emote_confused_target_f [&EMT&$a$ admits that $t$ confused her.] } // HASH_VALUE 90FF86DE02FA7762 EMOTE_CONTEMPTUOUS_NOBODY (entity a) { emote_contemptuous_nobody [&EMT&$a$ scowls scornfully.] } // HASH_VALUE 9217214432594B3E EMOTE_CONTEMPTUOUS_SELF (entity a) { emote_contemptuous_self [&EMT&$a$ despises everything.] } // HASH_VALUE 31776438A88B9DC5 EMOTE_CONTEMPTUOUS_TARGET (entity a, entity t) { emote_contemptuous_target [&EMT&$a$ despises $t$ profoundly.] } // HASH_VALUE 96D54923B67052F8 EMOTE_CONTENT_NOBODY (entity a) { emote_content_nobody [&EMT&$a$ is happy.] } // HASH_VALUE 94DDFF626B6BA99B EMOTE_CONTENT_SELF (entity a) { emote_content_self [&EMT&$a$ relaxes, and wouldn't change a thing for all the water in Tryker.] } // HASH_VALUE 501554D21548642B EMOTE_CONTENT_TARGET (entity a, entity t) { emote_content_target [&EMT&$a$ smiles contentedly at $t$.] } // HASH_VALUE 656838020CFDDD01 EMOTE_COURAGEOUS_NOBODY (entity a) { emote_courageous_nobody [&EMT&$a$ goes first, to display courage.] } // HASH_VALUE 1E7A7C59797B1DFF EMOTE_COURAGEOUS_SELF (player a) { (a.gender = male) emote_courageous_self_m [&EMT&$a$ summons up all his courage.] (a.gender = female) emote_courageous_self_f [&EMT&$a$ summons up all her courage.] } // HASH_VALUE 4B6504FC54E879EF EMOTE_COURAGEOUS_TARGET (entity a, entity t) { emote_courageous_target [&EMT&$a$ is inspired by $t$'s courage.] } // HASH_VALUE 522604685EAE3EFD EMOTE_COURTLY_NOBODY (entity a) { emote_courtly_nobody [&EMT&$a$ bows in a courtly manner.] } // HASH_VALUE 3AFB87F2DFED104A EMOTE_COURTLY_SELF (entity a) { emote_courtly_self [&EMT&$a$ proceeds in a courtly manner.] } // HASH_VALUE FF2A35B3A846FC59 EMOTE_COURTLY_TARGET (entity a, entity t) { emote_courtly_target [&EMT&$a$ bows to $t$ in a most courtly manner.] } // HASH_VALUE 29351ABA75D0DA49 EMOTE_COWARD_NOBODY (entity a) { emote_coward_nobody [&EMT&$a$ isn't a coward.] } // HASH_VALUE 4C9CF04E32719C08 EMOTE_COWARD_SELF (entity a) { emote_coward_self [&EMT&$a$ trembles, and looks for something to hide behind.] } // HASH_VALUE 3C8F59C476875AFC EMOTE_COWARD_TARGET (entity a, entity t) { emote_coward_target [&EMT&$a$ calls $t$ a coward.] } // HASH_VALUE 164E9553E0F7BD7C EMOTE_CRAZY_NOBODY (entity a) { emote_crazy_nobody [&EMT&$a$ goes crazy.] } // HASH_VALUE 3EFE0FF9B2185A2C EMOTE_CRAZY_SELF (entity a) { emote_crazy_self [&EMT&$a$ is crazy, but everyone knows it.] } // HASH_VALUE 4954FAB38A7983A9 EMOTE_CRAZY_TARGET (entity a, entity t) { emote_crazy_target [&EMT&$a$ believes $t$ is crazy.] } // HASH_VALUE 0F2B24DD02D9A06E EMOTE_CRUDE_NOBODY (entity a) { emote_crude_nobody [&EMT&$a$ makes a crude gesture to everyone.] } // HASH_VALUE F9629CCDA8334D74 EMOTE_CRUDE_SELF (player a) { (a.gender = male) emote_crude_self_m [&EMT&$a$ makes a few crude comments about himself.] (a.gender = female) emote_crude_self_f [&EMT&$a$ makes a few crude comments about herself.] } // HASH_VALUE 18BCAF0BAB807CFB EMOTE_CRUDE_TARGET (entity a, entity t) { emote_crude_target [&EMT&$a$ makes a crude gesture to $t$.] } // HASH_VALUE 89257883E648E7AC EMOTE_CRUEL_NOBODY (player a) { (a.gender = male) emote_cruel_nobody_m [&EMT&$a$ screws up his eyes, revealing an unusual expression of cruelty.] (a.gender = female) emote_cruel_nobody_f [&EMT&$a$ screws up her eyes, revealing an unusual expression of cruelty.] } // HASH_VALUE A40D1C09088BCFA5 EMOTE_CRUEL_SELF (entity a) { emote_cruel_self [&EMT&$a$ teases, torments, and provokes. How cruel!] } // HASH_VALUE 30449A7DEAA94099 EMOTE_CRUEL_TARGET (entity a, entity t) { emote_cruel_target [&EMT&$a$ provokes $t$ with cruelty.] } // HASH_VALUE 95B6352738606E01 EMOTE_CURIOUS_NOBODY (entity a) { emote_curious_nobody [&EMT&$a$ is curious.] } // HASH_VALUE 764E549F424C1ACB EMOTE_CURIOUS_SELF (player a) { (a.gender = male) emote_curious_self_m [&EMT&$a$ wonders about himself sometimes.] (a.gender = female) emote_curious_self_f [&EMT&$a$ wonders about herself sometimes.] } // HASH_VALUE 82CFB5E97577C61E EMOTE_CURIOUS_TARGET (entity a, entity t) { emote_curious_target [&EMT&$a$ is intrigued by $t$.] } // HASH_VALUE 432175C89274A7D8 EMOTE_CYNICAL_NOBODY (entity a) { emote_cynical_nobody [&EMT&$a$ is cynical.] } // HASH_VALUE 0DC6275CC2959F38 EMOTE_CYNICAL_SELF (entity a) { emote_cynical_self [&EMT&$a$ is proud to reach new levels of cynicsm.] } // HASH_VALUE 89E2D02C87D4733B EMOTE_CYNICAL_TARGET (entity a, entity t) { emote_cynical_target [&EMT&$a$ doesn't really trust $t$.] } // HASH_VALUE 203D0CEAA6B58295 EMOTE_DAINTY_NOBODY (player a) { (a.gender = male) emote_dainty_nobody_m [&EMT&$a$ looks dainty and trustworthy.] (a.gender = female) emote_dainty_nobody_f [&EMT&$a$ looks dainty and trustworthy.] } // HASH_VALUE 015EE22E4E54B739 EMOTE_DAINTY_SELF (entity a) { emote_dainty_self [&EMT&$a$ bustles in a delicate manner.] } // HASH_VALUE F62B3EB842ECFA76 EMOTE_DAINTY_TARGET (entity a, entity t) { emote_dainty_target [&EMT&$a$ wonders how such a dainty creature as $t$ can kill something so big.] } // HASH_VALUE 30A1874A5544878D EMOTE_DANCE_NOBODY (entity a) { emote_dance_nobody [&EMT&$a$ gets the party started!] } // HASH_VALUE 60963F644A50C47E EMOTE_DANCE_SELF (entity a) { emote_dance_self [&EMT&$a$ is poetry in motion.] } // HASH_VALUE 1F5F25A9C23DB169 EMOTE_DANCE_TARGET (entity a, entity t) { emote_dance_target [&EMT&$a$ bashfully asks $t$ dance?] } // HASH_VALUE 476F1BE367305611 EMOTE_DEFENSIVE_NOBODY (entity a) { emote_defensive_nobody [&EMT&$a$ is on the defensive.] } // HASH_VALUE 0F8D279A1AA1A4FA EMOTE_DEFENSIVE_SELF (player a) { (a.gender = male) emote_defensive_self_m [&EMT&$a$ defends himself.] (a.gender = female) emote_defensive_self_f [&EMT&$a$ defends herself.] } // HASH_VALUE 18B23487B11F3EAD EMOTE_DEFENSIVE_TARGET (entity a, entity t) { emote_defensive_target [&EMT&$a$ gets defensive towards $t$.] } // HASH_VALUE 1BA75ADB0F483581 EMOTE_DEPRESSED_NOBODY (entity a) { emote_depressed_nobody [&EMT&$a$ is depressed.] } // HASH_VALUE C8BD5BD2AC0277CE EMOTE_DEPRESSED_SELF (entity a) { emote_depressed_self [&EMT&$a$ could use a good listener.] } // HASH_VALUE 78C3A1C8F878B00F EMOTE_DEPRESSED_TARGET (entity a, player t) { (t.gender = male) emote_depressed_target_m [&EMT&$a$ asks $t$ if he is depressed.] (t.gender = female) emote_depressed_target_f [&EMT&$a$ asks $t$ if she is depressed.] } // HASH_VALUE 7F6BF10B584D2E2A EMOTE_DESIRE_NOBODY (player a) { (a.gender = male) emote_desire_nobody_m [&EMT&$a$ figures out what he wants.] (a.gender = female) emote_desire_nobody_f [&EMT&$a$ figures out what she wants.] } // HASH_VALUE A03E6BFD199AB379 EMOTE_DESIRE_SELF (player a) { (a.gender = male) emote_desire_self_m [&EMT&$a$ knows what he wants, and isn't afraid to go get it.] (a.gender = female) emote_desire_self_f [&EMT&$a$ knows what she wants, and isn't afraid to go get it.] } // HASH_VALUE B9030B1773458B3C EMOTE_DESIRE_TARGET (player a, entity t) { (a.gender = male) emote_desire_target_m [&EMT&$a$ knows what he wants, and it happens to be $t$.] (a.gender = female) emote_desire_target_f [&EMT&$a$ knows what she wants, and it happens to be $t$.] } // HASH_VALUE 86ED5BFEA58E5556 EMOTE_DESPAIRED_NOBODY (entity a) { emote_despaired_nobody [&EMT&$a$ is filled with despair.] } // HASH_VALUE 60F300B6A329A30D EMOTE_DESPAIRED_SELF (entity a) { emote_despaired_self [&EMT&$a$ gives up hope, could things get any worse.] } // HASH_VALUE 459F54233B529F15 EMOTE_DESPAIRED_TARGET (entity a, entity t) { emote_despaired_target [&EMT&$a$ lets $t$ know things are hopeless.] } // HASH_VALUE 7367118BFC5F7C35 EMOTE_DESTRUCTIVE_NOBODY (entity a) { emote_destructive_nobody [&EMT&$a$ looks ready to destroy everything.] } // HASH_VALUE 8937E57FAEB475CB EMOTE_DESTRUCTIVE_SELF (entity a) { emote_destructive_self [&EMT&$a$ throws things around, becomes agitated, and is in a destructive mood.] } // HASH_VALUE D941F2424850292B EMOTE_DESTRUCTIVE_TARGET (entity a, entity t) { emote_destructive_target [&EMT&$a$ warns $t$ with a destructive attitude.] } // HASH_VALUE CAC26CB6A59CB57E EMOTE_DIE_NOBODY (entity a) { emote_die_nobody [&EMT&$a$ faces certain death. Forward!] } // HASH_VALUE 1D530C28AA078B4B EMOTE_DIE_SELF (player a) { (a.gender = male) emote_die_self_m [&EMT&$a$ wants to have a little fun before he dies.] (a.gender = female) emote_die_self_f [&EMT&$a$ wants to have a little fun before she dies.] } // HASH_VALUE E0F82A223632B877 EMOTE_DIE_TARGET (entity a, entity t) { emote_die_target [&EMT&$a$ informs $t$ of his coming death.] } // HASH_VALUE 6C19FCDF6E0FCED8 EMOTE_DIGNIFIED_NOBODY (entity a) { emote_dignified_nobody [&EMT&$a$ stays calm.] } // HASH_VALUE AF21192DC5999FB8 EMOTE_DIGNIFIED_SELF (entity a) { emote_dignified_self [&EMT&$a$ acts with dignity, regardless of the situation.] } // HASH_VALUE CB4032504C27A43C EMOTE_DIGNIFIED_TARGET (entity a, player t) { (t.gender = male) emote_dignified_target_m [&EMT&$a$ notices the dignified attitude of $t$.] (t.gender = female) emote_dignified_target_f [&EMT&$a$ notices the dignified attitude of $t$.] } // HASH_VALUE 38799EB33DC678C1 EMOTE_DIPLOMATIC_NOBODY (entity a) { emote_diplomatic_nobody [&EMT&$a$ wouldn't say no to a little diplomacy.] } // HASH_VALUE 8EAA204EC1C938B9 EMOTE_DIPLOMATIC_SELF (player a) { (a.gender = male) emote_diplomatic_self_m [&EMT&$a$ embarks on a diplomatic discussion with himself. Surprisingly, all parties come to an agreement.] (a.gender = female) emote_diplomatic_self_f [&EMT&$a$ embarks on a diplomatic discussion with herself. Surprisingly, all parties come to an agreement.] } // HASH_VALUE 1B24364E7CA7725E EMOTE_DIPLOMATIC_TARGET (entity a, entity t) { emote_diplomatic_target [&EMT&$a$ starts diplomatic relations with $t$.] } // HASH_VALUE 96F0DE65CE09FFB4 EMOTE_DISAPPOINTED_NOBODY (entity a) { emote_disappointed_nobody [&EMT&$a$ is really disappointed.] } // HASH_VALUE 9FC7651EA5E7CDE1 EMOTE_DISAPPOINTED_SELF (player a) { (a.gender = male) emote_disappointed_self_m [&EMT&$a$ is disappointed in himself, and sighs.] (a.gender = female) emote_disappointed_self_f [&EMT&$a$ is disappointed in herself, and sighs.] } // HASH_VALUE E4FA625CEC63DCBE EMOTE_DISAPPOINTED_TARGET (player a, entity t) { (a.gender = male) emote_disappointed_target_m [&EMT&$a$ bows his head, disappointed in $t$.] (a.gender = female) emote_disappointed_target_f [&EMT&$a$ bows her head, disappointed in $t$.] } // HASH_VALUE 01DF1A48317461DD EMOTE_DISCREET_NOBODY (entity a) { emote_discreet_nobody [&EMT&$a$ looks about discreetly.] } // HASH_VALUE F17EE1749EC850E3 EMOTE_DISCREET_SELF (entity a) { emote_discreet_self [&EMT&$a$ is the very soul of discretion.] } // HASH_VALUE CD6720A3E80EC43B EMOTE_DISCREET_TARGET (entity a, entity t) { emote_discreet_target [&EMT&$a$ asks $t$ to be discreet.] } // HASH_VALUE 5208C73EDABB05BA EMOTE_DISDAINFUL_NOBODY (player a) { (a.gender = male) emote_disdainful_nobody_m [&EMT&$a$ is disappointed with the audience.] (a.gender = female) emote_disdainful_nobody_f [&EMT&$a$ is disappointed with the audience.] } // HASH_VALUE 18D9FAFA13265D4E EMOTE_DISDAINFUL_SELF (player a) { (a.gender = male) emote_disdainful_self_m [&EMT&$a$ believes you are all unworthy of him.] (a.gender = female) emote_disdainful_self_f [&EMT&$a$ believes you are all unworthy of her.] } // HASH_VALUE 772D531B54BBA081 EMOTE_DISDAINFUL_TARGET (entity a, entity t) { emote_disdainful_target [&EMT&$a$ stares at $t$ disdainfully.] } // HASH_VALUE C07361D5C3EAC717 EMOTE_DISGRUNTLED_NOBODY (entity a) { emote_disgruntled_nobody [&EMT&$a$ is in a stinker of a bad mood.] } // HASH_VALUE 50D2909B2EE15E66 EMOTE_DISGRUNTLED_SELF (entity a) { emote_disgruntled_self [&EMT&$a$ grouches while shuffling along.] } // HASH_VALUE 2511C24C4861E78B EMOTE_DISGRUNTLED_TARGET (entity a, entity t) { emote_disgruntled_target [&EMT&$a$ is mad at $t$.] } // HASH_VALUE 1CA82EDF10490985 EMOTE_DISGUSTED_NOBODY (entity a) { emote_disgusted_nobody [&EMT&$a$ is disgusted.] } // HASH_VALUE 74FB05298B6B4DE0 EMOTE_DISGUSTED_SELF (player a) { (a.gender = male) emote_disgusted_self_m [&EMT&$a$ is disgusted at himself.] (a.gender = female) emote_disgusted_self_f [&EMT&$a$ is disgusted at herself.] } // HASH_VALUE 000A4354029F7A5A EMOTE_DISGUSTED_TARGET (entity a, entity t) { emote_disgusted_target [&EMT&$a$ is disgusted at $t$.] } // HASH_VALUE 9B18AFF914DEB7D5 EMOTE_DISILLUSIONED_NOBODY (player a) { (a.gender = male) emote_disillusioned_nobody_m [&EMT&$a$ lost all his illusions.] (a.gender = female) emote_disillusioned_nobody_f [&EMT&$a$ lost all her illusions.] } // HASH_VALUE 13877D35BEC9CB50 EMOTE_DISILLUSIONED_SELF (entity a) { emote_disillusioned_self [&EMT&$a$ is completely disillusioned.] } // HASH_VALUE F9E7D7F07B2082E3 EMOTE_DISILLUSIONED_TARGET (player a, entity t) { (a.gender = male) emote_disillusioned_target_m [&EMT&$a$ disillusioned $t$.] (a.gender = female) emote_disillusioned_target_f [&EMT&$a$ disillusioned $t$.] } // HASH_VALUE FCDCEDC6B4258D93 EMOTE_DISMAYED_NOBODY (entity a) { emote_dismayed_nobody [&EMT&$a$ is dismayed. This wasn't supposed to go like this.] } // HASH_VALUE AB6CE21944AAC00D EMOTE_DISMAYED_SELF (player a) { (a.gender = male) emote_dismayed_self_m [&EMT&$a$ is dismayed by his own behaviour. This was not what he was expecting.] (a.gender = female) emote_dismayed_self_f [&EMT&$a$ is dismayed by her own behaviour. This was not what she was expecting.] } // HASH_VALUE 25D3A70CE9C6233F EMOTE_DISMAYED_TARGET (entity a, entity t) { emote_dismayed_target [&EMT&$a$ seems dismayed by $t$'s behaviour.] } // HASH_VALUE 5E33BDE47FD54BC2 EMOTE_DISORIENTED_NOBODY (entity a) { emote_disoriented_nobody [&EMT&$a$ spins round in circles.] } // HASH_VALUE 02CD6AC0EC3CCB5B EMOTE_DISORIENTED_SELF (entity a) { emote_disoriented_self [&EMT&$a$ looks in every direction, but is lost.] } // HASH_VALUE 4D26F4254E3CC3D1 EMOTE_DISORIENTED_TARGET (entity a, entity t) { emote_disoriented_target [&EMT&$a$ finds $t$'s instructions a bit disorienting.] } // HASH_VALUE 9906DCDEC8CBE892 EMOTE_DISTRACTED_NOBODY (entity a) { emote_distracted_nobody [&EMT&$a$ gazes vacantly into the blue.] } // HASH_VALUE 91BF15D97F612246 EMOTE_DISTRACTED_SELF (entity a) { emote_distracted_self [&EMT&$a$ isn't thinking clearly right now, can you come back later?] } // HASH_VALUE 9A2106E83F4BF786 EMOTE_DISTRACTED_TARGET (entity a, entity t) { emote_distracted_target [&EMT&$a$ is distracted by $t$.] } // HASH_VALUE 5D03A177871ED00B EMOTE_DOUBTFUL_NOBODY (entity a) { emote_doubtful_nobody [&EMT&$a$ doubts it.] } // HASH_VALUE 746C0B971DCA10ED EMOTE_DOUBTFUL_SELF (entity a) { emote_doubtful_self [&EMT&$a$ isn't quite sure about things.] } // HASH_VALUE CE03F0A3491C8329 EMOTE_DOUBTFUL_TARGET (entity a, entity t) { emote_doubtful_target [&EMT&$a$ questions $t$'s words.] } // HASH_VALUE B778A6D007DE8780 EMOTE_DRAMATIC_NOBODY (entity a) { emote_dramatic_nobody [&EMT&$a$ starts posing.] } // HASH_VALUE 2D1E4679050F6789 EMOTE_DRAMATIC_SELF (player a) { (a.gender = male) emote_dramatic_self_m [&EMT&$a$ would make a great actor, don't you think?] (a.gender = female) emote_dramatic_self_f [&EMT&$a$ would make a great actress, don't you think?] } // HASH_VALUE CFE4F7F997887046 EMOTE_DRAMATIC_TARGET (entity a, entity t) { emote_dramatic_target [&EMT&$a$ puts on a show for $t$.] } // HASH_VALUE 661B4C276C27142B EMOTE_DREAMY_NOBODY (entity a) { emote_dreamy_nobody [&EMT&$a$ gazes vacantly into the blue.] } // HASH_VALUE 7153DC7C78E3304F EMOTE_DREAMY_SELF (player a) { (a.gender = male) emote_dreamy_self_m [&EMT&$a$ looks at him dreamily.] (a.gender = female) emote_dreamy_self_f [&EMT&$a$ looks at her dreamily.] } // HASH_VALUE 4A403FD5B5FBA6E0 EMOTE_DREAMY_TARGET (entity a, entity t) { emote_dreamy_target [&EMT&$a$ gazes dreamily at $t$.] } // HASH_VALUE 21B787ACC6941030 EMOTE_DRUNK_NOBODY (entity a) { emote_drunk_nobody [&EMT&$a$ knows they have reached their limit, so gets another drink.] } // HASH_VALUE 4B2DEEBEBDDC9B2D EMOTE_DRUNK_SELF (entity a) { emote_drunk_self [&EMT&$a$ staggers along, possibly drunk.] } // HASH_VALUE 0EE52FF106D4E70F EMOTE_DRUNK_TARGET (entity a, entity t) { emote_drunk_target [&EMT&$a$ offers another drink to $t$.] } // HASH_VALUE DCC159A06411AD67 EMOTE_DUTIFUL_NOBODY (player a) { (a.gender = male) emote_dutiful_nobody_m [&EMT&$a$ will fulfill his obligations.] (a.gender = female) emote_dutiful_nobody_f [&EMT&$a$ will fulfill her obligations.] } // HASH_VALUE EECE5F02DF4D4FFF EMOTE_DUTIFUL_SELF (player a) { (a.gender = male) emote_dutiful_self_m [&EMT&$a$ will carry out his duty to the best of his ability.] (a.gender = female) emote_dutiful_self_f [&EMT&$a$ will carry out her duty to the best of her ability.] } // HASH_VALUE 08B2E09CBB5AFC33 EMOTE_DUTIFUL_TARGET (player a, entity t) { (a.gender = male) emote_dutiful_target_m [&EMT&$a$ follows $t$, as if it were his duty.] (a.gender = female) emote_dutiful_target_f [&EMT&$a$ follows $t$, as if it were her duty.] } // HASH_VALUE 1A05A2CFF47C2DE1 EMOTE_EAGER_NOBODY (entity a) { emote_eager_nobody [&EMT&$a$ is enthusiastic and ready!] } // HASH_VALUE 884703FC0810F54E EMOTE_EAGER_SELF (entity a) { emote_eager_self [&EMT&$a$ is very motivated.] } // HASH_VALUE 4441BCC8371ECB96 EMOTE_EAGER_TARGET (entity a, entity t) { emote_eager_target [&EMT&$a$ shows enthusiasm to $t$.] } // HASH_VALUE 14F1F9A3165E7601 EMOTE_EARNEST_NOBODY (entity a) { emote_earnest_nobody [&EMT&$a$ seems attentive.] } // HASH_VALUE F39689DD50FDB95E EMOTE_EARNEST_SELF (entity a) { emote_earnest_self [&EMT&$a$ stresses the importance of being attentive.] } // HASH_VALUE 2F01473C31C32F15 EMOTE_EARNEST_TARGET (entity a, entity t) { emote_earnest_target [&EMT&$a$ stares earnestly at $t$.] } // HASH_VALUE F857494CEA6F9976 EMOTE_ECSTATIC_NOBODY (entity a) { emote_ecstatic_nobody [&EMT&$a$ is having a wicked time.] } // HASH_VALUE 052194B23286D5FF EMOTE_ECSTATIC_SELF (player a) { (a.gender = male) emote_ecstatic_self_m [&EMT&$a$ doubles up with laughter!] (a.gender = female) emote_ecstatic_self_f [&EMT&$a$ doubles up with laughter!] } // HASH_VALUE 247FE8D6B6731733 EMOTE_ECSTATIC_TARGET (entity a, entity t) { emote_ecstatic_target [&EMT&$a$ and $t$ kill themselves laughing!] } // HASH_VALUE 91D3B99EF392A5B1 EMOTE_EGOISTIC_NOBODY (player a) { (a.gender = male) emote_egoistic_nobody_m [&EMT&$a$ hopes his ego isn't writing cheques his talent can't cash.] (a.gender = female) emote_egoistic_nobody_f [&EMT&$a$ hopes his ego isn't writing cheques his talent can't cash.] } // HASH_VALUE 1201928046EB4120 EMOTE_EGOISTIC_SELF (player a) { (a.gender = male) emote_egoistic_self_m [&EMT&$a$ believes in himself, and in his ego.] (a.gender = female) emote_egoistic_self_f [&EMT&$a$ believes in herself, and in her ego.] } // HASH_VALUE D7167D18C2E9238B EMOTE_EGOISTIC_TARGET (player a, entity t) { (a.gender = male) emote_egoistic_target_m [&EMT&$a$ indulges $t$'s ego, not that he needs it.] (a.gender = female) emote_egoistic_target_f [&EMT&$a$ indulges $t$'s ego, not that she needs it.] } // HASH_VALUE D4905B75A768A2C5 EMOTE_EMBARRASSED_NOBODY (entity a) { emote_embarrassed_nobody [&EMT&$a$ blushes, embarassed.] } // HASH_VALUE 83ED099858DDA3D6 EMOTE_EMBARRASSED_SELF (player a) { (a.gender = male) emote_embarrassed_self_m [&EMT&$a$ is embarassed.] (a.gender = female) emote_embarrassed_self_f [&EMT&$a$ is embarassed.] } // HASH_VALUE 2410BA430812D77E EMOTE_EMBARRASSED_TARGET (entity a, entity t) { emote_embarrassed_target [&EMT&$a$ is embarrassed by $t$.] } // HASH_VALUE CD491739A324B343 EMOTE_EMOTIONAL_NOBODY (entity a) { emote_emotional_nobody [&EMT&$a$ is seized with emotion.] } // HASH_VALUE E44E731C71C0DB63 EMOTE_EMOTIONAL_SELF (entity a) { emote_emotional_self [&EMT&$a$ could use some comfort.] } // HASH_VALUE 2CA322ABC4E9634E EMOTE_EMOTIONAL_TARGET (entity a, entity t) { emote_emotional_target [&EMT&$a$ tries to comfort $t$.] } // HASH_VALUE 7869D6CF6CA2FEB5 EMOTE_EMOTIONLESS_NOBODY (entity a) { emote_emotionless_nobody [&EMT&$a$ shows no emotion.] } // HASH_VALUE B3D5A1E3575D03FE EMOTE_EMOTIONLESS_SELF (entity a) { emote_emotionless_self [&EMT&$a$ remains emotionless. There's nothing to be said or done anymore.] } // HASH_VALUE A5B046088A52F471 EMOTE_EMOTIONLESS_TARGET (entity a, entity t) { emote_emotionless_target [&EMT&$a$ stares at $t$ absent-mindedly.] } // HASH_VALUE 73EFF25971134D71 EMOTE_EMPHATIC_NOBODY (entity a) { emote_emphatic_nobody [&EMT&$a$ is ready to listen.] } // HASH_VALUE 4C4582DD03216BA4 EMOTE_EMPHATIC_SELF (entity a) { emote_emphatic_self [&EMT&$a$ is willing to listen to you sympathetically, knowing how you feel.] } // HASH_VALUE 6082D1FCE33E1A3C EMOTE_EMPHATIC_TARGET (entity a, entity t) { emote_emphatic_target [&EMT&$a$ sympathizes with $t$. "I know just how you feel."] } // HASH_VALUE 6D0365531B6F2416 EMOTE_ENCOURAGING_NOBODY (entity a) { emote_encouraging_nobody [&EMT&$a$ thinks the situation is encouraging.] } // HASH_VALUE 29D916B5D5A9E598 EMOTE_ENCOURAGING_SELF (entity a) { emote_encouraging_self [&EMT&$a$ is encouraged.] } // HASH_VALUE 05791ADBC276076E EMOTE_ENCOURAGING_TARGET (entity a, entity t) { emote_encouraging_target [&EMT&$a$ encourages $t$.] } // HASH_VALUE AE2EC3BFD1820F55 EMOTE_ENRAGED_NOBODY (entity a) { emote_enraged_nobody [&EMT&$a$ is furious, watch out.] } // HASH_VALUE 556D54998ABD6A71 EMOTE_ENRAGED_SELF (entity a) { emote_enraged_self [&EMT&$a$ steams with rage.] } // HASH_VALUE B4B784C55203747F EMOTE_ENRAGED_TARGET (entity a, entity t) { emote_enraged_target [&EMT&$a$ steams with rage against $t$.] } // HASH_VALUE 0E803E1CE1948217 EMOTE_ENTHUSIASTIC_NOBODY (entity a) { emote_enthusiastic_nobody [&EMT&$a$ seems enthusiastic.] } // HASH_VALUE EDE643C889F393AD EMOTE_ENTHUSIASTIC_SELF (entity a) { emote_enthusiastic_self [&EMT&$a$ is enthusiastic.] } // HASH_VALUE 194F617832BAE658 EMOTE_ENTHUSIASTIC_TARGET (entity a, entity t) { emote_enthusiastic_target [&EMT&$a$ is very enthusiastic listening to $t$.] } // HASH_VALUE B23B81A459E08328 EMOTE_ENVIOUS_NOBODY (entity a) { emote_envious_nobody [&EMT&$a$ is eaten away with envy.] } // HASH_VALUE ACED2C368E2E6045 EMOTE_ENVIOUS_SELF (entity a) { emote_envious_self [&EMT&$a$ is certainly envied by everyone right now.] } // HASH_VALUE 78240C32FF6DCC65 EMOTE_ENVIOUS_TARGET (entity a, entity t) { emote_envious_target [&EMT&$a$ would like to be just like $t$.] } // HASH_VALUE E1B18054C93AE3B3 EMOTE_EVIL_NOBODY (player a) { (a.gender = male) emote_evil_nobody_m [&EMT&$a$ rubs his hands together evilly.] (a.gender = female) emote_evil_nobody_f [&EMT&$a$ rubs her hands together evilly.] } // HASH_VALUE 03AA431D51055059 EMOTE_EVIL_SELF (player a) { (a.gender = male) emote_evil_self_m [&EMT&$a$ thinks he is evil.] (a.gender = female) emote_evil_self_f [&EMT&$a$ thinks she is evil.] } // HASH_VALUE A1AF02343698ACEF EMOTE_EVIL_TARGET (entity a, entity t) { emote_evil_target [&EMT&$a$ smiles evilly at $t$.] } // HASH_VALUE 5B6DC68A986F56D1 EMOTE_EXCITED_NOBODY (entity a) { emote_excited_nobody [&EMT&$a$ smiles, excited.] } // HASH_VALUE 536FD13BCC7E8166 EMOTE_EXCITED_SELF (entity a) { emote_excited_self [&EMT&$a$ is too excited!] } // HASH_VALUE 9C11B724F1810357 EMOTE_EXCITED_TARGET (entity a, entity t) { emote_excited_target [&EMT&$a$ is excited by $t$.] } // HASH_VALUE F5A916E6EA752488 EMOTE_EXERCISE_NOBODY (entity a) { emote_exercise_nobody [&EMT&$a$ exercises. One, two..] } // HASH_VALUE A0BFC7180556FC41 EMOTE_EXERCISE_SELF (entity a) { emote_exercise_self [&EMT&$a$ starts a complete training session.] } // HASH_VALUE 13148C66C7AD3C93 EMOTE_EXERCISE_TARGET (entity a, entity t) { emote_exercise_target [&EMT&$a$ encourages $t$ to exercise.] } // HASH_VALUE 7D95798ACF315143 EMOTE_EXHAUSTED_NOBODY (entity a) { emote_exhausted_nobody [&EMT&$a$ should probably take a break.] } // HASH_VALUE ACFF6CAB44E3DCA8 EMOTE_EXHAUSTED_SELF (entity a) { emote_exhausted_self [&EMT&$a$ is exhausted and needs to rest.] } // HASH_VALUE 8DA07B3F943387B4 EMOTE_EXHAUSTED_TARGET (entity a, entity t) { emote_exhausted_target [&EMT&$a$ thinks $t$ is exhausted and should take a break.] } // HASH_VALUE 88ABA88FF2D67BE4 EMOTE_EXUBERANT_NOBODY (entity a) { emote_exuberant_nobody [&EMT&$a$ is bubbling over with happiness.] } // HASH_VALUE 2A83F580A01F03AF EMOTE_EXUBERANT_SELF (entity a) { emote_exuberant_self [&EMT&$a$ dances, unrestrained and enthusiastic.] } // HASH_VALUE BBF5794B124BF0BB EMOTE_EXUBERANT_TARGET (entity a, entity t) { emote_exuberant_target [&EMT&$a$ dances with $t$, very satisfied.] } // HASH_VALUE 41AE32F1DFA3857F EMOTE_FAITHFUL_NOBODY (entity a) { emote_faithful_nobody [&EMT&$a$ is faithful to no one.] } // HASH_VALUE 73484F44C200A98C EMOTE_FAITHFUL_SELF (player a) { (a.gender = male) emote_faithful_self_m [&EMT&$a$ is faithful only to himself.] (a.gender = female) emote_faithful_self_f [&EMT&$a$ is faithful only to herself.] } // HASH_VALUE 43B05087FF04DAE1 EMOTE_FAITHFUL_TARGET (entity a, entity t) { emote_faithful_target [&EMT&$a$ is faithful to $t$, and $t$ alone.] } // HASH_VALUE CF296E0BC3605C54 EMOTE_FANATICAL_NOBODY (player a) { (a.gender = male) emote_fanatical_nobody_m [&EMT&$a$ strongly believes in what he does.] (a.gender = female) emote_fanatical_nobody_f [&EMT&$a$ strongly believes in what she does.] } // HASH_VALUE 1AFC849EB7BCDC5D EMOTE_FANATICAL_SELF (entity a) { emote_fanatical_self [&EMT&$a$ is a homin with a cause. Till death!] } // HASH_VALUE 653AC7049EFE5612 EMOTE_FANATICAL_TARGET (entity a, entity t) { emote_fanatical_target [&EMT&$a$ shows an unswerving devotion to $t$, and $t$ alone.] } // HASH_VALUE DA8EFC77277C56DF EMOTE_FASTIDIOUS_NOBODY (entity a) { emote_fastidious_nobody [&EMT&$a$ meticulously makes sure everything is in its place.] } // HASH_VALUE 9E77A74A6D5D1BBF EMOTE_FASTIDIOUS_SELF (player a) { (a.gender = male) emote_fastidious_self_m [&EMT&$a$ brushes himself off.] (a.gender = female) emote_fastidious_self_f [&EMT&$a$ brushes herself off.] } // HASH_VALUE 6E6BC4A3C3534A27 EMOTE_FASTIDIOUS_TARGET (entity a, entity t) { emote_fastidious_target [&EMT&$a$ meticulously brushes a bit of dirt off $t$.] } // HASH_VALUE A39E155490001646 EMOTE_FBT_NOBODY (entity a) { emote_fbt_nobody [&EMT&$a$ demonstrates the art of the Elders of Atys.] } // HASH_VALUE CD5280E83983D88E EMOTE_FBT_SELF (entity a) { emote_fbt_self [&EMT&$a$ practises the art of the Elders of Atys.] } // HASH_VALUE 5D46447C22E5AD6B EMOTE_FBT_TARGET (entity a, entity t) { emote_fbt_target [&EMT&$a$ shows $t$ the art of the Elders of Atys.] } // HASH_VALUE 9EAF26613C1E9DF7 EMOTE_FEARFUL_NOBODY (entity a) { emote_fearful_nobody [&EMT&$a$ looks around, the eyes filled with fear.] } // HASH_VALUE C2BCB5CE96CFEF95 EMOTE_FEARFUL_SELF (player a) { (a.gender = male) emote_fearful_self_m [&EMT&$a$ fears no one but himself.] (a.gender = female) emote_fearful_self_f [&EMT&$a$ fears no one but herself.] } // HASH_VALUE AAB9FA6B571021A3 EMOTE_FEARFUL_TARGET (entity a, entity t) { emote_fearful_target [&EMT&$a$ fears $t$.] } // HASH_VALUE 1E53D4F9FFE6F46A EMOTE_FIRM_NOBODY (entity a) { emote_firm_nobody [&EMT&$a$ stays firm.] } // HASH_VALUE 125FCA4EDE6621FE EMOTE_FIRM_SELF (entity a) { emote_firm_self [&EMT&$a$ is inflexible.] } // HASH_VALUE 4FB037A1714577F3 EMOTE_FIRM_TARGET (entity a, entity t) { emote_firm_target [&EMT&$a$ is firm as concerns this point, $t$.] } // HASH_VALUE B8DE73032251CF12 EMOTE_FORGIVE_NOBODY (entity a) { emote_forgive_nobody [&EMT&$a$ is in a forgiving mood.] } // HASH_VALUE 20F8F5A9E33A86E4 EMOTE_FORGIVE_SELF (entity a) { emote_forgive_self [&EMT&$a$ decides to act first, and to ask for forgiveness later.] } // HASH_VALUE F05B376B56902AFC EMOTE_FORGIVE_TARGET (entity a, entity t) { emote_forgive_target [&EMT&$a$ forgives $t$.] } // HASH_VALUE 1ED5D03B04B123CD EMOTE_FRATERNAL_NOBODY (entity a) { emote_fraternal_nobody [&EMT&$a$ considers everyone here family.] } // HASH_VALUE EBB589BD2F9D99F4 EMOTE_FRATERNAL_SELF (entity a) { emote_fraternal_self [&EMT&$a$ is glad to be treated like a member of the family.] } // HASH_VALUE DFF83D131B5FBE0E EMOTE_FRATERNAL_TARGET (entity a, entity t) { emote_fraternal_target [&EMT&$a$ considers $t$ like family.] } // HASH_VALUE D1BF220132F465CC EMOTE_FRIENDLY_NOBODY (entity a) { emote_friendly_nobody [&EMT&$a$ is everybody's friend.] } // HASH_VALUE 174A57FBA3B173C0 EMOTE_FRIENDLY_SELF (entity a) { emote_friendly_self [&EMT&$a$ is friendly.] } // HASH_VALUE 6F5FE7FC20466836 EMOTE_FRIENDLY_TARGET (entity a, entity t) { emote_friendly_target [&EMT&$a$ is $t$'s friend.] } // HASH_VALUE C30A602A5364A30C EMOTE_FRUSTRATED_NOBODY (entity a) { emote_frustrated_nobody [&EMT&$a$ is visibly frustrated.] } // HASH_VALUE 1E18CDF13A5A0526 EMOTE_FRUSTRATED_SELF (player a) { (a.gender = male) emote_frustrated_self_m [&EMT&$a$ frustrated himself.] (a.gender = female) emote_frustrated_self_f [&EMT&$a$ frustrated herself.] } // HASH_VALUE 860B722CC9030CA6 EMOTE_FRUSTRATED_TARGET (entity a, entity t) { emote_frustrated_target [&EMT&$a$ is frustrated by $t$. Grrr.] } // HASH_VALUE 563A211D000CCE68 EMOTE_FUNNY_NOBODY (entity a) { emote_funny_nobody [&EMT&$a$ tells a joke.] } // HASH_VALUE C7A6EED6FAD8BBEF EMOTE_FUNNY_SELF (player a) { (a.gender = male) emote_funny_self_m [&EMT&$a$ laughs at himself.] (a.gender = female) emote_funny_self_f [&EMT&$a$ laughs at herself.] } // HASH_VALUE 0558BD95AFC783F3 EMOTE_FUNNY_TARGET (entity a, player t) { (a.gender = male) emote_funny_target_m [&EMT&$a$ says $t$ is really funny.] (a.gender = female) emote_funny_target_f [&EMT&$a$ says $t$ is really funny.] } // HASH_VALUE 3C5A0232B125ED70 EMOTE_GENEROUS_NOBODY (entity a) { emote_generous_nobody [&EMT&$a$ shares with everyone!] } // HASH_VALUE 3B5B1AEAA4557FB2 EMOTE_GENEROUS_SELF (entity a) { emote_generous_self [&EMT&$a$ distributes things not-so-evenly. One for you, one for me, two for you, one, two for me…] } // HASH_VALUE 60F90F81F7BA759C EMOTE_GENEROUS_TARGET (entity a, entity t) { emote_generous_target [&EMT&$a$ shares generously with $t$.] } // HASH_VALUE AEA08D1608208A59 EMOTE_GIMME5_NOBODY (entity a) { emote_gimme5_nobody [&EMT&$a$ says, "Gimme 5!"] } // HASH_VALUE AA21014F3741278A EMOTE_GIMME5_SELF (player a) { (a.gender = male) emote_gimme5_self_m [&EMT&$a$ gives himself a high five as no one else will.] (a.gender = female) emote_gimme5_self_f [&EMT&$a$ gives herself a high five as no one else will.] } // HASH_VALUE 4994FE0DF872B9DF EMOTE_GIMME5_TARGET (entity a, entity t) { emote_gimme5_target [&EMT&$a$ gives $t$ a high-five.] } // HASH_VALUE 8162C16DCC7FCA58 EMOTE_GLOOMY_NOBODY (entity a) { emote_gloomy_nobody [&EMT&$a$ looks gloomy.] } // HASH_VALUE 697184C64DD76AE3 EMOTE_GLOOMY_SELF (entity a) { emote_gloomy_self [&EMT&$a$ mutters something about ruin, darkness, and destruction.] } // HASH_VALUE E4BA41B1E1C029BD EMOTE_GLOOMY_TARGET (entity a, entity t) { emote_gloomy_target [&EMT&$a$ is in the doldrums when thinking of $t$.] } // HASH_VALUE CA16A244D30446C6 EMOTE_GOOFY_NOBODY (entity a) { emote_goofy_nobody [&EMT&$a$ lets out a goofy laugh.] } // HASH_VALUE A677EE22D5BEDF9E EMOTE_GOOFY_SELF (entity a) { emote_goofy_self [&EMT&$a$ acts pretty goofy sometimes, like right now.] } // HASH_VALUE 1F05CAF9F68848DE EMOTE_GOOFY_TARGET (entity a, entity t) { emote_goofy_target [&EMT&$a$ smiles goofily at $t$.] } // HASH_VALUE 2EA36895562F67D4 EMOTE_GREAT_NOBODY (entity a) { emote_great_nobody [&EMT&$a$ grins. This is great!] } // HASH_VALUE C19165E9EE9D2548 EMOTE_GREAT_SELF (entity a) { emote_great_self [&EMT&$a$ is great. You?] } // HASH_VALUE 07A88585ADF71FF4 EMOTE_GREAT_TARGET (entity a, player t) { (t.gender = male) emote_great_target_m [&EMT&$a$ says $t$ is a great person.] (t.gender = female) emote_great_target_f [&EMT&$a$ says $t$ is a great person.] } // HASH_VALUE 5A42E4476DC92171 EMOTE_GRIN_NOBODY (entity a) { emote_grin_nobody [&EMT&$a$ broadly smiles.] } // HASH_VALUE 274D22FFCA8FE87E EMOTE_GRIN_SELF (entity a) { emote_grin_self [&EMT&The slightest thing makes $a$ laugh, which worries everybody.] } // HASH_VALUE 99286D4456D7BA82 EMOTE_GRIN_TARGET (entity a, entity t) { emote_grin_target [&EMT&$a$ grins at $t$.] } // HASH_VALUE 6EC1EBAE4D00A657 EMOTE_GRUMPY_NOBODY (entity a) { emote_grumpy_nobody [&EMT&$a$ grouches, grumpily.] } // HASH_VALUE A02E931B01A980EB EMOTE_GRUMPY_SELF (entity a) { emote_grumpy_self [&EMT&$a$ isn't in a great mood. Are you sure you want to proceed?] } // HASH_VALUE C34BBA66A1A5DD7F EMOTE_GRUMPY_TARGET (entity a, entity t) { emote_grumpy_target [&EMT&$a$ is grumpy to $t$.] } // HASH_VALUE 663F062FDEF9F5E1 EMOTE_GUILTY_NOBODY (entity a) { emote_guilty_nobody [&EMT&$a$ owns up to being guilty.] } // HASH_VALUE 968B719494DCB983 EMOTE_GUILTY_SELF (entity a) { emote_guilty_self [&EMT&$a$ confesses. "I did it."] } // HASH_VALUE 7C7A8AD41086AD3E EMOTE_GUILTY_TARGET (entity a, entity t) { emote_guilty_target [&EMT&$a$ looks at $t$ with a guilty look on the face.] } // HASH_VALUE 84CF656FEC96F007 EMOTE_HAPPY_NOBODY (entity a) { emote_happy_nobody [&EMT&$a$ is happy.] } // HASH_VALUE 28327F68321B2307 EMOTE_HAPPY_SELF (player a) { (a.gender = male) emote_happy_self_m [&EMT&$a$ seems very pleased with himself.] (a.gender = female) emote_happy_self_f [&EMT&$a$ seems very pleased with herself.] } // HASH_VALUE CBAFC18BDD57CAB3 EMOTE_HAPPY_TARGET (entity a, entity t) { emote_happy_target [&EMT&$a$ is happy for $t$.] } // HASH_VALUE 703869E2BE460B67 EMOTE_HARDSILENCE_NOBODY (entity a) { emote_hardsilence_nobody [&EMT&$a$ looks around in stony silence.] } // HASH_VALUE DE16F29F72B6AC2E EMOTE_HARDSILENCE_SELF (entity a) { emote_hardsilence_self [&EMT&$a$ is finding it hard to keep quiet.] } // HASH_VALUE C0DD61BC9E973426 EMOTE_HARDSILENCE_TARGET (entity a, entity t) { emote_hardsilence_target [&EMT&$a$ stares at $t$ without answering, the tension is palpable.] } // HASH_VALUE F45C3114B645DBD8 EMOTE_HAUGHTY_NOBODY (entity a) { emote_haughty_nobody [&EMT&$a$ puts on an haughty air.] } // HASH_VALUE 41D4B332471333F9 EMOTE_HAUGHTY_SELF (player a) { (a.gender = male) emote_haughty_self_m [&EMT&$a$ would never stoop so low as you.] (a.gender = female) emote_haughty_self_f [&EMT&$a$ would never stoop so low as you.] } // HASH_VALUE 741560DF5A1E464D EMOTE_HAUGHTY_TARGET (player a, entity t) { (a.gender = male) emote_haughty_target_m [&EMT&$a$ looks $t$ up and down haughtily.] (a.gender = female) emote_haughty_target_f [&EMT&$a$ looks $t$ up and down haughtily.] } // HASH_VALUE AE0A57FD4A761B10 EMOTE_HELPFUL_NOBODY (entity a) { emote_helpful_nobody [&EMT&$a$ is here to be helpful.] } // HASH_VALUE 773A26C9207DA0BB EMOTE_HELPFUL_SELF (player a) { (a.gender = male) emote_helpful_self_m [&EMT&$a$ lends himself a hand as no one else will.] (a.gender = female) emote_helpful_self_f [&EMT&$a$ lends herself a hand as no one else will.] } // HASH_VALUE 619C184790089377 EMOTE_HELPFUL_TARGET (entity a, entity t) { emote_helpful_target [&EMT&$a$ tries to help $t$.] } // HASH_VALUE C0794B1161666271 EMOTE_HEROIC_NOBODY (entity a) { emote_heroic_nobody [&EMT&$a$ strikes a heroic pose.] } // HASH_VALUE 332DC678E2226026 EMOTE_HEROIC_SELF (player a) { (a.gender = male) emote_heroic_self_m [&EMT&$a$ thinks he is a genuine hero.] (a.gender = female) emote_heroic_self_f [&EMT&$a$ thinks she is a genuine heroine.] } // HASH_VALUE C0C107C17AEB10D9 EMOTE_HEROIC_TARGET (entity a, entity t) { emote_heroic_target [&EMT&$a$ claims $t$ is a hero.] } // HASH_VALUE BDBDC3383DC25015 EMOTE_HIHA_NOBODY (entity a) { emote_hiha_nobody [&EMT&$a$ says hi.] } // HASH_VALUE 7DF49257553250D5 EMOTE_HIHA_SELF (entity a) { emote_hiha_self [&EMT&$a$ waves. Hi!] } // HASH_VALUE 37B49ED04FEEB718 EMOTE_HIHA_TARGET (entity a, entity t) { emote_hiha_target [&EMT&$a$ says to $t$, "Hi! How are you?"] } // HASH_VALUE 01326186C5F01B3F EMOTE_HONEST_NOBODY (entity a) { emote_honest_nobody [&EMT&$a$ is honest, trustworthy and true.] } // HASH_VALUE 3B0B447A802E2C63 EMOTE_HONEST_SELF (player a) { (a.gender = male) emote_honest_self_m [&EMT&$a$ is always honest with himself.] (a.gender = female) emote_honest_self_f [&EMT&$a$ is always honest with herself.] } // HASH_VALUE 81985A0D6DCAF418 EMOTE_HONEST_TARGET (entity a, entity t) { emote_honest_target [&EMT&$a$ was simply honest with $t$.] } // HASH_VALUE 94060D2AB63F6EF1 EMOTE_HOPEFUL_NOBODY (entity a) { emote_hopeful_nobody [&EMT&$a$ is full of hope.] } // HASH_VALUE D243AA968B699E75 EMOTE_HOPEFUL_SELF (entity a) { emote_hopeful_self [&EMT&$a$ holds on to hope.] } // HASH_VALUE 9FD2732244C1CF33 EMOTE_HOPEFUL_TARGET (entity a, entity t) { emote_hopeful_target [&EMT&$a$ looks hopefully at $t$.] } // HASH_VALUE 1C215CD5954DE809 EMOTE_HOPELESS_NOBODY (entity a) { emote_hopeless_nobody [&EMT&$a$ feels pathetic.] } // HASH_VALUE 8D52C0A49F704F70 EMOTE_HOPELESS_SELF (entity a) { emote_hopeless_self [&EMT&$a$ screams. We are doomed, it's hopeless!] } // HASH_VALUE 1CB39315DEC9249F EMOTE_HOPELESS_TARGET (entity a, entity t) { emote_hopeless_target [&EMT&$a$ thinks $t$ is useless.] } // HASH_VALUE 52384AD816C6B3CB EMOTE_HUMBLE_NOBODY (entity a) { emote_humble_nobody [&EMT&$a$ looks about modestly.] } // HASH_VALUE 5762F7AF7816FEBA EMOTE_HUMBLE_SELF (player a) { (a.gender = male) emote_humble_self_m [&EMT&$a$ is too humble to say how modest he is.] (a.gender = female) emote_humble_self_f [&EMT&$a$ is too humble to say how modest she is.] } // HASH_VALUE C83123AA48B2923E EMOTE_HUMBLE_TARGET (entity a, entity t) { emote_humble_target [&EMT&$a$ was taught a lesson in humility by $t$.] } // HASH_VALUE DB96369C57974AB4 EMOTE_HUNGRY_NOBODY (entity a) { emote_hungry_nobody [&EMT&$a$ could use some food.] } // HASH_VALUE AE5A996A109CE549 EMOTE_HUNGRY_SELF (player a) { (a.gender = male) emote_hungry_self_m [&EMT&$a$ is hungry enough to eat his equipment.] (a.gender = female) emote_hungry_self_f [&EMT&$a$ is hungry enough to eat her equipment.] } // HASH_VALUE D5B0521DE9068E93 EMOTE_HUNGRY_TARGET (entity a, entity t) { emote_hungry_target [&EMT&$a$ looks at $t$ with a starving look.] } // HASH_VALUE DD351F76D3937CA8 EMOTE_HURRIED_NOBODY (entity a) { emote_hurried_nobody [&EMT&$a$ runs all over the place.] } // HASH_VALUE EEE4BEED8F9FCDE4 EMOTE_HURRIED_SELF (entity a) { emote_hurried_self [&EMT&$a$ is already bustling about.] } // HASH_VALUE 55D92CB18E278CCA EMOTE_HURRIED_TARGET (entity a, entity t) { emote_hurried_target [&EMT&$a$ is in as much of a hurry as is $t$.] } // HASH_VALUE 4847A713449367E9 EMOTE_HURRY_NOBODY (entity a) { emote_hurry_nobody [&EMT&$a$ doesn't have time to waste.] } // HASH_VALUE 5DB4A8D341CEEE35 EMOTE_HURRY_SELF (entity a) { emote_hurry_self [&EMT&$a$ hurries up, for people are waiting.] } // HASH_VALUE CB1FE5B40C3AD7AC EMOTE_HURRY_TARGET (entity a, entity t) { emote_hurry_target [&EMT&$a$ asks $t$ to hurry up.] } // HASH_VALUE F1033032D4AF77AF EMOTE_HYSTERICAL_NOBODY (entity a) { emote_hysterical_nobody [&EMT&$a$ laughs hysterically.] } // HASH_VALUE FD640E30DFF4A19F EMOTE_HYSTERICAL_SELF (entity a) { emote_hysterical_self [&EMT&$a$ goes hysterical.] } // HASH_VALUE BFEEA82AEE1942DB EMOTE_HYSTERICAL_TARGET (entity a, entity t) { emote_hysterical_target [&EMT&$a$ slaps $t$, who has become hysterical.] } // HASH_VALUE 50E165CFD0082D6E EMOTE_IMPLORING_NOBODY (entity a) { emote_imploring_nobody [&EMT&$a$ adopts an imploring attitude.] } // HASH_VALUE 76DE67CE5E116317 EMOTE_IMPLORING_SELF (entity a) { emote_imploring_self [&EMT&$a$ isn't too proud to beg.] } // HASH_VALUE EC74435A820F465E EMOTE_IMPLORING_TARGET (entity a, entity t) { emote_imploring_target [&EMT&$a$ begs $t$ to stop.] } // HASH_VALUE D2AFAC7A59C99310 EMOTE_INDIFFERENT_NOBODY (entity a) { emote_indifferent_nobody [&EMT&$a$ shrugs, indifferently.] } // HASH_VALUE 5898E6CB5679D97B EMOTE_INDIFFERENT_SELF (entity a) { emote_indifferent_self [&EMT&$a$ is impartial.] } // HASH_VALUE 4F04E5C8ED3D631A EMOTE_INDIFFERENT_TARGET (entity a, entity t) { emote_indifferent_target [&EMT&$a$ tells $t$ that things are as they are.] } // HASH_VALUE C22E50630A058600 EMOTE_INDIGNANT_NOBODY (entity a) { emote_indignant_nobody [&EMT&$a$ is indignant.] } // HASH_VALUE B06304184A5BC37D EMOTE_INDIGNANT_SELF (entity a) { emote_indignant_self [&EMT&$a$ is indignant about the subject.] } // HASH_VALUE 0418C14069ADCC80 EMOTE_INDIGNANT_TARGET (entity a, entity t) { emote_indignant_target [&EMT&$a$ can't believe you said that, $t$.] } // HASH_VALUE 66178333AD20C9DB EMOTE_INDULGENT_NOBODY (entity a) { emote_indulgent_nobody [&EMT&$a$ smiles indulgently.] } // HASH_VALUE 669BD29D940F0D70 EMOTE_INDULGENT_SELF (entity a) { emote_indulgent_self [&EMT&$a$ is self indulgent.] } // HASH_VALUE 4694D42099BDD4DC EMOTE_INDULGENT_TARGET (entity a, entity t) { emote_indulgent_target [&EMT&$a$ gives in to $t$, because it's funny.] } // HASH_VALUE DC91A98F58CDD853 EMOTE_INNOCENT_NOBODY (entity a) { emote_innocent_nobody [&EMT&$a$ is innocent.] } // HASH_VALUE 2185366B31E8990C EMOTE_INNOCENT_SELF (player a) { (a.gender = male) emote_innocent_self_m [&EMT&$a$ adjusts his halo.] (a.gender = female) emote_innocent_self_f [&EMT&$a$ adjusts her halo.] } // HASH_VALUE CEC7A3B97EA1E04C EMOTE_INNOCENT_TARGET (entity a, entity t) { emote_innocent_target [&EMT&$a$ looks at $t$ innocently.] } // HASH_VALUE AA285A3B9C5361CF EMOTE_INSECURE_NOBODY (entity a) { emote_insecure_nobody [&EMT&$a$ could use a hug for reassurance.] } // HASH_VALUE 88331229A8D2EC23 EMOTE_INSECURE_SELF (player a) { (a.gender = male) emote_insecure_self_m [&EMT&$a$ is not really self-confident.] (a.gender = female) emote_insecure_self_f [&EMT&$a$ is not really self-confident.] } // HASH_VALUE 6A1E13C907C32CBA EMOTE_INSECURE_TARGET (entity a, entity t) { emote_insecure_target [&EMT&$a$ feels insecure by $t$'s side.] } // HASH_VALUE 7532B327D5047773 EMOTE_INTERESTED_NOBODY (entity a) { emote_interested_nobody [&EMT&$a$ is very attentive.] } // HASH_VALUE 1CC54B7F81234340 EMOTE_INTERESTED_SELF (player a) { (a.gender = male) emote_interested_self_m [&EMT&$a$ is only interested in himself.] (a.gender = female) emote_interested_self_f [&EMT&$a$ is only interested in herself.] } // HASH_VALUE 92B57C7D901A7A43 EMOTE_INTERESTED_TARGET (entity a, entity t) { emote_interested_target [&EMT&$a$ is interested in what $t$ has to say.] } // HASH_VALUE 4FFD4F14687DDC8A EMOTE_JEALOUS_NOBODY (entity a) { emote_jealous_nobody [&EMT&$a$ is green with envy.] } // HASH_VALUE 3723D67948AF5EE9 EMOTE_JEALOUS_SELF (entity a) { emote_jealous_self [&EMT&$a$ is burning with jealousy.] } // HASH_VALUE 3F2E75F07577D20D EMOTE_JEALOUS_TARGET (entity a, entity t) { emote_jealous_target [&EMT&$a$ is jealous of $t$.] } // HASH_VALUE C6854EEC9F6737C3 EMOTE_JOYFUL_NOBODY (entity a) { emote_joyful_nobody [&EMT&$a$ jumps for joy.] } // HASH_VALUE B6764DB35900E980 EMOTE_JOYFUL_SELF (entity a) { emote_joyful_self [&EMT&$a$ is overjoyed.] } // HASH_VALUE 8C8D06C940769645 EMOTE_JOYFUL_TARGET (entity a, entity t) { emote_joyful_target [&EMT&$a$ is happy for $t$.] } // HASH_VALUE 525B6113ECE24EB0 EMOTE_KIND_NOBODY (entity a) { emote_kind_nobody [&EMT&$a$ is kind to everyone. Why not?] } // HASH_VALUE 94FF8883E55122CB EMOTE_KIND_SELF (entity a) { emote_kind_self [&EMT&$a$ remembers kindness starts with being kind to oneself.] } // HASH_VALUE F17A16B3F11D5FF7 EMOTE_KIND_TARGET (entity a, entity t) { emote_kind_target [&EMT&$a$ smiles kindly at $t$.] } // HASH_VALUE D862EB5405BD1180 EMOTE_LAZY_NOBODY (entity a) { emote_lazy_nobody [&EMT&$a$ loafs about.] } // HASH_VALUE 937241B7F06B0CE5 EMOTE_LAZY_SELF (entity a) { emote_lazy_self [&EMT&$a$ is loafing about right now, try later.] } // HASH_VALUE 5C470E9525866682 EMOTE_LAZY_TARGET (entity a, entity t) { emote_lazy_target [&EMT&$a$ calls $t$ lazy.] } // HASH_VALUE D5F8A6C381EED45D EMOTE_LOATHING_NOBODY (entity a) { emote_loathing_nobody [&EMT&$a$ hates everybody.] } // HASH_VALUE 6F71D5EE45670EBC EMOTE_LOATHING_SELF (player a) { (a.gender = male) emote_loathing_self_m [&EMT&$a$ can't stand himself.] (a.gender = female) emote_loathing_self_f [&EMT&$a$ can't stand herself.] } // HASH_VALUE 49D61FAF16EB979F EMOTE_LOATHING_TARGET (entity a, entity t) { emote_loathing_target [&EMT&$a$ looks at $t$ with scorn and disgust.] } // HASH_VALUE 862963ACF310C3CE EMOTE_LOGICAL_NOBODY (entity a) { emote_logical_nobody [&EMT&$a$ looks for the logic here.] } // HASH_VALUE 78B69F2C7D460FEE EMOTE_LOGICAL_SELF (player a) { (a.gender = male) emote_logical_self_m [&EMT&$a$ seems logical to himself.] (a.gender = female) emote_logical_self_f [&EMT&$a$ seems logical to herself.] } // HASH_VALUE 038B752F4E88236E EMOTE_LOGICAL_TARGET (entity a, entity t) { emote_logical_target [&EMT&$a$ thinks $t$ is very logical.] } // HASH_VALUE 1A17130AA29842B4 EMOTE_LONELY_NOBODY (entity a) { emote_lonely_nobody [&EMT&$a$ is looking for some company.] } // HASH_VALUE D78F0394E1CFFE1B EMOTE_LONELY_SELF (player a) { (a.gender = male) emote_lonely_self_m [&EMT&$a$ is so lonely he is talking to himself.] (a.gender = female) emote_lonely_self_f [&EMT&$a$ is so lonely she is talking to herself.] } // HASH_VALUE D8C00784D38C6B0E EMOTE_LONELY_TARGET (entity a, entity t) { emote_lonely_target [&EMT&$a$ keeps $t$ company.] } // HASH_VALUE 2338B5BBC748C1D5 EMOTE_LOUD_NOBODY (entity a) { emote_loud_nobody [&EMT&$a$ gets loud and proud.] } // HASH_VALUE DC298F89FBBDF1F5 EMOTE_LOUD_SELF (entity a) { emote_loud_self [&EMT&$a$ pumps up the volume.] } // HASH_VALUE 0B102E6AAF1F48FA EMOTE_LOUD_TARGET (entity a, entity t) { emote_loud_target [&EMT&$a$ complains that $t$ is too loud.] } // HASH_VALUE 9A83D849ACE628EA EMOTE_LOVE_NOBODY (entity a) { emote_love_nobody [&EMT&$a$ is in love.] } // HASH_VALUE 921165F61C259014 EMOTE_LOVE_SELF (entity a) { emote_love_self [&EMT&$a$ checks the mirror, yup, still perfectly adorable.] } // HASH_VALUE 5725611B0B61D68B EMOTE_LOVE_TARGET (entity a, entity t) { emote_love_target [&EMT&$a$ loves $t$.] } // HASH_VALUE E7855769673F0A95 EMOTE_LOYAL_NOBODY (entity a) { emote_loyal_nobody [&EMT&$a$ is loyal, brave and true.] } // HASH_VALUE 957B06AF6A927484 EMOTE_LOYAL_SELF (player a) { (a.gender = male) emote_loyal_self_m [&EMT&$a$ is loyal to no one but himself.] (a.gender = female) emote_loyal_self_f [&EMT&$a$ is loyal to no one but herself.] } // HASH_VALUE 34FB1D6B7D29C398 EMOTE_LOYAL_TARGET (entity a, entity t) { emote_loyal_target [&EMT&$a$ is 100% loyal to $t$.] } // HASH_VALUE 66B54595E35ED8DF EMOTE_LUSTFUL_NOBODY (player a) { (a.gender = male) emote_lustful_nobody_m [&EMT&$a$ thinks he is attractive.] (a.gender = female) emote_lustful_nobody_f [&EMT&$a$ thinks she is attractive.] } // HASH_VALUE DEDFCAB6D55C2B6C EMOTE_LUSTFUL_SELF (player a) { (a.gender = male) emote_lustful_self_m [&EMT&$a$ thinks he is attractive, which reinforces his ego.] (a.gender = female) emote_lustful_self_f [&EMT&$a$ thinks she is attractive, which reinforces her ego.] } // HASH_VALUE AE497AEEF101DD5B EMOTE_LUSTFUL_TARGET (entity a, entity t) { emote_lustful_target [&EMT&$a$ mentally undresses $t$.] } // HASH_VALUE 7D9A42513C6831FE EMOTE_MALEVOLENT_NOBODY (entity a) { emote_malevolent_nobody [&EMT&$a$'s face displays an expression of profound hatred.] } // HASH_VALUE 54FF6ED0AF8EEA18 EMOTE_MALEVOLENT_SELF (entity a) { emote_malevolent_self [&EMT&$a$ is capable of doing very bad things.] } // HASH_VALUE 2EC4726F656F1F87 EMOTE_MALEVOLENT_TARGET (entity a, entity t) { emote_malevolent_target [&EMT&$a$ observes $t$ malevolently.] } // HASH_VALUE 882E102858B0B5F7 EMOTE_MALICIOUS_NOBODY (entity a) { emote_malicious_nobody [&EMT&$a$ tries to sow the seeds of discord.] } // HASH_VALUE 4ED9978BB29DB5B0 EMOTE_MALICIOUS_SELF (entity a) { emote_malicious_self [&EMT&$a$ really meant to be malicious.] } // HASH_VALUE D922685EFD9534A0 EMOTE_MALICIOUS_TARGET (entity a, entity t) { emote_malicious_target [&EMT&$a$ provokes $t$ maliciously.] } // HASH_VALUE DC32D4352A0650EA EMOTE_MEAN_NOBODY (entity a) { emote_mean_nobody [&EMT&$a$ is really mean.] } // HASH_VALUE 783B1C2292AB835D EMOTE_MEAN_SELF (entity a) { emote_mean_self [&EMT&$a$ is the meanest homin around.] } // HASH_VALUE 845ACE8216FEEBD8 EMOTE_MEAN_TARGET (entity a, entity t) { emote_mean_target [&EMT&$a$ is mean to $t$.] } // HASH_VALUE F0E4C727CB805A40 EMOTE_MEGALOMANIAC_NOBODY (entity a) { emote_megalomaniac_nobody [&EMT&$a$ is the best, no doubt about that.] } // HASH_VALUE F35986958D534D76 EMOTE_MEGALOMANIAC_SELF (entity a) { emote_megalomaniac_self [&EMT&$a$ says, "I'm the best. No doubt about it."] } // HASH_VALUE 7AF66891EE749919 EMOTE_MEGALOMANIAC_TARGET (entity a, entity t) { emote_megalomaniac_target [&EMT&$a$ claims $t$ is a megalomaniac.] } // HASH_VALUE 1D61898BD81DD04E EMOTE_MERCIFUL_NOBODY (entity a) { emote_merciful_nobody [&EMT&$a$ is merciful.] } // HASH_VALUE 39B55A5707FF5106 EMOTE_MERCIFUL_SELF (player a) { (a.gender = male) emote_merciful_self_m [&EMT&$a$ takes pity on himself.] (a.gender = female) emote_merciful_self_f [&EMT&$a$ takes pity on herself.] } // HASH_VALUE 63D88FBEB1C32359 EMOTE_MERCIFUL_TARGET (entity a, entity t) { emote_merciful_target [&EMT&$a$ shows $t$ some mercy.] } // HASH_VALUE 2F616BCEAD73DEA8 EMOTE_MISCHIEVOUS_NOBODY (entity a) { emote_mischievous_nobody [&EMT&$a$ is up to something.] } // HASH_VALUE 25AFBC0DCC89A41B EMOTE_MISCHIEVOUS_SELF (entity a) { emote_mischievous_self [&EMT&$a$ has a dirty trick in mind, and a plan at hand.] } // HASH_VALUE 6978C34BA8D2A6F9 EMOTE_MISCHIEVOUS_TARGET (entity a, entity t) { emote_mischievous_target [&EMT&$a$ smiles mischieviously at $t$.] } // HASH_VALUE 338395659327ADA2 EMOTE_MOCKING_NOBODY (player a) { (a.gender = male) emote_mocking_nobody_m [&EMT&$a$ imitates the people around him.] (a.gender = female) emote_mocking_nobody_f [&EMT&$a$ imitates the people around her.] } // HASH_VALUE 3C8504AEF107D182 EMOTE_MOCKING_SELF (player a) { (a.gender = male) emote_mocking_self_m [&EMT&$a$ plays the fool with a perfect impression of himself.] (a.gender = female) emote_mocking_self_f [&EMT&$a$ plays the fool with a perfect impression of herself.] } // HASH_VALUE 42B4C61E1FED87F4 EMOTE_MOCKING_TARGET (entity a, player t) { (t.gender = male) emote_mocking_target_m [&EMT&$a$ ridicules $t$, imitating all his gestures.] (t.gender = female) emote_mocking_target_f [&EMT&$a$ ridicules $t$, imitating all her gestures.] } // HASH_VALUE 34572E9E541F7E25 EMOTE_NERVOUS_NOBODY (entity a) { emote_nervous_nobody [&EMT&$a$ progresses nervously.] } // HASH_VALUE 1ED8A0AF1ABB0A52 EMOTE_NERVOUS_SELF (player a) { (a.gender = male) emote_nervous_self_m [&EMT&$a$ is naturally nervous.] (a.gender = female) emote_nervous_self_f [&EMT&$a$ is naturally nervous.] } // HASH_VALUE D90479576A965979 EMOTE_NERVOUS_TARGET (player a, player t) { (a.gender = male & t.gender = male) emote_nervous_target_mm [&EMT&$a$ tells $t$ he is making him nervous.] (a.gender = male & t.gender = female) emote_nervous_target_mf [&EMT&$a$ tells $t$ she is making him nervous.] (a.gender = female & t.gender = male) emote_nervous_target_fm [&EMT&$a$ tells $t$ he is making her nervous.] (a.gender = female & t.gender = female) emote_nervous_target_ff [&EMT&$a$ tells $t$ she is making her nervous.] } // HASH_VALUE 53172135349F1EFD EMOTE_NEUTRAL_NOBODY (entity a) { emote_neutral_nobody [&EMT&$a$ is neutral.] } // HASH_VALUE B5CCCA0A2375DACF EMOTE_NEUTRAL_SELF (entity a) { emote_neutral_self [&EMT&$a$ refuses to take a stand.] } // HASH_VALUE B867755E5DCC6CBC EMOTE_NEUTRAL_TARGET (entity a, entity t) { emote_neutral_target [&EMT&$a$ is neutral on this matter, $t$.] } // HASH_VALUE 411CD32FFBB63CBC EMOTE_NICE_NOBODY (entity a) { emote_nice_nobody [&EMT&$a$ is nice.] } // HASH_VALUE 03166582F15D36A6 EMOTE_NICE_SELF (player a) { (a.gender = male) emote_nice_self_m [&EMT&$a$ is one of the nicest homins he knows.] (a.gender = female) emote_nice_self_f [&EMT&$a$ is one of the nicest homins she knows.] } // HASH_VALUE D8975DEF7912AFD8 EMOTE_NICE_TARGET (entity a, player t) { (t.gender = male) emote_nice_target_m [&EMT&$a$ tells $t$ how nice he is.] (t.gender = female) emote_nice_target_f [&EMT&$a$ tells $t$ how nice she is.] } // HASH_VALUE B96FBE4C4C206205 EMOTE_NOCLUE_NOBODY (entity a) { emote_noclue_nobody [&EMT&$a$ hasn't a clue.] } // HASH_VALUE DBD4E81C03460C1F EMOTE_NOCLUE_SELF (entity a) { emote_noclue_self [&EMT&$a$ is clueless.] } // HASH_VALUE 130A92B1EC15A15A EMOTE_NOCLUE_TARGET (player a, entity t) { (a.gender = male) emote_noclue_target_m [&EMT&$a$ looks at $t$ and shrug his shoulders, because he has no clue.] (a.gender = female) emote_noclue_target_f [&EMT&$a$ looks at $t$ and shrugs her shoulders, because she has no clue.] } // HASH_VALUE 015CAE8A7AF1425F EMOTE_NONE_NOBODY (entity a) { emote_none_nobody [&EMT&$a$ is in an idling mood.] } // HASH_VALUE 988B8721D396B762 EMOTE_NONE_SELF (entity a) { emote_none_self [&EMT&$a$ doesn't know what to do yet.] } // HASH_VALUE F8C74A035E7B1C57 EMOTE_NONE_TARGET (entity a, entity t) { emote_none_target [&EMT&$a$ won't do anything for $t$, let this be known.] } // HASH_VALUE 6A388CF787630418 EMOTE_NOSTALGIC_NOBODY (entity a) { emote_nostalgic_nobody [&EMT&$a$ feels nostalgic about the past.] } // HASH_VALUE AEE1EA0257AF53D2 EMOTE_NOSTALGIC_SELF (player a) { (a.gender = male) emote_nostalgic_self_m [&EMT&$a$ recollects memories.] (a.gender = female) emote_nostalgic_self_f [&EMT&$a$ recollects memories.] } // HASH_VALUE 4619474B035E975E EMOTE_NOSTALGIC_TARGET (entity a, entity t) { emote_nostalgic_target [&EMT&$a$ evokes memories with $t$.] } // HASH_VALUE 1A79AFD0CC7935EF EMOTE_OBNOXIOUS_NOBODY (entity a) { emote_obnoxious_nobody [&EMT&$a$ is obnoxious] } // HASH_VALUE 955202266CF008B2 EMOTE_OBNOXIOUS_SELF (player a) { (a.gender = male) emote_obnoxious_self_m [&EMT&$a$ is so obnoxious he can barely stand himself.] (a.gender = female) emote_obnoxious_self_f [&EMT&$a$ is so obnoxious she can barely stand herself.] } // HASH_VALUE EAE30BB637F9B35B EMOTE_OBNOXIOUS_TARGET (entity a, entity t) { emote_obnoxious_target [&EMT&$a$ thinks $t$ is obnoxious.] } // HASH_VALUE B55013BA57BAB8D6 EMOTE_OBSCURE_NOBODY (entity a) { emote_obscure_nobody [&EMT&$a$ knows a lot of obscure things.] } // HASH_VALUE 50BD1054C09CF79E EMOTE_OBSCURE_SELF (entity a) { emote_obscure_self [&EMT&$a$ knows some mysterious things.] } // HASH_VALUE 5C7DBA3B2FD38DFB EMOTE_OBSCURE_TARGET (entity a, entity t) { emote_obscure_target [&EMT&$a$ tell $t$ lots of tediously obscure facts.] } // HASH_VALUE F3730A61EAC9EFF9 EMOTE_OBSESSED_NOBODY (entity a) { emote_obsessed_nobody [&EMT&$a$ gets obsessed by something... or someone.] } // HASH_VALUE 9CF5FBB9C350AAD2 EMOTE_OBSESSED_SELF (entity a) { emote_obsessed_self [&EMT&$a$ seems preoccupied, probably obsessed by something.] } // HASH_VALUE BA148BC02D1BB45C EMOTE_OBSESSED_TARGET (entity a, entity t) { emote_obsessed_target [&EMT&$a$ is obsessed by $t$.] } // HASH_VALUE 9ED8FA332D361FA8 EMOTE_OFFENDED_NOBODY (entity a) { emote_offended_nobody [&EMT&$a$ is definitely shocked by what happens around here.] } // HASH_VALUE AE5E33B72584C7E0 EMOTE_OFFENDED_SELF (entity a) { emote_offended_self [&EMT&$a$ will probably be shocked.] } // HASH_VALUE 3DF4185E437864BB EMOTE_OFFENDED_TARGET (entity a, entity t) { emote_offended_target [&EMT&$a$ is really shocked by $t$.] } // HASH_VALUE A44DE42C02D5A7B5 EMOTE_OPTIMISTIC_NOBODY (entity a) { emote_optimistic_nobody [&EMT&$a$ remains optimistic.] } // HASH_VALUE C48EABE82E7579D8 EMOTE_OPTIMISTIC_SELF (entity a) { emote_optimistic_self [&EMT&$a$ thinks everything will be ok.] } // HASH_VALUE 0DD6285C788F3698 EMOTE_OPTIMISTIC_TARGET (entity a, entity t) { emote_optimistic_target [&EMT&$a$ tells $t$ "Don't worry, everything will be ok."] } // HASH_VALUE F7A9EC60C7599563 EMOTE_OVER_NOBODY (entity a) { emote_over_nobody [&EMT&$a$ says, Get over it.] } // HASH_VALUE FE68E3ACC9462549 EMOTE_OVER_SELF (player a) { (a.gender = male) emote_over_self_m [&EMT&$a$ tells himself he is going to get over it.] (a.gender = female) emote_over_self_f [&EMT&$a$ tells herself she is going to get over it.] } // HASH_VALUE 85F99221183EFF88 EMOTE_OVER_TARGET (entity a, entity t) { emote_over_target [&EMT&$a$ got over $t$.] } // HASH_VALUE 00284B433EF498AA EMOTE_PACIFIC_NOBODY (entity a) { emote_pacific_nobody [&EMT&$a$ catches a wave. Ready to surf, dudes!] } // HASH_VALUE F3335A7F865A7246 EMOTE_PACIFIC_SELF (entity a) { emote_pacific_self [&EMT&$a$ looks for a beach.] } // HASH_VALUE 2CE517761828D660 EMOTE_PACIFIC_TARGET (entity a, entity t) { emote_pacific_target [&EMT&$a$ tells $t$ "Relax, dude. Watch the beach."] } // HASH_VALUE C6360923781AB18B EMOTE_PAINFUL_NOBODY (entity a) { emote_painful_nobody [&EMT&$a$ cries ouch.] } // HASH_VALUE 8C2930B8947C9B68 EMOTE_PAINFUL_SELF (entity a) { emote_painful_self [&EMT&$a$ is injured, and yes, it hurts.] } // HASH_VALUE A74BA04B6CFDA0B1 EMOTE_PAINFUL_TARGET (entity a, entity t) { emote_painful_target [&EMT&$a$ sees $t$ suffering.] } // HASH_VALUE BBD740706C2729F5 EMOTE_PANIC_NOBODY (entity a) { emote_panic_nobody [&EMT&$a$ panics.] } // HASH_VALUE 0FCFC2711FA51E34 EMOTE_PANIC_SELF (entity a) { emote_panic_self [&EMT&$a$ is panic-stricken.] } // HASH_VALUE 3DA7636D13CE90FD EMOTE_PANIC_TARGET (entity a, entity t) { emote_panic_target [&EMT&$a$ panics, right in front of $t$.] } // HASH_VALUE F3B7FEA8536FA222 EMOTE_PATIENT_NOBODY (entity a) { emote_patient_nobody [&EMT&$a$ waits patiently.] } // HASH_VALUE 03A5B0CFF6625477 EMOTE_PATIENT_SELF (entity a) { emote_patient_self [&EMT&$a$ shows patience worthy of a noble homin.] } // HASH_VALUE 3E23F53DB3A2BB6A EMOTE_PATIENT_TARGET (entity a, entity t) { emote_patient_target [&EMT&$a$ is patient with $t$.] } // HASH_VALUE 52D0ED13FFBE7C22 EMOTE_PATRIOTIC_NOBODY (player a) { (a.gender = male) emote_patriotic_nobody_m [&EMT&$a$ shows devotion to his host city.] (a.gender = female) emote_patriotic_nobody_f [&EMT&$a$ shows devotion to her host city.] } // HASH_VALUE 4CB1E1A391EF92B3 EMOTE_PATRIOTIC_SELF (entity a) { emote_patriotic_self [&EMT&$a$ waves a flag.] } // HASH_VALUE 960DB293DD3E0243 EMOTE_PATRIOTIC_TARGET (entity a, entity t) { emote_patriotic_target [&EMT&$a$ wonders if $t$ displays any patriotism these days.] } // HASH_VALUE 46E737AF2DB8D4A2 EMOTE_PEDANTIC_NOBODY (player a) { (a.gender = male) emote_pedantic_nobody_m [&EMT&$a$ refuses to use his imagination.] (a.gender = female) emote_pedantic_nobody_f [&EMT&$a$ refuses to use her imagination.] } // HASH_VALUE 1ACDA97FCDF6E9BE EMOTE_PEDANTIC_SELF (entity a) { emote_pedantic_self [&EMT&$a$ stays narrow-minded, and likes it that way.] } // HASH_VALUE 4D583B2B06305548 EMOTE_PEDANTIC_TARGET (entity a, entity t) { emote_pedantic_target [&EMT&$a$ lectures $t$ nitpickingly.] } // HASH_VALUE 330AC03CE840AD84 EMOTE_PERTURBED_NOBODY (entity a) { emote_perturbed_nobody [&EMT&$a$ is in a sulky and perturbed mood.] } // HASH_VALUE 2B6DFA8DDBA63702 EMOTE_PERTURBED_SELF (entity a) { emote_perturbed_self [&EMT&$a$ is feeling a bit out of sorts.] } // HASH_VALUE 44D92F60466E6666 EMOTE_PERTURBED_TARGET (entity a, entity t) { emote_perturbed_target [&EMT&$a$ is perturbed by $t$.] } // HASH_VALUE 5993E13D019A7B70 EMOTE_PESSIMISTIC_NOBODY (entity a) { emote_pessimistic_nobody [&EMT&$a$ is everything but optimistic.] } // HASH_VALUE 6CF5159CF6733A17 EMOTE_PESSIMISTIC_SELF (entity a) { emote_pessimistic_self [&EMT&$a$ knows it isn't going to work.] } // HASH_VALUE 5EC3E43FA62461E4 EMOTE_PESSIMISTIC_TARGET (entity a, entity t) { emote_pessimistic_target [&EMT&$a$ doesn't think it'll work, $t$.] } // HASH_VALUE 2584EADA13BE1852 EMOTE_PETULANT_NOBODY (entity a) { emote_petulant_nobody [&EMT&$a$ gets quarrelsome.] } // HASH_VALUE 8AA637C937F30128 EMOTE_PETULANT_SELF (player a) { (a.gender = male) emote_petulant_self_m [&EMT&$a$ is known for his mood swings.] (a.gender = female) emote_petulant_self_f [&EMT&$a$ is known for her mood swings.] } // HASH_VALUE 43F2417762393D32 EMOTE_PETULANT_TARGET (entity a, entity t) { emote_petulant_target [&EMT&$a$ carries on the discussion with $t$ peevishly.] } // HASH_VALUE C368BA6DA2434E36 EMOTE_PHILOSOPHICAL_NOBODY (entity a) { emote_philosophical_nobody [&EMT&$a$ meditates on the world.] } // HASH_VALUE 2A2628DB7CF53F4D EMOTE_PHILOSOPHICAL_SELF (entity a) { emote_philosophical_self [&EMT&$a$ has a few theories.] } // HASH_VALUE 3CCA9C3D47E449B1 EMOTE_PHILOSOPHICAL_TARGET (entity a, entity t) { emote_philosophical_target [&EMT&$a$ becomes philosophical when with $t$.] } // HASH_VALUE 0C2CE690C7B072FF EMOTE_PITYING_NOBODY (entity a) { emote_pitying_nobody [&EMT&$a$ pities everybody.] } // HASH_VALUE 6BADA86513A1FCA6 EMOTE_PITYING_SELF (player a) { (a.gender = male) emote_pitying_self_m [&EMT&$a$ feels sorry for himself, don't mind him.] (a.gender = female) emote_pitying_self_f [&EMT&$a$ feels sorry for herself, don't mind her.] } // HASH_VALUE A31D80D97C0D937E EMOTE_PITYING_TARGET (entity a, entity t) { emote_pitying_target [&EMT&$a$ gives $t$ a pitying look.] } // HASH_VALUE AE58AAF99EB60FCB EMOTE_PLAYFUL_NOBODY (entity a) { emote_playful_nobody [&EMT&$a$ is in a playful mood.] } // HASH_VALUE 6C5BAF642F5BF8F9 EMOTE_PLAYFUL_SELF (entity a) { emote_playful_self [&EMT&$a$ is so happy he jumps all over the place.] } // HASH_VALUE F6DF8F4431D1370D EMOTE_PLAYFUL_TARGET (entity a, entity t) { emote_playful_target [&EMT&$a$ looks at $t$ playfully.] } // HASH_VALUE 5B5DA284165F82D1 EMOTE_PLEASED_NOBODY (entity a) { emote_pleased_nobody [&EMT&$a$ smiles, pleased.] } // HASH_VALUE 7292EDA7C0197454 EMOTE_PLEASED_SELF (player a) { (a.gender = male) emote_pleased_self_m [&EMT&$a$ is clearly pleased with himself.] (a.gender = female) emote_pleased_self_f [&EMT&$a$ is clearly pleased with herself.] } // HASH_VALUE FF32212D71827769 EMOTE_PLEASED_TARGET (entity a, entity t) { emote_pleased_target [&EMT&$a$ is pleased with $t$.] } // HASH_VALUE 2DF487EE287079DA EMOTE_POINTBACK_NOBODY (entity a) { emote_pointback_nobody [&EMT&$a$ points back.] } // HASH_VALUE 36A3BBD6AE2033D5 EMOTE_POINTBACK_SELF (player a) { (a.gender = male) emote_pointback_self_m [&EMT&$a$ points back.] (a.gender = female) emote_pointback_self_f [&EMT&$a$ points back.] } // HASH_VALUE 1C417488AAA976CF EMOTE_POINTBACK_TARGET (player a, entity t) { (a.gender = male) emote_pointback_target_m [&EMT&$a$ points back. "Back there, $t$."] (a.gender = female) emote_pointback_target_f [&EMT&$a$ points back. "Back there, $t$."] } // HASH_VALUE 7EC13C1CC5115B1D EMOTE_POINTFRONT_NOBODY (entity a) { emote_pointfront_nobody [&EMT&$a$ points straight ahead.] } // HASH_VALUE 7BEB90F605D37D57 EMOTE_POINTFRONT_SELF (entity a) { emote_pointfront_self [&EMT&$a$ points straight ahead. "I'm going there."] } // HASH_VALUE 86BF964B06392611 EMOTE_POINTFRONT_TARGET (player a, entity t) { (a.gender = male) emote_pointfront_target_m [&EMT&$a$ points straight ahead of himdelf. "Straight ahead, $t$."] (a.gender = female) emote_pointfront_target_f [&EMT&$a$ points straight ahead of herself. "Straight ahead, $t$."] } // HASH_VALUE F9EA88E3ED9091F8 EMOTE_POINTLEFT_NOBODY (entity a) { emote_pointleft_nobody [&EMT&$a$ points left. That way.] } // HASH_VALUE BF16C24BC72AA4B0 EMOTE_POINTLEFT_SELF (entity a) { emote_pointleft_self [&EMT&$a$ points left. "I'm going that way."] } // HASH_VALUE E08EC4CF745197A4 EMOTE_POINTLEFT_TARGET (entity a, entity t) { emote_pointleft_target [&EMT&$a$ points left. "That way, $t$."] } // HASH_VALUE C9DD3C19979147D8 EMOTE_POINTRIGHT_NOBODY (entity a) { emote_pointright_nobody [&EMT&$a$ points right. This way.] } // HASH_VALUE CC7258615A8B27F3 EMOTE_POINTRIGHT_SELF (entity a) { emote_pointright_self [&EMT&$a$ points right. "I'm going this way."] } // HASH_VALUE 72F77ADCDB6F1F38 EMOTE_POINTRIGHT_TARGET (entity a, entity t) { emote_pointright_target [&EMT&$a$ points right. "This way, $t$."] } // HASH_VALUE BBE8546B34771503 EMOTE_POINT_NOBODY (entity a) { emote_point_nobody [&EMT&$a$ seems to be pointing at something.] } // HASH_VALUE 7D6070012B653B77 EMOTE_POINT_SELF (player a) { (a.gender = male) emote_point_self_m [&EMT&$a$ points at himself. "Me."] (a.gender = female) emote_point_self_f [&EMT&$a$ points at herself. "Me."] } // HASH_VALUE 190E559B5DB27F72 EMOTE_POINT_TARGET (entity a, entity t) { emote_point_target [&EMT&$a$ points at $t$.] } // HASH_VALUE 3C468EA8CA217A60 EMOTE_POLITE_NOBODY (entity a) { emote_polite_nobody [&EMT&$a$ waits politely.] } // HASH_VALUE 2E6AABCFD33E2782 EMOTE_POLITE_SELF (entity a) { emote_polite_self [&EMT&$a$ is too polite to do any harm to anyone.] } // HASH_VALUE 5B643AC8902B492A EMOTE_POLITE_TARGET (entity a, entity t) { emote_polite_target [&EMT&$a$ smiles politely at $t$.] } // HASH_VALUE A9647E1B79F60B60 EMOTE_POMPOUS_NOBODY (entity a) { emote_pompous_nobody [&EMT&$a$ struts about pompously.] } // HASH_VALUE 5DB033EE8952F687 EMOTE_POMPOUS_SELF (player a) { (a.gender = male) emote_pompous_self_m [&EMT&$a$ is full of pride. He thinks he is the best .] (a.gender = female) emote_pompous_self_f [&EMT&$a$ is full of pride. She thinks she is the best.] } // HASH_VALUE 22FE393E4CFF9383 EMOTE_POMPOUS_TARGET (entity a, entity t) { emote_pompous_target [&EMT&$a$ calls $t$ a pompous showoff.] } // HASH_VALUE 3A08A6D7957BF87E EMOTE_POWERFUL_NOBODY (entity a) { emote_powerful_nobody [&EMT&$a$ radiates power.] } // HASH_VALUE B5C1F923E0391C72 EMOTE_POWERFUL_SELF (entity a) { emote_powerful_self [&EMT&$a$ is the most powerful in the area!] } // HASH_VALUE E4B7CFB933B70753 EMOTE_POWERFUL_TARGET (entity a, entity t) { emote_powerful_target [&EMT&$a$ knows $t$ is powerful.] } // HASH_VALUE CDC002584F7C36D7 EMOTE_PRAYING_NOBODY (entity a) { emote_praying_nobody [&EMT&$a$ looks to the sky for guidance.] } // HASH_VALUE E61813993F7D98B8 EMOTE_PRAYING_SELF (entity a) { emote_praying_self [&EMT&It seems $a$ needs a divine intervention.] } // HASH_VALUE 22B23C920E378C7A EMOTE_PRAYING_TARGET (entity a, entity t) { emote_praying_target [&EMT&$a$ seeks enlightenment for $t$.] } // HASH_VALUE 1F34A94554D35FD9 EMOTE_PROUD_NOBODY (entity a) { emote_proud_nobody [&EMT&$a$ is proud and strong.] } // HASH_VALUE 4F595D70181695AB EMOTE_PROUD_SELF (player a) { (a.gender = male) emote_proud_self_m [&EMT&$a$ seems proud of himself.] (a.gender = female) emote_proud_self_f [&EMT&$a$ seems proud of herself.] } // HASH_VALUE F7BD7A4CA68A2097 EMOTE_PROUD_TARGET (entity a, entity t) { emote_proud_target [&EMT&$a$ is so proud of $t$.] } // HASH_VALUE DCD37DD6CBBA7F13 EMOTE_PROVOCATIVE_NOBODY (entity a) { emote_provocative_nobody [&EMT&$a$ strikes a provocative pose.] } // HASH_VALUE 218C2D2BD6FED441 EMOTE_PROVOCATIVE_SELF (entity a) { emote_provocative_self [&EMT&$a$ is fairly easy to provoke at the moment.] } // HASH_VALUE 50232BA60C98E1DA EMOTE_PROVOCATIVE_TARGET (entity a, entity t) { emote_provocative_target [&EMT&$a$ attempts to provoke $t$.] } // HASH_VALUE 2154573D7D8BAD32 EMOTE_PUZZLED_NOBODY (entity a) { emote_puzzled_nobody [&EMT&$a$ is trying to understand something.] } // HASH_VALUE 64CFBE66318A6453 EMOTE_PUZZLED_SELF (player a) { (a.gender = male) emote_puzzled_self_m [&EMT&$a$ occasionally manages to puzzle himself.] (a.gender = female) emote_puzzled_self_f [&EMT&$a$ occasionally manages to puzzle herself.] } // HASH_VALUE 98FE95B64D8F3832 EMOTE_PUZZLED_TARGET (entity a, entity t) { emote_puzzled_target [&EMT&$a$ looks at $t$ with a puzzled look.] } // HASH_VALUE D17E4D69A1D8F96D EMOTE_QUIET_NOBODY (entity a) { emote_quiet_nobody [&EMT&$a$ is calm.] } // HASH_VALUE D8F58AEEB3F75419 EMOTE_QUIET_SELF (entity a) { emote_quiet_self [&EMT&$a$ stays calm.] } // HASH_VALUE 31FF2AF2CA69FBA5 EMOTE_QUIET_TARGET (entity a, entity t) { emote_quiet_target [&EMT&$a$ recovers peace when with $t$.] } // HASH_VALUE 1E66BEE0CFE552D5 EMOTE_READY_NOBODY (entity a) { emote_ready_nobody [&EMT&$a$ is ready to do something.] } // HASH_VALUE D7F4D7805F3AF54B EMOTE_READY_SELF (player a) { (a.gender = male) emote_ready_self_m [&EMT&$a$ lets everyone know he is ready.] (a.gender = female) emote_ready_self_f [&EMT&$a$ lets everyone know she is ready.] } // HASH_VALUE 349B4DC6CC69D3D7 EMOTE_READY_TARGET (entity a, entity t) { emote_ready_target [&EMT&$a$ turns to $t$. "Ready?"] } // HASH_VALUE E870515301D7FF71 EMOTE_REASSURED_NOBODY (entity a) { emote_reassured_nobody [&EMT&$a$ finds the situation to be reassuring.] } // HASH_VALUE EADB28E00A7C3CFE EMOTE_REASSURED_SELF (entity a) { emote_reassured_self [&EMT&$a$ has no worries, and is reassured.] } // HASH_VALUE 1898474ECBE6F273 EMOTE_REASSURED_TARGET (entity a, entity t) { emote_reassured_target [&EMT&$a$ nods to $t$, reassured.] } // HASH_VALUE 492790261CBC1B13 EMOTE_REBELLIOUS_NOBODY (entity a) { emote_rebellious_nobody [&EMT&$a$ seems to prompt a rebellion.] } // HASH_VALUE 24A139660B9ABE45 EMOTE_REBELLIOUS_SELF (entity a) { emote_rebellious_self [&EMT&$a$ decides to become a rebel, perhaps with a cause.] } // HASH_VALUE 3673667A834D53B5 EMOTE_REBELLIOUS_TARGET (entity a, entity t) { emote_rebellious_target [&EMT&$a$ tries to get $t$ to rebel.] } // HASH_VALUE 8F2E3B33B78B41EF EMOTE_RECKLESS_NOBODY (entity a) { emote_reckless_nobody [&EMT&$a$ charges onward recklessly.] } // HASH_VALUE 92A3BD7C5EB0C904 EMOTE_RECKLESS_SELF (entity a) { emote_reckless_self [&EMT&$a$ charges without thinking.] } // HASH_VALUE E20E3FF7D70496B2 EMOTE_RECKLESS_TARGET (entity a, entity t) { emote_reckless_target [&EMT&$a$ proceeds, without regard to $t$.] } // HASH_VALUE B5931024A7E3CE43 EMOTE_REGRETFUL_NOBODY (player a) { (a.gender = male) emote_regretful_nobody_m [&EMT&$a$ knows he is going to regret this.] (a.gender = female) emote_regretful_nobody_f [&EMT&$a$ knows she is going to regret this.] } // HASH_VALUE 805710674A7BBC26 EMOTE_REGRETFUL_SELF (player a) { (a.gender = male) emote_regretful_self_m [&EMT&$a$ is already sorry about what he did.] (a.gender = female) emote_regretful_self_f [&EMT&$a$ is already sorry about what she did.] } // HASH_VALUE EF09C445AD81E326 EMOTE_REGRETFUL_TARGET (entity a, entity t) { emote_regretful_target [&EMT&$a$ knows $t$ is going to regret it.] } // HASH_VALUE 296E0D0B1DE8AB54 EMOTE_RELAXED_NOBODY (entity a) { emote_relaxed_nobody [&EMT&$a$ is perfectly relaxed.] } // HASH_VALUE 465BE5F75438FF3E EMOTE_RELAXED_SELF (entity a) { emote_relaxed_self [&EMT&$a$ always finds a way to relax.] } // HASH_VALUE E7A838D3B3E73883 EMOTE_RELAXED_TARGET (entity a, entity t) { emote_relaxed_target [&EMT&$a$ is relaxed and thinks $t$ needs to relax, too.] } // HASH_VALUE A021B57DD46FA044 EMOTE_RELIEVED_NOBODY (entity a) { emote_relieved_nobody [&EMT&$a$ is relieved.] } // HASH_VALUE B6CC99EB6E550205 EMOTE_RELIEVED_SELF (player a) { (a.gender = male) emote_relieved_self_m [&EMT&$a$ feels a wave of relief wash over him.] (a.gender = female) emote_relieved_self_f [&EMT&$a$ feels a wave of relief wash over her.] } // HASH_VALUE 4B22CC00DBA823A4 EMOTE_RELIEVED_TARGET (entity a, entity t) { emote_relieved_target [&EMT&$a$ sighs, relieved thanks to $t$.] } // HASH_VALUE 391A1B3B2503D731 EMOTE_RELUCTANT_NOBODY (entity a) { emote_reluctant_nobody [&EMT&$a$ accepts, reluctantly.] } // HASH_VALUE 2591B6CF40E5D53C EMOTE_RELUCTANT_SELF (entity a) { emote_reluctant_self [&EMT&$a$ doesn't really want to do this, but does anyway.] } // HASH_VALUE 9658E7A0A3B4B04C EMOTE_RELUCTANT_TARGET (entity a, entity t) { emote_reluctant_target [&EMT&$a$ follows $t$ reluctantly.] } // HASH_VALUE EFAD5C301357D72B EMOTE_REMORSEFUL_NOBODY (entity a) { emote_remorseful_nobody [&EMT&$a$ looks down, remorseful.] } // HASH_VALUE C060B63B2FD78189 EMOTE_REMORSEFUL_SELF (entity a) { emote_remorseful_self [&EMT&$a$ shows signs of remorse.] } // HASH_VALUE 8700BEB6E70BF749 EMOTE_REMORSEFUL_TARGET (entity a, entity t) { emote_remorseful_target [&EMT&$a$ feels bad in front of $t$.] } // HASH_VALUE 1E61D973F899C34E EMOTE_RESIGNED_NOBODY (entity a) { emote_resigned_nobody [&EMT&$a$ resigns.] } // HASH_VALUE F35A20722FD3A436 EMOTE_RESIGNED_SELF (entity a) { emote_resigned_self [&EMT&$a$ is resigned to the inevitable.] } // HASH_VALUE 30E21B4E5D567FE0 EMOTE_RESIGNED_TARGET (entity a, entity t) { emote_resigned_target [&EMT&$a$ gives in to $t$.] } // HASH_VALUE E89F41FA76C29034 EMOTE_RESPECTFUL_NOBODY (entity a) { emote_respectful_nobody [&EMT&$a$ stays calm and respectful.] } // HASH_VALUE D97F281B9084C27C EMOTE_RESPECTFUL_SELF (entity a) { emote_respectful_self [&EMT&$a$ stays calm and respectful.] } // HASH_VALUE 3E9C35A4AFD69A58 EMOTE_RESPECTFUL_TARGET (entity a, entity t) { emote_respectful_target [&EMT&$a$ respects $t$.] } // HASH_VALUE A3FA0BCEB68049A9 EMOTE_REVENGEFUL_NOBODY (entity a) { emote_revengeful_nobody [&EMT&$a$ takes revenge.] } // HASH_VALUE 2E306596A6C62513 EMOTE_REVENGEFUL_SELF (player a) { (a.gender = male) emote_revengeful_self_m [&EMT&$a$ will have his revenge! Just you wait!] (a.gender = female) emote_revengeful_self_f [&EMT&$a$ will have her revenge! Just you wait!] } // HASH_VALUE 428EF41ECC1195CC EMOTE_REVENGEFUL_TARGET (player a, entity t) { (a.gender = male) emote_revengeful_target_m [&EMT&$a$ is preparing his revenge on $t$.] (a.gender = female) emote_revengeful_target_f [&EMT&$a$ is preparing her revenge on $t$.] } // HASH_VALUE CEAF167EF2745907 EMOTE_RICE_NOBODY (entity a) { emote_rice_nobody [&EMT&$a$ tosses rice to party.] } // HASH_VALUE CE31CA2389113065 EMOTE_RICE_SELF (player a) { (a.gender = male) emote_rice_self_m [&EMT&$a$ sprinkles rice on himself to party.] (a.gender = female) emote_rice_self_f [&EMT&$a$ sprinkles rice on herself to party.] } // HASH_VALUE DFB6677496693B4C EMOTE_RICE_TARGET (entity a, entity t) { emote_rice_target [&EMT&$a$ tosses rice at $t$.] } // HASH_VALUE A0079116FFD1372F EMOTE_RIDICULE_NOBODY (entity a) { emote_ridicule_nobody [&EMT&$a$ thinks things are getting ridiculous.] } // HASH_VALUE CD1D7B8B8CF311BC EMOTE_RIDICULE_SELF (player a) { (a.gender = male) emote_ridicule_self_m [&EMT&$a$ makes fun of himself before someone else does.] (a.gender = female) emote_ridicule_self_f [&EMT&$a$ makes fun of herself before someone else does.] } // HASH_VALUE C140BAD0DD9B5AD8 EMOTE_RIDICULE_TARGET (entity a, entity t) { emote_ridicule_target [&EMT&$a$ makes fun of $t$.] } // HASH_VALUE 5CF289FEE11C88E2 EMOTE_RIGHTEOUS_NOBODY (entity a) { emote_righteous_nobody [&EMT&$a$ walks along a path of righteousness.] } // HASH_VALUE 042E460C89BBF480 EMOTE_RIGHTEOUS_SELF (entity a) { emote_righteous_self [&EMT&$a$ is free from any guilt or sin.] } // HASH_VALUE 99BAB9B9154D51EB EMOTE_RIGHTEOUS_TARGET (entity a, entity t) { emote_righteous_target [&EMT&$a$ releases a moralizing anger on $t$.] } // HASH_VALUE CD454132C3C44627 EMOTE_ROMANTIC_NOBODY (entity a) { emote_romantic_nobody [&EMT&$a$ takes out the candles, flowers and liquor.] } // HASH_VALUE B94C11DB9929C3D5 EMOTE_ROMANTIC_SELF (player a) { (a.gender = male) emote_romantic_self_m [&EMT&$a$ is in for something special.] (a.gender = female) emote_romantic_self_f [&EMT&$a$ is in for something special.] } // HASH_VALUE C44B9C4EE492A619 EMOTE_ROMANTIC_TARGET (entity a, entity t) { emote_romantic_target [&EMT&$a$ composes an epic and romantic ode to $t$.] } // HASH_VALUE 1914E4EB8D3FFD70 EMOTE_RUDE_NOBODY (entity a) { emote_rude_nobody [&EMT&$a$ chokes rudely with laughter.] } // HASH_VALUE 4F23C09875799F4F EMOTE_RUDE_SELF (entity a) { emote_rude_self [&EMT&$a$ isn't paying attention to you. How rude.] } // HASH_VALUE 26759B61485F6172 EMOTE_RUDE_TARGET (entity a, entity t) { emote_rude_target [&EMT&$a$ aims a rude gesture at $t$.] } // HASH_VALUE 68DB1F4AC7CEFC30 EMOTE_SAD_NOBODY (entity a) { emote_sad_nobody [&EMT&$a$ looks around sadly.] } // HASH_VALUE 84316C8E70931A15 EMOTE_SAD_SELF (entity a) { emote_sad_self [&EMT&$a$ could use a hug.] } // HASH_VALUE 0A663D588B5F044A EMOTE_SAD_TARGET (player a, entity t) { (a.gender = male) emote_sad_target_m [&EMT&$a$ shakes his head sadly at $t$.] (a.gender = female) emote_sad_target_f [&EMT&$a$ shakes her head sadly at $t$.] } // HASH_VALUE F74EEC426440A1F9 EMOTE_SARCASTIC_NOBODY (entity a) { emote_sarcastic_nobody [&EMT&$a$ smiles sarcastically.] } // HASH_VALUE A7BB72842CF16774 EMOTE_SARCASTIC_SELF (entity a) { emote_sarcastic_self [&EMT&$a$ was being sarcastic.] } // HASH_VALUE 23354D3F6867DDAC EMOTE_SARCASTIC_TARGET (entity a, entity t) { emote_sarcastic_target [&EMT&$a$ wonders if $t$ is being sarcastic.] } // HASH_VALUE ADFA9CB3B14CB7AF EMOTE_SCARED_NOBODY (entity a) { emote_scared_nobody [&EMT&$a$ trembles, just a bit scared.] } // HASH_VALUE E8BAA31FAD8AF7ED EMOTE_SCARED_SELF (player a) { (a.gender = male) emote_scared_self_m [&EMT&$a$ scares himself. Boo!] (a.gender = female) emote_scared_self_f [&EMT&$a$ scares herself. Boo!] } // HASH_VALUE FEF95E68E1A6293A EMOTE_SCARED_TARGET (entity a, entity t) { emote_scared_target [&EMT&$a$ is scared of $t$.] } // HASH_VALUE 5D666DC006DA8657 EMOTE_SCOLDING_NOBODY (entity a) { emote_scolding_nobody [&EMT&$a$ looks ready to scold someone.] } // HASH_VALUE 84C4A262BDA50856 EMOTE_SCOLDING_SELF (player a) { (a.gender = male) emote_scolding_self_m [&EMT&$a$ scolds himself. "I'm not a nice person."] (a.gender = female) emote_scolding_self_f [&EMT&$a$ scolds herself. "I'm not a nice person."] } // HASH_VALUE FB5E8BD308566CEC EMOTE_SCOLDING_TARGET (entity a, entity t) { emote_scolding_target [&EMT&$a$ scolds $t$ harshly] } // HASH_VALUE 45FA7F9747CCEA06 EMOTE_SEDATE_NOBODY (entity a) { emote_sedate_nobody [&EMT&$a$ is quite sedate.] } // HASH_VALUE 6D074D90853F90BA EMOTE_SEDATE_SELF (entity a) { emote_sedate_self [&EMT&$a$ needs to be sedated.] } // HASH_VALUE B2383D61736188D6 EMOTE_SEDATE_TARGET (entity a, entity t) { emote_sedate_target [&EMT&$a$ sedates $t$.] } // HASH_VALUE A6336FFCF135FB9C EMOTE_SELFISH_NOBODY (entity a) { emote_selfish_nobody [&EMT&$a$ has selfish thoughts.] } // HASH_VALUE E91936491F34A25D EMOTE_SELFISH_SELF (entity a) { emote_selfish_self [&EMT&$a$ is being selfish right now.] } // HASH_VALUE 48F763DA8406EB38 EMOTE_SELFISH_TARGET (entity a, entity t) { emote_selfish_target [&EMT&$a$ considers $t$ to be selfish.] } // HASH_VALUE 94C698AA1B3F3604 EMOTE_SERIOUS_NOBODY (entity a) { emote_serious_nobody [&EMT&$a$ gets serious.] } // HASH_VALUE D1D8F7C97D960F44 EMOTE_SERIOUS_SELF (entity a) { emote_serious_self [&EMT&$a$ straightens up and acts serious.] } // HASH_VALUE 4BF5C0CFB7658383 EMOTE_SERIOUS_TARGET (entity a, entity t) { emote_serious_target [&EMT&$a$ tells $t$ to be serious.] } // HASH_VALUE 9C73B3A8CE0B2472 EMOTE_SHAMELESS_NOBODY (entity a) { emote_shameless_nobody [&EMT&$a$ is not ashamed.] } // HASH_VALUE 18FCCA9EE038636A EMOTE_SHAMELESS_SELF (entity a) { emote_shameless_self [&EMT&$a$ struts shamelessly.] } // HASH_VALUE F904B667312EB107 EMOTE_SHAMELESS_TARGET (entity a, entity t) { emote_shameless_target [&EMT&$a$ wonders if $t$ ever felt ashamed.] } // HASH_VALUE 840F4B2BAD1475E4 EMOTE_SHEEPISH_NOBODY (entity a) { emote_sheepish_nobody [&EMT&$a$ suddenly looks sheepish.] } // HASH_VALUE F70EB4C397E127E8 EMOTE_SHEEPISH_SELF (player a) { (a.gender = male) emote_sheepish_self_m [&EMT&$a$ moves his feet sheepishly.] (a.gender = female) emote_sheepish_self_f [&EMT&$a$ moves her feet sheepishly.] } // HASH_VALUE 0AE888B93B9E0C5C EMOTE_SHEEPISH_TARGET (entity a, entity t) { emote_sheepish_target [&EMT&$a$ looks sheepishly at $t$.] } // HASH_VALUE 23CFB2854FA03FEB EMOTE_SHIFTY_NOBODY (entity a) { emote_shifty_nobody [&EMT&$a$ shifts herself, either out of suspicion or perhaps out of calculated self-interest.] } // HASH_VALUE C631E664BE3752EA EMOTE_SHIFTY_SELF (entity a) { emote_shifty_self [&EMT&$a$ looks around shiftily.] } // HASH_VALUE 1A15E2CACDD7A5F6 EMOTE_SHIFTY_TARGET (entity a, entity t) { emote_shifty_target [&EMT&$a$ looks shiftily at $t$.] } // HASH_VALUE 0F45E96243103EEE EMOTE_SHOCKED_NOBODY (entity a) { emote_shocked_nobody [&EMT&$a$ is shocked.] } // HASH_VALUE 89BBE149E42506BA EMOTE_SHOCKED_SELF (entity a) { emote_shocked_self [&EMT&$a$ is too shocked to answer.] } // HASH_VALUE 8AC0BCDBB316A3C8 EMOTE_SHOCKED_TARGET (entity a, entity t) { emote_shocked_target [&EMT&$a$ seems shocked by $t$.] } // HASH_VALUE 65BF35DB36D97458 EMOTE_SHUTUP_NOBODY (entity a) { emote_shutup_nobody [&EMT&$a$ has trouble concentrating. Could everyone please shut up?] } // HASH_VALUE 529EA4503F4493D0 EMOTE_SHUTUP_SELF (player a) { (a.gender = male) emote_shutup_self_m [&EMT&$a$ mutters that he should probably shut up now.] (a.gender = female) emote_shutup_self_f [&EMT&$a$ mutters that she should probably shut up now.] } // HASH_VALUE 021D5B3065E8DAF0 EMOTE_SHUTUP_TARGET (entity a, entity t) { emote_shutup_target [&EMT&$a$ wants $t$ to shut up.] } // HASH_VALUE 544BB7713CDE093D EMOTE_SHY_NOBODY (entity a) { emote_shy_nobody [&EMT&$a$ is not saying much.] } // HASH_VALUE 564291BD348E8FFC EMOTE_SHY_SELF (entity a) { emote_shy_self [&EMT&$a$ mumbles quietly about being very shy.] } // HASH_VALUE 35375E6FA5166C10 EMOTE_SHY_TARGET (entity a, entity t) { emote_shy_target [&EMT&$a$ glances shyly at $t$] } // HASH_VALUE BFBD27CEAEA82403 EMOTE_SIGH_NOBODY (entity a) { emote_sigh_nobody [&EMT&$a$ sighs.] } // HASH_VALUE 80C090918BC6A8F4 EMOTE_SIGH_SELF (player a) { (a.gender = male) emote_sigh_self_m [&EMT&$a$ softly sighs.] (a.gender = female) emote_sigh_self_f [&EMT&$a$ softly sighs.] } // HASH_VALUE DEFFCE42B5786807 EMOTE_SIGH_TARGET (entity a, entity t) { emote_sigh_target [&EMT&$a$ sighs loudly when facing $t$.] } // HASH_VALUE EAD7CE9399EDDF56 EMOTE_SILENCE_NOBODY (entity a) { emote_silence_nobody [&EMT&$a$ calls for silence.] } // HASH_VALUE 2C0591E5C03047BE EMOTE_SILENCE_SELF (entity a) { emote_silence_self [&EMT&$a$ did not say anything.] } // HASH_VALUE 83FC77303C5DCE1D EMOTE_SILENCE_TARGET (entity a, entity t) { emote_silence_target [&EMT&$a$ signals to $t$. Hush.] } // HASH_VALUE 1D551687CC3EA970 EMOTE_SILLY_NOBODY (entity a) { emote_silly_nobody [&EMT&$a$ thinks it's silly.] } // HASH_VALUE 9F584663D4246273 EMOTE_SILLY_SELF (entity a) { emote_silly_self [&EMT&$a$ is silly, and knows it.] } // HASH_VALUE F8ED5A91F1D20AB8 EMOTE_SILLY_TARGET (entity a, entity t) { emote_silly_target [&EMT&$a$ says $t$ is silly.] } // HASH_VALUE 0DEC8CE4A09000AC EMOTE_SINCERELY_NOBODY (player a) { (a.gender = male) emote_sincerely_nobody_m [&EMT&$a$ means what he says.] (a.gender = female) emote_sincerely_nobody_f [&EMT&$a$ means what she says.] } // HASH_VALUE 8D55C544313196E9 EMOTE_SINCERELY_SELF (entity a) { emote_sincerely_self [&EMT&$a$ is sincere.] } // HASH_VALUE 534244C5301112A0 EMOTE_SINCERELY_TARGET (entity a, entity t) { emote_sincerely_target [&EMT&$a$ nods sincerely to $t$.] } // HASH_VALUE 1A69579A34CEBBBF EMOTE_SLEEPY_NOBODY (entity a) { emote_sleepy_nobody [&EMT&$a$ is falling asleep.] } // HASH_VALUE DDAE5FB5275F04ED EMOTE_SLEEPY_SELF (entity a) { emote_sleepy_self [&EMT&$a$ yawns and stretches. Perhaps it's time for bed.] } // HASH_VALUE 58F4EEDA790E6262 EMOTE_SLEEPY_TARGET (entity a, entity t) { emote_sleepy_target [&EMT&$a$ wonders if $t$ is asleep.] } // HASH_VALUE 79CAEA61FC8099A5 EMOTE_SLY_NOBODY (entity a) { emote_sly_nobody [&EMT&$a$ discreetly eyes the area.] } // HASH_VALUE 18047094573E6219 EMOTE_SLY_SELF (player a) { (a.gender = male) emote_sly_self_m [&EMT&$a$ wears a mocking little smile. What is he up to?] (a.gender = female) emote_sly_self_f [&EMT&$a$ wears a mocking little smile. What is she up to?] } // HASH_VALUE 333749DBFF66140D EMOTE_SLY_TARGET (entity a, entity t) { emote_sly_target [&EMT&$a$ casts a sly glance at $t$.] } // HASH_VALUE C49987F156230343 EMOTE_SMACK_NOBODY (entity a) { emote_smack_nobody [&EMT&$a$ gets ready to smack someone.] } // HASH_VALUE BDA0D2C28748152B EMOTE_SMACK_SELF (player a) { (a.gender = male) emote_smack_self_m [&EMT&$a$ smacks himself, then realizes that it hurts and stops.] (a.gender = female) emote_smack_self_f [&EMT&$a$ smacks herself, then realizes that it hurts and stops.] } // HASH_VALUE B3A262805AB41C9A EMOTE_SMACK_TARGET (entity a, entity t) { emote_smack_target [&EMT&$a$ smacks $t$.] } // HASH_VALUE 19A3D84F2CA83039 EMOTE_SMUG_NOBODY (entity a) { emote_smug_nobody [&EMT&$a$ looks smug.] } // HASH_VALUE 780DF5F744C365CD EMOTE_SMUG_SELF (entity a) { emote_smug_self [&EMT&$a$ smirks.] } // HASH_VALUE B3EB26C1724D7BFB EMOTE_SMUG_TARGET (entity a, entity t) { emote_smug_target [&EMT&$a$ smirks at $t$.] } // HASH_VALUE 50DF5168F287E577 EMOTE_SORRY_NOBODY (entity a) { emote_sorry_nobody [&EMT&$a$ is sorry.] } // HASH_VALUE 920C8B078819254D EMOTE_SORRY_SELF (entity a) { emote_sorry_self [&EMT&$a$ is sincerely sorry.] } // HASH_VALUE 5B3632F393357746 EMOTE_SORRY_TARGET (player a, entity t) { (a.gender = male) emote_sorry_target_m [&EMT&$a$ is sorry, $t$. Can you forgive him?] (a.gender = female) emote_sorry_target_f [&EMT&$a$ is sorry, $t$. Can you forgive her?] } // HASH_VALUE FDE8288F77762A2F EMOTE_SPITEFUL_NOBODY (entity a) { emote_spiteful_nobody [&EMT&$a$ needs to take it out on someone.] } // HASH_VALUE C59B730DA7617BC7 EMOTE_SPITEFUL_SELF (entity a) { emote_spiteful_self [&EMT&$a$ is simply spiteful.] } // HASH_VALUE 5383DBC09A0D5805 EMOTE_SPITEFUL_TARGET (entity a, entity t) { emote_spiteful_target [&EMT&$a$ will do everything to hurt $t$'s feelings.] } // HASH_VALUE B81E1F482A6C06E1 EMOTE_SQUEAMISH_NOBODY (entity a) { emote_squeamish_nobody [&EMT&$a$ is feeling dizzy.] } // HASH_VALUE CD86A5B384609EE9 EMOTE_SQUEAMISH_SELF (entity a) { emote_squeamish_self [&EMT&$a$ keels over.] } // HASH_VALUE 7BC3B3F2F6B9D7DD EMOTE_SQUEAMISH_TARGET (entity a, entity t) { emote_squeamish_target [&EMT&$t$ makes $a$ sick.] } // HASH_VALUE 996494F8EECAB878 EMOTE_STOP_NOBODY (entity a) { emote_stop_nobody [&EMT&$a$ yells "Stop!"] } // HASH_VALUE 15F0F736FB6C26A0 EMOTE_STOP_SELF (player a) { (a.gender = male) emote_stop_self_m [&EMT&$a$ restrains himself from doing what he desires.] (a.gender = female) emote_stop_self_f [&EMT&$a$ restrains herself from doing what she desires.] } // HASH_VALUE F5FB4242AA271E06 EMOTE_STOP_TARGET (entity a, entity t) { emote_stop_target [&EMT&$a$ wants $t$ to stop.] } // HASH_VALUE E28B0C33AEA854DB EMOTE_STRONG_NOBODY (entity a) { emote_strong_nobody [&EMT&$a$ is the strongest in the area!] } // HASH_VALUE BEDD43F4C427A8F1 EMOTE_STRONG_SELF (entity a) { emote_strong_self [&EMT&$a$ flexes and poses.] } // HASH_VALUE DA4256E0994C0AA1 EMOTE_STRONG_TARGET (entity a, entity t) { emote_strong_target [&EMT&$a$ bets $t$ is really strong.] } // HASH_VALUE 425E573AF1586EE7 EMOTE_STUBBORN_NOBODY (entity a) { emote_stubborn_nobody [&EMT&$a$ looks around stubbornly.] } // HASH_VALUE E1599DCFE9137B02 EMOTE_STUBBORN_SELF (player a) { (a.gender = male) emote_stubborn_self_m [&EMT&$a$ is stubborn, and there's nothing you can do about it.] (a.gender = female) emote_stubborn_self_f [&EMT&$a$ is stubborn, and there's nothing you can do about it.] } // HASH_VALUE 5EF7E74AB97E5838 EMOTE_STUBBORN_TARGET (entity a, entity t) { emote_stubborn_target [&EMT&$a$ stubbornly looks at $t$.] } // HASH_VALUE 69D86BCCC1B742E5 EMOTE_SUFFERING_NOBODY (entity a) { emote_suffering_nobody [&EMT&$a$ screams with pain.] } // HASH_VALUE A9C0073B8306A130 EMOTE_SUFFERING_SELF (player a) { (a.gender = male) emote_suffering_self_m [&EMT&$a$ lets everyone know he is in pain.] (a.gender = female) emote_suffering_self_f [&EMT&$a$ lets everyone know she is in pain.] } // HASH_VALUE 530EBB39E03950F8 EMOTE_SUFFERING_TARGET (player a, player t) { (a.gender = male & t.gender = male) emote_suffering_target_mm [&EMT&$a$ wants $t$ to know how much he makes him suffer.] (a.gender = male & t.gender = female) emote_suffering_target_mf [&EMT&$a$ wants $t$ to know how much she makes him suffer.] (a.gender = female & t.gender = male) emote_suffering_target_fm [&EMT&$a$ wants $t$ to know how much he makes her suffer.] (a.gender = female & t.gender = female) emote_suffering_target_ff [&EMT&$a$ wants $t$ to know how much she makes her suffer.] } // HASH_VALUE 6D38C3D6941CCA96 EMOTE_SURPRISED_NOBODY (entity a) { emote_surprised_nobody [&EMT&$a$ looks surprised.] } // HASH_VALUE 8F67E1AC02C15604 EMOTE_SURPRISED_SELF (entity a) { emote_surprised_self [&EMT&$a$ is surprised.] } // HASH_VALUE 43EA4B60868F8266 EMOTE_SURPRISED_TARGET (entity a, entity t) { emote_surprised_target [&EMT&$a$ is surprised by $t$.] } // HASH_VALUE DCF9AC3BB2ED4099 EMOTE_SUSPICIOUS_NOBODY (entity a) { emote_suspicious_nobody [&EMT&$a$ looks at everyone suspiciously.] } // HASH_VALUE C26B94F0E4E437CC EMOTE_SUSPICIOUS_SELF (entity a) { emote_suspicious_self [&EMT&$a$ looks at everyone suspiciously.] } // HASH_VALUE 231A137A5A1C47B1 EMOTE_SUSPICIOUS_TARGET (entity a, entity t) { emote_suspicious_target [&EMT&$a$ looks at $t$ suspiciously.] } // HASH_VALUE F92A8E974F41797B EMOTE_TAUNTING_NOBODY (entity a) { emote_taunting_nobody [&EMT&$a$ provokes the crowd.] } // HASH_VALUE 2D34900AFD683207 EMOTE_TAUNTING_SELF (entity a) { (a.gender = male) emote_taunting_self_m [&EMT&$a$ provokes himself and as a result he is intimidated.] (a.gender = female) emote_taunting_self_f [&EMT&$a$ provokes herself and as a result she is intimidated.] } // HASH_VALUE ABDEAAB10010E7CA EMOTE_TAUNTING_TARGET (entity a, entity t) { emote_taunting_target [&EMT&$a$ provokes $t$.] } // HASH_VALUE 0D64675F0481CB57 EMOTE_TERRIFIED_NOBODY (entity a) { emote_terrified_nobody [&EMT&$a$ recoils in horror, terrified.] } // HASH_VALUE 99B1C3516D01552E EMOTE_TERRIFIED_SELF (player a) { (a.gender = male) emote_terrified_self_m [&EMT&$a$ tries to terrify himself, and fails.] (a.gender = female) emote_terrified_self_f [&EMT&$a$ tries to terrify herself, and fails.] } // HASH_VALUE BCCF2C16F55ABCE5 EMOTE_TERRIFIED_TARGET (player a, entity t) { (a.gender = male) emote_terrified_target_m [&EMT&$a$ looks at $t$ with his eyes wide open, visibly terrified.] (a.gender = female) emote_terrified_target_f [&EMT&$a$ looks at $t$ with her eyes wide open, visibly terrified.] } // HASH_VALUE D9B1D17A998ED859 EMOTE_THANKFUL_NOBODY (entity a) { emote_thankful_nobody [&EMT&$a$ is thankful.] } // HASH_VALUE DC2E1FE997C31436 EMOTE_THANKFUL_SELF (entity a) { emote_thankful_self [&EMT&$a$ is thankful for being here.] } // HASH_VALUE C06E24BC1B8C501B EMOTE_THANKFUL_TARGET (entity a, entity t) { emote_thankful_target [&EMT&$a$ is thankful to $t$.] } // HASH_VALUE 4F73BB6FCF5ED0E8 EMOTE_THIRSTY_NOBODY (entity a) { emote_thirsty_nobody [&EMT&$a$ is thirsty. Does anybody want a drink?] } // HASH_VALUE 3964BA84B86E0DEF EMOTE_THIRSTY_SELF (entity a) { emote_thirsty_self [&EMT&$a$ swigs his drink down.] } // HASH_VALUE D32D1D5349DB48FC EMOTE_THIRSTY_TARGET (entity a, entity t) { emote_thirsty_target [&EMT&$a$ asks $t$ for something to drink.] } // HASH_VALUE 261BC36A3B0F49C5 EMOTE_THOUGHTFUL_NOBODY (entity a) { emote_thoughtful_nobody [&EMT&$a$ turns it over in his mind.] } // HASH_VALUE 3FEBB7365D64FD22 EMOTE_THOUGHTFUL_SELF (entity a) { emote_thoughtful_self [&EMT&$a$ thinks about it a lot.] } // HASH_VALUE 3EF6973F80633069 EMOTE_THOUGHTFUL_TARGET (entity a, entity t) { emote_thoughtful_target [&EMT&$a$ looks at $t$ thoughtfully.] } // HASH_VALUE 8C64B2DB0D1A8976 EMOTE_TIRED_NOBODY (entity a) { emote_tired_nobody [&EMT&$a$ is tired of all this.] } // HASH_VALUE 6B8E75E6AD4C2CE6 EMOTE_TIRED_SELF (entity a) { emote_tired_self [&EMT&$a$ is tired.] } // HASH_VALUE 8E340BBC2759348D EMOTE_TIRED_TARGET (entity a, entity t) { emote_tired_target [&EMT&$a$ is really tired of $t$.] } // HASH_VALUE 056C57E6F25491C5 EMOTE_TOLERANT_NOBODY (entity a) { emote_tolerant_nobody [&EMT&$a$ is extremely tolerant.] } // HASH_VALUE 4E89B1BE3036BC48 EMOTE_TOLERANT_SELF (player a) { (a.gender = male) emote_tolerant_self_m [&EMT&$a$ puts up with himself.] (a.gender = female) emote_tolerant_self_f [&EMT&$a$ puts up with herself.] } // HASH_VALUE 4C3242934CEDEC5A EMOTE_TOLERANT_TARGET (entity a, entity t) { emote_tolerant_target [&EMT&$a$ tolerates $t$, as far as possible.] } // HASH_VALUE BAD7CEDB9AD11CB3 EMOTE_TROUBLED_NOBODY (entity a) { emote_troubled_nobody [&EMT&$a$ looks worried.] } // HASH_VALUE 5938E3960EAE06CA EMOTE_TROUBLED_SELF (entity a) { emote_troubled_self [&EMT&$a$ is deeply preoccupied.] } // HASH_VALUE F76ECB12D8D7C818 EMOTE_TROUBLED_TARGET (entity a, entity t) { emote_troubled_target [&EMT&$a$ worries about $t$.] } // HASH_VALUE 887A7AF96EEFF2CE EMOTE_UNCERTAIN_NOBODY (entity a) { emote_uncertain_nobody [&EMT&$a$ does not really know.] } // HASH_VALUE A3D5D320A4DE2E40 EMOTE_UNCERTAIN_SELF (entity a) { emote_uncertain_self [&EMT&$a$ was sure, but is not so sure now.] } // HASH_VALUE 13791C31787098A9 EMOTE_UNCERTAIN_TARGET (entity a, entity t) { emote_uncertain_target [&EMT&$a$ aims an uncertain shrug at $t$.] } // HASH_VALUE 5784F295DA1F4606 EMOTE_UNHAPPY_NOBODY (entity a) { emote_unhappy_nobody [&EMT&$a$ looks unhappy.] } // HASH_VALUE 01FAF8E751AE8685 EMOTE_UNHAPPY_SELF (player a) { (a.gender = male) emote_unhappy_self_m [&EMT&$a$ is displeased with himself.] (a.gender = female) emote_unhappy_self_f [&EMT&$a$ is displeased with herself.] } // HASH_VALUE 426F990134E89215 EMOTE_UNHAPPY_TARGET (entity a, entity t) { emote_unhappy_target [&EMT&$a$ is displeased with $t$.] } // HASH_VALUE 78EFDF052F50F69E EMOTE_UNWILLING_NOBODY (entity a) { emote_unwilling_nobody [&EMT&$a$ does not move, and shows reluctance.] } // HASH_VALUE 09042B91B77400D4 EMOTE_UNWILLING_SELF (entity a) { emote_unwilling_self [&EMT&$a$ is unwilling. Try something else.] } // HASH_VALUE 2F8FDD04943DB3C7 EMOTE_UNWILLING_TARGET (entity a, entity t) { emote_unwilling_target [&EMT&$a$ is unwilling to comply with $t$.] } // HASH_VALUE F6C51FF1AFA0CDB5 EMOTE_VENGEFUL_NOBODY (entity a) { emote_vengeful_nobody [&EMT&$a$ is eager for revenge.] } // HASH_VALUE A1EB61F18D59397F EMOTE_VENGEFUL_SELF (player a) { (a.gender = male) emote_vengeful_self_m [&EMT&$a$ tries to avenge himself.] (a.gender = female) emote_vengeful_self_f [&EMT&$a$ tries to avenge herself.] } // HASH_VALUE CCE2A01B2BCAB391 EMOTE_VENGEFUL_TARGET (entity a, entity t) { emote_vengeful_target [&EMT&$a$ is vengeful towards $t$.] } // HASH_VALUE 1AF3203129CAE573 EMOTE_WAIT_NOBODY (entity a) { emote_wait_nobody [&EMT&$a$ is waiting.] } // HASH_VALUE 5C2943686519E117 EMOTE_WAIT_SELF (entity a) { emote_wait_self [&EMT&$a$ yells, "Wait for me!"] } // HASH_VALUE B4BF61BE46384304 EMOTE_WAIT_TARGET (entity a, entity t) { emote_wait_target [&EMT&$a$ wants to wait for $t$.] } // HASH_VALUE 71858CBB231FDE99 EMOTE_WARM_NOBODY (entity a) { emote_warm_nobody [&EMT&$a$ warmly smiles.] } // HASH_VALUE 379EDD265D7818D5 EMOTE_WARM_SELF (entity a) { emote_warm_self [&EMT&$a$ becomes animated.] } // HASH_VALUE 0DE26B002ECD63D4 EMOTE_WARM_TARGET (entity a, entity t) { emote_warm_target [&EMT&$a$ warmly welcomes $t$.] } // HASH_VALUE 794999AC815FCCA3 EMOTE_WARY_NOBODY (entity a) { emote_wary_nobody [&EMT&$a$ looks around warily.] } // HASH_VALUE 99F8A5F5420BB44F EMOTE_WARY_SELF (player a) { (a.gender = male) emote_wary_self_m [&EMT&$a$ looks at himself warily.] (a.gender = female) emote_wary_self_f [&EMT&$a$ looks at herself warily.] } // HASH_VALUE BA0C6608EE6D37A6 EMOTE_WARY_TARGET (entity a, entity t) { emote_wary_target [&EMT&$a$ looks at $t$ warily.] } // HASH_VALUE C8BD53182971719E EMOTE_WAVE_NOBODY (entity a) { emote_wave_nobody [&EMT&$a$ attempts to start a Mexican wave. Come on everyboby!] } // HASH_VALUE B3C65F81CD39E962 EMOTE_WAVE_SELF (player a) { (a.gender = male) emote_wave_self_m [&EMT&$a$ casually puts his hands up in the air.] (a.gender = female) emote_wave_self_f [&EMT&$a$ casually puts her hands up in the air.] } // HASH_VALUE 57F9295414A87692 EMOTE_WAVE_TARGET (entity a, entity t) { emote_wave_target [&EMT&$a$ waves to $t$.] } // HASH_VALUE 948D55617078A86E EMOTE_WHINE_NOBODY (entity a) { emote_whine_nobody [&EMT&$a$ is complaining.] } // HASH_VALUE 7C9C4BABCD0495FB EMOTE_WHINE_SELF (entity a) { emote_whine_self [&EMT&$a$ complains to no one in particular, but knows it won't help.] } // HASH_VALUE 190EFDA25D429B63 EMOTE_WHINE_TARGET (entity a, entity t) { emote_whine_target [&EMT&$a$ complains to $t$.] } // HASH_VALUE 56D96241F4413AB3 EMOTE_WICKED_NOBODY (entity a) { emote_wicked_nobody [&EMT&$a$ has a wicked appearance.] } // HASH_VALUE 7C2C8676D23DD799 EMOTE_WICKED_SELF (player a) { (a.gender = male) emote_wicked_self_m [&EMT&$a$ couldn't be more wicked if he tried.] (a.gender = female) emote_wicked_self_f [&EMT&$a$ couldn't be more wicked if she tried.] } // HASH_VALUE 71EBA04357AFEEB4 EMOTE_WICKED_TARGET (entity a, entity t) { emote_wicked_target [&EMT&$a$ thinks $t$ is really wicked.] } // HASH_VALUE 50979612301496F5 EMOTE_WISE_NOBODY (entity a) { emote_wise_nobody [&EMT&$a$ considers things wisely.] } // HASH_VALUE 10A47E5C4B3A1241 EMOTE_WISE_SELF (entity a) { emote_wise_self [&EMT&$a$ chooses wisely.] } // HASH_VALUE 3080DA40AB043344 EMOTE_WISE_TARGET (entity a, entity t) { emote_wise_target [&EMT&$a$ thinks $t$ is wise.] } // HASH_VALUE 2B245B878D7E2CDC EMOTE_WISTFUL_NOBODY (entity a) { emote_wistful_nobody [&EMT&$a$ looks wistfully into the distance.] } // HASH_VALUE 788C701D851CC44F EMOTE_WISTFUL_SELF (entity a) { emote_wistful_self [&EMT&$a$ sighs wistfully, lost in thought.] } // HASH_VALUE 63025B4004610B33 EMOTE_WISTFUL_TARGET (entity a, entity t) { emote_wistful_target [&EMT&$a$ looks wistfully at $t$.] } // HASH_VALUE 6DAC761D3365D612 EMOTE_WORRIED_NOBODY (entity a) { emote_worried_nobody [&EMT&$a$ is a natural-born worrier.] } // HASH_VALUE 3C0F9CB37F5A8EC5 EMOTE_WORRIED_SELF (player a) { (a.gender = male) emote_worried_self_m [&EMT&$a$ worries sometimes.] (a.gender = female) emote_worried_self_f [&EMT&$a$ worries sometimes.] } // HASH_VALUE 452123E8F392AE0B EMOTE_WORRIED_TARGET (entity a, entity t) { emote_worried_target [&EMT&$a$ worries about $t$.] } // HASH_VALUE EC1BE69D585E025B EMOTE_WOUNDED_NOBODY (entity a) { emote_wounded_nobody [&EMT&A wound is making $a$ reel.] } // HASH_VALUE 9CC93532A208B5F9 EMOTE_WOUNDED_SELF (player a) { (a.gender = male) emote_wounded_self_m [&EMT&$a$ hurt himself. Heal?] (a.gender = female) emote_wounded_self_f [&EMT&$a$ hurt herself. Heal?] } // HASH_VALUE B3D7FBAFE811B664 EMOTE_WOUNDED_TARGET (entity a, entity t) { emote_wounded_target [&EMT&$a$ has wounded $t$.] } // HASH_VALUE 1746E1B8C11ED176 EMOTE_YAWN_NOBODY (entity a) { emote_yawn_nobody [&EMT&$a$ yawns his head off.] } // HASH_VALUE 5BC8EDB3F9F1CADD EMOTE_YAWN_SELF (entity a) { emote_yawn_self [&EMT&$a$ yawns. Could be bored, could be tired.] } // HASH_VALUE F12CB2B44349EB5A EMOTE_YAWN_TARGET (entity a, entity t) { emote_yawn_target [&EMT&$a$ yawns in front of $t$.] } // HASH_VALUE 9ED3DF2437DD8F44 EMOTE_YOUANDME_NOBODY (player a) { (a.gender = male) emote_youandme_nobody_m [&EMT&$a$ knows this is just going to be the two of them out there.] (a.gender = female) emote_youandme_nobody_f [&EMT&$a$ knows this is just going to be the two of them out there.] } // HASH_VALUE 2DE00EB63F0870A7 EMOTE_YOUANDME_SELF (entity a) { emote_youandme_self [&EMT&$a$ wonders if "it's just you and me", where everyone went.] } // HASH_VALUE 19BF102308847026 EMOTE_YOUANDME_TARGET (entity a, entity t) { emote_youandme_target [&EMT&$a$ says, "It's just you and me, $t$."] } /** this file contains encyclopedia texts for album 00 */ /* OLD VALUE : [ ENCY_ALB_00 () { [The Chest of Wisdom] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ENCY_ALB_00 () { [The Chest of Wisdom] } ] */ // Clause 0 : text changed. // HASH_VALUE 9B09487AA292C397 ENCY_ALB_00 () { [First Encyclopaedia Album] } // HASH_VALUE 2B1A30D1E8FB50BA ENCY_ALB_PREREQ_NO () { [You have to discover all of the themes of this album to complete it.] } /* OLD VALUE : [ ENCY_THEMA_FINISHED () { [&THM& Vous avez fini un thème de l'encyclopédie.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ENCY_THEMA_FINISHED () { [&THM& You have finished a theme of the encyclopaedia.] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE EE16C1A7353CB16B ENCY_THEMA_FINISHED () { [&THM& You have finished a theme of the encyclopaedia.] } /* OLD VALUE : [ ENCY_THM_00_01 () { [Amber Cubes] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ENCY_THM_00_01 () { [Amber Cubes] } ] */ // Clause 0 : text changed. // HASH_VALUE 9059EC76EDD8AF99 ENCY_THM_00_01 () { [First Encyclopaedia Mission] } /** this file contains encyclopedia texts for all albums */ // HASH_VALUE CA1F541B01CAAD92 ENCY_THM_PREREQ_NO () { [You must carry out certain tasks before you can accomplish the mission linked to this theme.] } // HASH_VALUE 2A63030448E4BA22 ENCY_THM_PREREQ_YES () { [You are ready to accomplish the mission linked to this theme.] } /* OLD VALUE : [ ENCY_THM_TXT_00_01 () { [A long time ago, following a terrible blaze which ravaged their library, homin sages put their heads together to come up with a new medium to preserve their knowledge; something more reliable than a scroll, all too sensitive to the ravages of time and the voracity of flames. They thus explored the properties of amber : crafters and magicians combined their talents to fashion amber cubes inside which knowledge could be magically stored. A deal more robust and less cumbersome than parchments or tablets, these cubes also had the advantage of being understandable by all homin peoples thanks to the magic nature of their inscriptions ? in those times homins used different dialects. Furthermore, it was found that duplicating a cube was less fastidious than copying a manuscript, so enabling knowledge to be conveyed more easily.\n \n A great many cubes were created? but the Great Swarming of kitins and the period of exile in the Prime Roots led to their dispersion. Cubes were lost during the homin flight, and others were hidden to keep them from destruction or unlawful designs. In this way, much knowledge became forgotten. From the outset of the reconstruction of their civilizations, homins have been searching high and low to recover these ancient cubes each one of which may unveil a fragment of that forgotten past.\n \n The process allowing the creation and the duplication of cubes of amber is still known by homins today, though few they may be. Generally speaking, only old and eminent scholars possess knowledge of this process and it is they who conserve the cubes. They are willing, however, to share the knowledge contained in the cubes with those whom they deem honorable; a homin who is keen to learn by gathering cubes may speak to them. Ancient cubes may be unearthed throughout Atys, however more often than not these cubes have to be reactivated by a homin initiated in the art. The very old cubes are evidently regarded as rare and precious treasure.\n \n When they are not conserved in an amber chest, over time the cubes lose their energy, only an initiated few may recharge them. A long time ago, a chest was sculpted in amber to preserve all the existing cubes, needless to say its size was legendary. This great chest came to be known as the Chest of Wisdom because of the amount of knowledge it contained. Homins eager to gather cubes have their own chest of wisdom, which is none other than a smaller replica of the first great chest.\n \n The color of a amber cube often indicates its age, and therefore may also provide an indication as to the value of the information contained inside. Yellow cubes are recent, no more than a few decades old, and are the most common. Red cubes are older and can be centuries old. Purple cubes are the most ancient and consequently the most sought after.\n \n Most cubes bear the stamp of the civilization that created them. It is therefore possible to come across cubes with seals corresponding to the Matis, Zoraïs, Fyros or the Trykers. Certain cubes, such as those of tribes, often do not bear a seal. As for the Karavan and the Kamis, they have their own mysterious system of recording knowledge, though more often than not they use cubes of amber to convey knowledge to homins.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ENCY_THM_TXT_00_01 () { [A long time ago, following a terrible blaze which ravaged their library, homin sages put their heads together to come up with a new medium to preserve their knowledge; something more reliable than a scroll, all too sensitive to the ravages of time and the voracity of flames. They thus explored the properties of amber : crafters and magicians combined their talents to fashion amber cubes inside which knowledge could be magically stored. A deal more robust and less cumbersome than parchments or tablets, these cubes also had the advantage of being understandable by all homin peoples thanks to the magic nature of their inscriptions ? in those times homins used different dialects. Furthermore, it was found that duplicating a cube was less fastidious than copying a manuscript, so enabling knowledge to be conveyed more easily.\n \n A great many cubes were created? but the Great Swarming of kitins and the period of exile in the Prime Roots led to their dispersion. Cubes were lost during the homin flight, and others were hidden to keep them from destruction or unlawful designs. In this way, much knowledge became forgotten. From the outset of the reconstruction of their civilizations, homins have been searching high and low to recover these ancient cubes each one of which may unveil a fragment of that forgotten past.\n \n The process allowing the creation and the duplication of cubes of amber is still known by homins today, though few they may be. Generally speaking, only old and eminent scholars possess knowledge of this process and it is they who conserve the cubes. They are willing, however, to share the knowledge contained in the cubes with those whom they deem honorable; a homin who is keen to learn by gathering cubes may speak to them. Ancient cubes may be unearthed throughout Atys, however more often than not these cubes have to be reactivated by a homin initiated in the art. The very old cubes are evidently regarded as rare and precious treasure.\n \n When they are not conserved in an amber chest, over time the cubes lose their energy, only an initiated few may recharge them. A long time ago, a chest was sculpted in amber to preserve all the existing cubes, needless to say its size was legendary. This great chest came to be known as the Chest of Wisdom because of the amount of knowledge it contained. Homins eager to gather cubes have their own chest of wisdom, which is none other than a smaller replica of the first great chest.\n \n The color of a amber cube often indicates its age, and therefore may also provide an indication as to the value of the information contained inside. Yellow cubes are recent, no more than a few decades old, and are the most common. Red cubes are older and can be centuries old. Purple cubes are the most ancient and consequently the most sought after.\n \n Most cubes bear the stamp of the civilization that created them. It is therefore possible to come across cubes with seals corresponding to the Matis, Zoraïs, Fyros or the Trykers. Certain cubes, such as those of tribes, often do not bear a seal. As for the Karavan and the Kamis, they have their own mysterious system of recording knowledge, though more often than not they use cubes of amber to convey knowledge to homins.] } ] */ // Clause 0 : text changed. // HASH_VALUE 04F77DAD543A00DF ENCY_THM_TXT_00_01 () { [This is an example encyclopaedia text.] } // HASH_VALUE AFB48AD038DFC5D0 EXCHANGE_ACCEPTED () { exchange_accepted [&ITM&Exchange accepted on both sides.] } // HASH_VALUE 8E1171D5E148915F EXCHANGE_ACCEPT_TOO_FAR (player p) { exchange_accept_too_far [&CHK&$p$ accepted the exchange but is too far from you.] } // HASH_VALUE C004F70B4CAF3B50 EXCHANGE_ALREADY_TRADING () { exchange_already_trading [&CHK&You can't exchange with someone if you are already trading.] } // HASH_VALUE A61A803A2AE424D1 EXCHANGE_BUSY (player p) { exhange_busy [&CHK&$p$ is already busy and cannot exchange with you.] } // HASH_VALUE 4A23C88E0606161B EXCHANGE_DECLINE (player p) { exchange_decline [&SYS&$p$ doesn't want to exchange with you.] } // HASH_VALUE 7E91E52DBA79F184 EXCHANGE_END (player p) { exchange_end [&SYS&$p$ ended exchange.] } // HASH_VALUE FB4C1446D0C06A42 EXCHANGE_INVITATION (player p) { (p.gender = male) exchange_invitation_m [$p$ invites you to exchange with him.] (p.gender = female) exchange_invitation_f [$p$ invites you to exchange with her.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE FE8FBF2348CE9040 EXCHANGE_MONEY_ERROR () { [&SYS&Money was spent during this exchange. Please retry the operation.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 74BFEC6A8D05EF53 EXCHANGE_SEND_PROPOSAL (player p) { exchange_send_proposal [&SYS&You invite $p$ to exchange with you.] } // HASH_VALUE 2F5C0F4368A878AC EXCHANGE_TEMP_INVENTORY_MUST_EMPTY () { exchange_temp_inventory_must_empty [&CHK&You can't validate the exchange if your temporary inventory is not empty!] } // HASH_VALUE 8793324DFF4DD45C EXCHANGE_TITLE_BOT ( bot b ) { [Gift to $b$.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE DE5E971B0389C865 EXCHANGE_TITLE_PLAYER ( player p ) { [Exchange with $p$.] } // HASH_VALUE 4C0F7D150C5C2929 EXCHANGE_TOO_FAR (player p) { exchange_too_far [&CHK&You are too far from $p$ to exchange something with him.] } // HASH_VALUE FF4DD72BC9323BBC FABER_CANCEL () { faber_cancel [&ITMF&Your crafting action has been interrupted!] } // HASH_VALUE 1B8C1EB5812251CD FABER_CREATE_ITEM_FAIL () { faber_item_fail [&CHK&Craft system failure: can't create crafted item! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 204D112D69830D8B FABER_CREATE_STACK_ITEM_FAIL () { faber_stack_fail [&CHK&Craft system failure: can't create stack item! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 5083D64571980797 FABER_CRITICAL_SUCCESS () { faber_critical_sucess [&ITM&Your crafting action is a critical success! Crafted item is exceptional for this action and selected raw materials!] } // HASH_VALUE 7B01CB1D4B9B4045 FABER_FUMBLE () { faber_fumble [&ITMF&Your crafting action is a complete failure, you may lose some of the raw materials used for crafting!] } // HASH_VALUE 9BD79C665B6039CB FABER_MISS () { faber_miss [&CHK&Your crafting action is a failure!, you may lose some of the raw materials used for crafting!] } // HASH_VALUE 857A3DDAC11E7BF8 FABER_PARTIAL_SUCCESS () { faber_partial_sucess [&ITMF&Your crafting action is a partial success! Crafted item is degraded!] } // HASH_VALUE 6A07118772A0E305 FABER_SUCCESS () { faber_sucess [&ITM&Your crafting action is a success! Crafted item corresponding to your action and raw materials selected!] } // HASH_VALUE FA5DD68E479A38CA FABER_TEMP_INVENTORY_FULL () { [&CHK&Can't create crafted item. Your temporary inventory is full!] } // HASH_VALUE 9DA4C47498F58FAD FACTION_EN () { [English Uni] } // HASH_VALUE E6A26437A6F2C87C FACTION_FR () { [French Uni] } // HASH_VALUE EBB7DC6F5729C05F FACTION_FYROS () { [Fyros] } // HASH_VALUE 9C284C4087D88463 FACTION_KAMI () { [Kami] } // HASH_VALUE 6CBA6053C332B4AF FACTION_KARAVAN () { [Karavan] } // HASH_VALUE 6AD77C70D8A8DC5F FACTION_MATIS () { [Matis] } // HASH_VALUE 18C26630D84ED4B1 FACTION_POINT_CANNOT_GAIN_YET (player victim, int m, int s) { (m = 1) faction_points_cannot_gain_yet_1m [&XP&1 minute is needed before being able to earn fame points by fighting $victim$.] (m > 1) faction_points_cannot_gain_yet_xm [&XP&$m$ minutes are needed before being able to earn fame points by fighting $victim$.] (s = 1) faction_points_cannot_gain_yet_1s [&XP&1 second is needed before being able to earn fame points by fighting $victim$.] faction_points_cannot_gain_yet_xs [&XP&$s$ seconds are needed before being able to earn fame points by fighting $victim$.] } // HASH_VALUE 6337E071F21A222C FACTION_POINT_GAIN (faction faction, int fp) { (fp > 1) faction_points_gain_p [&XP&You gain $fp$ honor points with $faction.da$ $faction$.] (fp = 1) faction_points_gain_1 [&XP&You gain 1 honor point with $faction.da$ $faction$.] faction_points_gain_0 [&XP&You don't gain any honor point.] } // HASH_VALUE 708D0B96D4512554 FACTION_POINT_GAIN_KILL (faction faction, int fp, player victim) { (fp > 1) [&XP&You defeated $victim$, an enemy from $faction.da$ $faction$ faction, your faction ! You gain $fp$ faction points.] (fp = 1) [&XP&You defeated $victim$, an enemy from $faction.da$ $faction$ faction, your faction ! You gain one faction point.] [&XP&You do not gain any faction point for the death of $victim$.] } // HASH_VALUE 21A81C9E37DD5A31 FACTION_POINT_LOSE (faction faction, int fp) { (fp > 1) faction_points_lose_p [&XP&You lose $fp$ honor points with $faction.da$ $faction$.] (fp = 1) faction_points_lose_1 [&XP&You lose 1 honor point with $faction.da$ $faction$.] faction_points_lose_0 [&XP&You don't lose any honor point.] } // HASH_VALUE 6EB9CC7619C58B82 FACTION_TRYKER () { [Tryker] } // HASH_VALUE 68B78C7557881055 FACTION_ZORAI () { [Zoraï] } // HASH_VALUE CEF7D042BA49E433 FAME_CIV_NOT_GOOD_FOR_GUILD () { [&CHK&You cannot join a civilisation opposed to your guild's allegiance.] } // HASH_VALUE C39090E8FC1C2936 FAME_CULT_NOT_GOOD_FOR_GUILD () { [&CHK&You cannot join a religion opposed to your guild's allegiances.] } // HASH_VALUE EC4E05CF09EE8C44 FAME_GAIN_CHAR (faction faction, int propagation_type) { (propagation_type = 0) fame_gain_char [You gain fame with $faction.da$ $faction$] (propagation_type = 1) fame_gain_char_ally [You gain fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_gain_char_enemy [You gain fame with their enemies $faction.da$ $faction$] } // HASH_VALUE A57E401B7F529371 FAME_GAIN_GUILD (faction faction, int propagation_type) { (propagation_type = 0) fame_gain_guild [Your guild gains fame with $faction.da$ $faction$] (propagation_type = 1) fame_gain_guild_ally [Your guild gains fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_gain_guild_enemy [Your guild gains fame with their enemies $faction.da$ $faction$] } // HASH_VALUE 732095F5103EA45A FAME_LOST_CHAR (faction faction, int propagation_type) { (propagation_type = 0) fame_lost_char [You lost fame with $faction.da$ $faction$] (propagation_type = 1) fame_lost_char_ally [You lost fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_lost_char_enemy [You lost fame with their enemies $faction.da$ $faction$] } // HASH_VALUE 2C50D04186A2AB87 FAME_LOST_GUILD (faction faction, int propagation_type) { (propagation_type = 0) fame_lost_guild [Your guild lost fame with $faction.da$ $faction$] (propagation_type = 1) fame_lost_guild_ally [Your guild lost fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_lost_guild_enemy [Your guild lost fame with their enemies $faction.da$ $faction$] } // HASH_VALUE 52F1E5A4412451F2 FAME_LOW_WARNING_FOR_ALLIANCE (faction faction) { [&CHK&Your fame is almost too low for membership with the $faction.member$. You may be removed if your fame continues to drop.] } // HASH_VALUE E78B54AE441D84D7 FAME_TOO_LOW_FOR_ALLEGIANCE (faction faction) { [&SYS&The $faction.member$ no longer accept you due to your low fame.] } // HASH_VALUE 56F53E3E945FF36C FORAGE_ABSORB_DMG (int damage) { forage_absorb_dmg [&DMG&You absorb raw material source damage for $damage$ points of damage.] } // HASH_VALUE A0E7280F57C7FCA7 FORAGE_CANT_ADD_SOURCE () { forage_cant_add_source [&ITMF&No more forage sources can be seen at the moment.] } // HASH_VALUE 8A5FDB0F47E20F56 FORAGE_CARE_XP_NEEDS_TEAM () { forage_care_xp_needs_team [&XP&You must team with the extractor to earn XP from care actions.] } // HASH_VALUE 96C0F328F314D17B FORAGE_DEPOSIT_DEPLETED () { forage_deposit_depleted [&ITMF&Some raw materials used to be present here, but they have all been used up and the deposit is now empty for a while.] } // Clause list changed. // HASH_VALUE 00D2AB8D24C5AF31 FORAGE_DEPOSIT_DISTANCE (int distance) { (distance=0) forage_deposit_distance_0 [&FORLD&Deposit at less than 1 m] forage_deposit_distance [&FORLD&Deposit at $distance$ m] } // HASH_VALUE 831331154C9DB919 FORAGE_DEPOSIT_IS_EMPTY () { forage_deposit_is_empty [&ITMF&There are no more raw materials in this deposit.] } // HASH_VALUE 46AD52CA9377EEE8 FORAGE_DEPOSIT_LOCATED () { forage_deposit_located [&FORLD&A deposit is very close, which means the raw material you are searching for is in the surrounding area.] } // HASH_VALUE 8916C2BC4BBF326E FORAGE_DEP_TRACKG_STOPPED () { forage_dep_trackg_stopped [&FORLD&End of prospection.] } // HASH_VALUE E715689E7A1F44B3 FORAGE_DROP_QUALITY () { forage_drop_quality [&ITMF&You spoiled the quality of the material!] } // HASH_VALUE B18F1E24DB1AF56F FORAGE_DROP_QUANTITY () { forage_drop_quantity [&ITMF&You failed to catch the material!] } // HASH_VALUE 4B75F6A2AE3326E5 FORAGE_ECOTYPE_SPEC_NOT_MATCHING () { forage_ecotype_spec_not_matching [&CHK&The terrain specialization cannot be used here.] } // HASH_VALUE 33471B39DF935B64 FORAGE_EXTRACTION_NEEDS_TARGET_SOURCE () { forage_extraction_needs_target_source [&CHK&You need to target a forage source to begin extraction.] } // HASH_VALUE 395227E298D6B66F FORAGE_FAIL () { forage_fail [&ITMF&You didn't manage to get any whole pieces of raw material.] } // HASH_VALUE 39A8763CFDBBC704 FORAGE_FOUND_SOURCES (int n) { (n=0) forage_nothing_found [&ITMF&You found nothing.] (n=1) forage_found_source [&ITM&You found a raw material source.] forage_found_sources [&ITM&You found $n$ raw material sources.] } // HASH_VALUE 05155F9763000844 FORAGE_INVALID_PLACE () { forage_invalid_place [&CHK&You can't forage for raw materials in this place.] } // HASH_VALUE 1716237185EA7F40 FORAGE_KAMI_ANGER_PUNISH () { forage_kami_anger_punish [&SYS&A Kami tells you: Me very angry! Take this!] } // HASH_VALUE 1AC6B752209F7C99 FORAGE_KAMI_ANGER_WARNING () { forage_kami_anger_warning [&SYS&A Kami warns you: you steal resources of this land. His anger is growing! Beware!] } // HASH_VALUE 4CD7A8412C8B0C97 FORAGE_KAMI_OFFERING_ITEM (item i) { forage_kami_offering_item [&SYS&You offer some $i$ to lessen the Kami's wrath.] } // HASH_VALUE F05DD46350670747 FORAGE_KAMI_OFFERING_NOT_ENOUGH_ITEMS () { forage_kami_offering_not_enough_items [&CHK&You don't have enough items to offer.] } // HASH_VALUE 0D2532FE4004DAA2 FORAGE_MATERIAL_SPEC_NOT_MATCHING () { forage_material_spec_not_matching [&CHK&The material specialization does not match the material source.] } // HASH_VALUE DC9FE05AA3658231 FORAGE_MISS () { forage_miss [&ITMF&Hard luck, part of your forage action failed!] } // HASH_VALUE 84416955E82F4C1C FORAGE_NO_CARE_FIRST () { forage_no_care_first [&CHK&You can't begin an extraction with a care action.] } // HASH_VALUE 515DD509B099A659 FORAGE_NO_DEPOSIT_EXACT_STATQUALITY () { forage_no_deposit_exact_statquality [&ITMF&You have detected the presence of raw materials, but they are of a different class than the materials searched for by your current prospecting action.] } // HASH_VALUE D5692C9ADDCFFC6C FORAGE_NO_DEPOSIT_HERE () { forage_no_deposit_here [&ITMF&No raw materials were detected in this area.] } /* OLD VALUE : [ FORAGE_NO_DEPOSIT_IN_CONTEXT () { forage_no_deposit_in_context [&ITMF&No raw materials are detected in the area at the moment.] } ] */ // Clause 0 : text changed. // HASH_VALUE 96378CB3534630D6 FORAGE_NO_DEPOSIT_IN_CONTEXT () { forage_no_deposit_in_context [&ITMF&No specified raw materials are present in the area at the moment.] } // HASH_VALUE 9F09EC45C9B1ABD4 FORAGE_NO_DEPOSIT_IN_SEASON () { forage_no_deposit_in_season [&ITMF&No specified raw materials are present in the area in this season.] } // HASH_VALUE 5F402942C702A0A9 FORAGE_NO_DEPOSIT_IN_WEATHER () { forage_no_deposit_in_weather [&ITMF&No specified raw materials are present in the area in these weather conditions.] } // HASH_VALUE C48270BA87E3ED43 FORAGE_NO_DEPOSIT_MATERIAL_FILTER () { forage_no_deposit_material_filter [&ITMF&No specified raw materials are present in the area.] } /* OLD VALUE : [ FORAGE_NO_DEPOSIT_STATQUALITY () { forage_no_deposit_statquality [&ITMF&You could detect the presence of raw materials, but they are too hard to find using your current prospecting action.] } ] */ // Clause 0 : text changed. // HASH_VALUE 97585DFAEC8A0638 FORAGE_NO_DEPOSIT_STATQUALITY () { forage_no_deposit_statquality [&ITMF&You have detected the presence of raw materials, but they are of a higher class than your current prospecting action allows you to forage.] } // HASH_VALUE AE6403726C470FCE FORAGE_NO_LOCAL_RM_EXACT_STATQUALITY () { forage_no_local_rm_exact_statquality [&ITMF&Some raw materials have been detected here, but are of a different class than the materials searched for by your current prospecting action. Some matching materials were detected near by, though.] } // HASH_VALUE 9DFA982863438C38 FORAGE_NO_LOCAL_RM_MATERIAL_FILTER () { forage_no_local_rm_material_filter [&ITMF&Some specified raw materials were detected near by, though.] } /* OLD VALUE : [ FORAGE_NO_LOCAL_RM_STATQUALITY () { forage_no_local_rm_statquality [&ITMF&Some raw materials were detected here, but they are too hard to find using your current prospecting action. Some lower materials were detected near by, though.] } ] */ // Clause 0 : text changed. // HASH_VALUE FB7B54F4F7937453 FORAGE_NO_LOCAL_RM_STATQUALITY () { forage_no_local_rm_statquality [&ITMF&Some raw materials have been detected here, but they are of a higher class than your current prospecting action allows you to forage. Some lower class materials were detected near by, though.] } // HASH_VALUE 09A58D0962B25C53 FORAGE_ONLY_ONE_EXTRACTOR () { forage_only_one_extractor [&CHK&Someone is already extracting this forage source, you may only apply care actions.] } // HASH_VALUE 325CED987A66B96A FORAGE_QUALITY_TOO_LOW () { forage_too_low [&CHK&Your quality stanza is too low to be used on this forage source.] } // HASH_VALUE E559552DDB4612D8 FORAGE_SITE_DEPLETED () { forage_site_depleted [&ITMF&Some raw materials used to be present here, but the place seems depleted.] } // HASH_VALUE 98DA24C9C40E23A8 FORAGE_SOURCE_DEPLETED () { forage_source_depleted [&ITMF&The forage source was prematurely destroyed.] } // HASH_VALUE 412CAB4305C0AFD1 FORAGE_SOURCE_IMPACT_MODE (int m) { forage_source_impact_mode0 [&SYS&The source mode is $m$.] } // HASH_VALUE 342F47F267BFB0CC FORAGE_SOURCE_MAXLEVEL (int l) { forage_source_maxlevel [&SYS&The optimal quality available in this source is $l$.] } // HASH_VALUE 6BD1EB8612DB061A FORAGE_SOURCE_OBSTACLE () { forage_source_obstacle [&ITMF&You couldn't find a raw material source due to some obstacle.] } // HASH_VALUE ECE8C4D6F529190C FORAGE_SOURCE_SITE_DEPLETED () { forage_source_site_depleted [&ITMF&The forage source was prematurely destroyed and the area is exhausted!] } // HASH_VALUE 08EB580ADC75619F FORAGE_TOO_FAR_FROM_SOURCE () { forage_too_far_from_source [&CHK&You are too far from the source to forage.] } // HASH_VALUE EA25143F674CB6E6 FORAGE_XP_PROSPECTION (int i) { (i=0) forage_xp_prospection_0 [&XP&This score includes points earned for prospecting.] forage_xp_prospection_1 [&XP&This score was earned for a source that you discovered but someone else exploited.] } // HASH_VALUE 0AA37F8082C7DC74 FREDI_SINGER () { fredi_singer [You're so nice to take some interest to such a modest artist I am. Fredi, at your service.] } // HASH_VALUE B83E035D4947BADF FREDI_SING_1 () { fredi_sing_1 [♩ ♪ Is this the real life? Is this just fantasy? ♫ ♪] } // HASH_VALUE 6F09DC3A0AE3A8E2 FREDI_SING_2 () { fredi_sing_2 [♩ ♫ I want to break free, I want to break free ♫ ♬] } // HASH_VALUE 7EC8EE43F43DA3D6 FREDI_SING_3 () { fredi_sing_3 [♬ ♪ Who wants to live forever? ♫ ♪] } // HASH_VALUE 69B3D0C67EB6C586 FREDI_SING_4 () { fredi_sing_4 [♩ ♪ Oh yes, I'm the great pretender ♩ ♬] } // HASH_VALUE 162497C363D7F7E4 FREDI_SING_5 () { fredi_sing_5 [♬ ♪ It's a kind of magic, A kind of magic, ♫ ♬] } // HASH_VALUE 0B559619AB475D86 FREDI_SING_6 () { fredi_sing_6 [♩ ♪ We are the champions my friends ♫ ♬] } // HASH_VALUE 97FBED35661630F3 GMOTD (literal s) { [&MTD&Guild message of the day: $s$] } // HASH_VALUE 7AF5DE1D3A433E5B GUILD_ALREADY_HAS_JOIN_PROPOSAL (player p) { [&CHK&$p$ already has a proposal to join a guild.] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E667970C8CE840CF GUILD_ALREADY_IN_A_GUILD () { [&CHK&You are already in a guild.] } // HASH_VALUE 360092E31E1CD723 GUILD_ALREADY_MEMBER (player p) { [&CHK&$p$ is already member of a guild.] } // HASH_VALUE E38C0D72C828B266 GUILD_BAD_SESSION () { [&CHK&Please retry this operation : guild parameters have just been modified by someone.] } // HASH_VALUE EA9E74CACADBC4BF GUILD_BUILDING_ALREADY_BOUGHT () { [&CHK&Your guild already has a building.] } // HASH_VALUE 46EC2FACEF4848CE GUILD_BUILDING_BAD_FAME ( int i, race r ) { [&CHK&To buy a building here, the $r$ people must believe your guild to have a fame of $i$.] } // HASH_VALUE 5287B3CCC5EF43B5 GUILD_BUILDING_BAD_GRADE () { [&CHK&Your guild grade is not sufficient to perform this action.] } /* OLD VALUE : [ GUILD_BUILDING_BAD_MONEY ( int i ) { [&CHK&To buy a building here, you need $i$ dappers.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ GUILD_BUILDING_BAD_MONEY ( int i ) { [&CHK&To buy a building here, you need $i$ dappers.] } ] */ // Clause 0 : text changed. // HASH_VALUE 55E0F744E5CE7007 GUILD_BUILDING_BAD_MONEY ( int i ) { [&CHK&To buy a building here, you need $i$ dins.] } // HASH_VALUE EE9A1D55D32C20A5 GUILD_BUILDING_NEEDED () { [&CHK&You need a guild building to perform this action.] } // HASH_VALUE 3FAFE205FEC81501 GUILD_CANT_INVITE_OUTPOST_ENEMY () { [&CHK&You cannot invite an outpost enemy in your guild] } // HASH_VALUE 1CBF80670260FDE0 GUILD_CHALLENGE_OUTPOST_ALREADY_ATTACKED () { [&CHK&The outpost is already under attack.] } // HASH_VALUE E5E12BA2328FCF7C GUILD_CREATED () { [&AROUND&You successfully created a guild.] } // HASH_VALUE EF3BC61D0BC86F60 GUILD_DESCRIPTION_BAD_WORD () { [&CHK&The description you chose contains forbidden words] } // HASH_VALUE C9279C9CE5325FCF GUILD_DESC_BAD_CHAR () { [&CHK&Guild descriptions must contains only alphabetic characters and blanks. Descriptions cannot start or end with a Blank. A blank cannot follow another one] } // HASH_VALUE F867856A17D0D8D5 GUILD_DESC_BAD_SIZE () { [&CHK&Guild descriptions length can't exceed two hundred characters] } // HASH_VALUE 94E3D252C3944E94 GUILD_DESTROYED () { [&SYS& You were the last member of your guild. So it has been destroyed.] } // HASH_VALUE 8B79AC14E5D8EBD1 GUILD_GAIN_CHARGE_POINT (int points) { [&SYS&Your guild gained $points$ charge points.] } // HASH_VALUE 2A8EAD4F9B1A4BA4 GUILD_GIVEUP_OUTPOST_ATTACK_NOT_ATTACKED () { [&CHK&The outpost is not under attack.] } // HASH_VALUE 8C9D4BE034196541 GUILD_GRADE_FULL (string_id p) { [&CHK&There are not enough members in your guild to change the grade of $p$ to the one you chose.] } // HASH_VALUE 73251C3920E7B253 GUILD_ICOMPATIBLE_ALLEGIANCE ( player p, faction b) { [&CHK&The player $p$ has a $b$ allegiance incompatible with the allegiances of your guild.] } // HASH_VALUE 200437124E266BF6 GUILD_INSUFFICIENT_GRADE () { [&CHK&You dont have a sufficient grade in your guild.] } // HASH_VALUE 5E63105C1C55481A GUILD_INVALID_DESCRIPTION () { [&CHK&Invalid guild description.] } // HASH_VALUE 58A05C191F799CCD GUILD_INVALID_NAME () { [&CHK&Invalid guild name.] } // HASH_VALUE ABEDE1E42B70C872 GUILD_INVITED_CHARACTER_MUST_BE_ONLINE () { [&CHK&The player you wish to invite must be connected.] } // HASH_VALUE 3B62CEE91A44BA35 GUILD_INVITE_ONLY_LOCAL_GUILD () { [&CHK&You can't invite a someone in your guild when not on the mainlands.] } // HASH_VALUE C6164693CCD9BB10 GUILD_IS_PROXY () { [&CHK&You can execute this action just on the game territory, you are in process.] } // HASH_VALUE 42BA6A190F2699DA GUILD_ITEM_BAD_SESSION () { [&CHK&Someone is handling this item. Please retry.] } // HASH_VALUE 15DAF161CB1095FC GUILD_ITEM_CANT_BE_PUT () { [&CHK&This item cannot be put in the guild inventory.] } // HASH_VALUE 7373361549656E02 GUILD_ITEM_DONT_HAVE_RIGHTS () { [&CHK&you are not allowed to perform that action] } // HASH_VALUE 4E6818F5AA858C67 GUILD_ITEM_MAX_BULK () { [&CHK&The guild warehouse is full.] } // HASH_VALUE 9E3A74B6B179050B GUILD_JOIN (player a) { [&AROUND&$a$ joins your guild.] } // Clause 0 : text changed. // HASH_VALUE 723E4A2C44C30253 GUILD_JOIN_PROPOSAL (player p, string_id g) { [$p$ invites you to join the guild $g$.] } // HASH_VALUE 3A77AEE8DC91E8C2 GUILD_KICK_MEMBER (player a, string_id b) { [&AROUND&$a$ kicked $b$ out of your guild.] } // HASH_VALUE CBFEFFC1E16EF793 GUILD_MAX_MEMBER_COUNT ( int i ) { [&CHK&Your guild already reached the maximum member count ($i$).] } // HASH_VALUE 9DAF9E0D3C782458 GUILD_MAX_MEMBER_COUNT_INVITE ( int i ) { [&CHK&This guild already reached the maximum member count ($i$).] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE AEA7CC11E38CA1B4 GUILD_NAME_ALREADY_EXISTS () { [&CHK&This Name is already used. Please choose another One] } // HASH_VALUE A87F8445B6A18DBB GUILD_NAME_BAD_CHAR () { [&CHK&Guild names must contains only alphabetic characters and blanks. Names can't start or end with a Blank.] } // HASH_VALUE 037691B3D2A317F6 GUILD_NAME_BAD_SIZE () { [&CHK&Guild names must have a length of at least three characters, and no more than fifty.] } // HASH_VALUE DDAE55A30DE5B12C GUILD_NAME_BAD_WORD () { [&CHK&The name you chose contains forbidden words] } // HASH_VALUE 19EF90B35AB07F80 GUILD_NEW_LEADER (string_id a) { [&SYS&$a$ is now the new leader of your guild.] } /* OLD VALUE : [ GUILD_NOT_ENOUGH_MONEY (int m) { [&CHK&You need $m$ dappers to create a guild.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ GUILD_NOT_ENOUGH_MONEY (int m) { [&CHK&You need $m$ dappers to create a guild.] } ] */ // Clause 0 : text changed. // HASH_VALUE 2CC1055B64349D8C GUILD_NOT_ENOUGH_MONEY (int m) { [&CHK&You need $m$ dins to create a guild.] } // HASH_VALUE 7B0B74F831DAE937 GUILD_NOT_MEMBER () { [&SYS&You are not a member of any guild.] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE A1FB620219A9C353 GUILD_PLAYER_BAG_FULL () { [You cannot take this item from your guild : your bag is full] } // HASH_VALUE 8CC659FA741900B0 GUILD_QUIT (player a) { [&AROUND&$a$ left your guild.] } // HASH_VALUE E2A2FB76FC9F6088 GUILD_REFUSE_JOIN (player a) { [&AROUND&$a$ refuses to join your guild.] } // HASH_VALUE 86E62530E37DFE2F GUILD_RM_ALREADY_BOUGHT () { [&CHK&Your guild already bought this rolemaster.] } // HASH_VALUE 9C01C33984D5570D GUILD_ROOM ( string_id i ) { [To Guild "$i$".] } // HASH_VALUE C09E14B9CD6D0101 GUILD_SET_GRADE_HIGHOFFICER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ high officer of your guild $str$.] } // HASH_VALUE E472EB80CADDE5B4 GUILD_SET_GRADE_MEMBER (player a, string_id b, string_id str) { [&SYS&$a$ degraded $b$ as member of your guild $str$.] } // HASH_VALUE 985DDBCD01685342 GUILD_SET_GRADE_OFFICER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ officer of your guild $str$.] } // HASH_VALUE 8A0A602C02E0FE50 GUILD_SET_LEADER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ leader of your guild $str$.] } // HASH_VALUE 26808247326D4098 GUILD_USER_DELETED ( player a ) { [&SYS&$a$ was deleted.] } // HASH_VALUE F05FF937771C58FC GUILD_XP_GAIN () { [&XP&Your guild gained experience points.] } // HASH_VALUE 8D1829F0D9D95041 GUILD_YOU_JOIN (string_id str) { [&AROUND&You join the guild $str$.] } // HASH_VALUE 4575EFA39AE4C9B3 GUILD_YOU_QUIT (string_id str) { [&AROUND&You quit the guild $str$.] } // HASH_VALUE F3B7496C5A7BE762 HARVEST_LOOT_ALREADY_IN_PROGRESS_OTHER (entity creature, entity harvester) { harvest_loot_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being looted by $harvester$.] } // HASH_VALUE A3A4154242F17E89 HARVEST_NOTHING_TO_LOOT (entity e) { harvest_nothing_to_loot [&ITMF&There is nothing to loot on $e.da$ $e$.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used during harvest/loot //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E0BBB1A5602058DC HARVEST_NOTHING_TO_QUARTER (entity e) { harvest_nothing_to_quarter [&ITMF&There is nothing to quarter on $e.da$ $e$.] } // HASH_VALUE 3B93BE92D7717450 HARVEST_QUARTER_ALREADY_IN_PROGRESS_OTHER (entity creature, entity harvester) { harvest_quarter_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being quartered by $harvester$.] } // HASH_VALUE 1DE2571375CE22C3 HARVEST_QUARTER_ALREADY_IN_PROGRESS_SELF (entity e) { harvest_quarter_already_in_progress_self [&CHK&You are already quartering $e.da$ $e$.] } // HASH_VALUE A0451ADA4C74B0C2 HARVEST_SUCCESS (int nb, item item, int quality) { (nb > 1) harvest_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.] (nb = 1) harvest_success_1 [&ITM&You obtain one $item$ of quality $quality$.] } // HASH_VALUE 602170E63AE66603 HARVEST_SUCCESS_OTHER (player p, int nb, item item, int quality) { (nb > 1) harvest_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.] (nb = 1) harvest_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.] } // HASH_VALUE 56EC3B434025AFC2 INTERLOCUTOR_TOO_ENCUMBERED_FOR_EXCHANGE (player p) { [&CHK&Character $p$ are to encumbered to make this exchange.] } // HASH_VALUE A8432116597BB0FD INVALID_EXCHANGE_IN_RING () { [&CHK&EXCHANGE REFUSED: Some of these items cannot be traded with players from a different server.] } // HASH_VALUE 69034B07AE13EF9F INVALID_FORAGE_TOOL () { invalid_forage_tool [&CHK&You don't have a forage tool in hand.] } // HASH_VALUE 13477814241634CD INVALID_TARGET () { [&CHK&Invalid Target.] } // HASH_VALUE 16C2EDAC8CE40FF2 INVALID_TEAM_TARGET () { [&CHK& Your target can't be invited to join a team.] } // HASH_VALUE 947D8085472FD062 INVENTORY_BUY_ITEM (item item, int qty, int cost, int fp) { (qty=1 & fp=0) inventory_buy_item_1 [&ITM&You have just bought $item.ia$ $item$ for $cost$ Dappers.] (qty>1 & fp=0) inventory_buy_item_p [&ITM&You have just bought $qty$ $item.p$ for $cost$ Dappers.] (qty=1 & fp>0 & cost>0) inventory_buy_item_1fc [&ITM&You have just bought $item.ia$ $item$ for $cost$ Dappers and $fp$ honor points.] (qty>1 & fp>0 & cost>0) inventory_buy_item_pfc [&ITM&You have just bought $qty$ $item.p$ for $cost$ Dappers and $fp$ honor points.] (qty=1 & fp>0 & cost=0) inventory_buy_item_1f [&ITM&You have just bought $item.ia$ $item$ for $fp$ honor points.] (qty>1 & fp>0 & cost=0) inventory_buy_item_pf [&ITM&You have just bought $qty$ $item.p$ for $fp$ honor points.] } // HASH_VALUE AB16739C8E77D070 INVENTORY_BUY_ITEM_FP (item item, int qty, int fp) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.] } // HASH_VALUE FF51CA5A61710379 INVENTORY_BUY_ITEM_RRP (item item, int qty, int rrpLevel, int rrps) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $rrps$ ring reward points of level $rrpLevel$.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $rrps$ ring reward points of level $rrpLevel$.] } // HASH_VALUE 3BB0C78E27A1AE96 INVENTORY_BUY_ITEM_dinS (item item, int qty, int cost) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.] } //////////////////////////////////////////////////////////////////////////////////// // sentences related to Inventory/items management //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE F80AFD68F52F609C INVENTORY_DESTROY_ITEM (item item, int qty) { (qty=1) inventory_destroy_item_1 [&ITM&You have destroyed $item.ia$ $item$.] (qty>1) inventory_destroy_item_p [&ITM&You have destroyed $qty$ $item.p$.] } // HASH_VALUE 00C636A2FC54BC91 INVENTORY_DROP_ITEM (item item, int qty) { (qty=1) inventory_drop_item_1 [&ITM&You have dropped $item.ia$ $item$ on the ground.] (qty>1) inventory_drop_item_p [&ITM&You have dropped $qty$ $item.p$ on the ground.] } // HASH_VALUE 0CA4AE2F7EAC3961 INVENTORY_EQUIP (item item, int qty) { (qty=1) inventory_equip_item_1 [&SYS&You equip your $item$.] (qty>1) inventory_equip_item_p [&SYS&You equip your $item.p$.] } // HASH_VALUE BB9907F524EA1E8E INVENTORY_UNEQUIP (item item, int qty) { (qty=1) inventory_unequip_item_1 [&SYS&You unequip your $item$.] (qty>1) inventory_unequip_item_p [&SYS&You unequip your $item.p$.] } // HASH_VALUE 1535738A695B8BF0 ISE_CRAFT_ADD_LIMIT (int param) { [&ISE2&Start of extend limit effect, the limits of the item you have crafted are extended by $param$%.] } // HASH_VALUE 6E2D927068A24C47 ISE_CRAFT_ADD_STAT_BONUS (score s, int param) { [&ISE2&Start of bonus stat effect, the item you have crafted has a bonus of $s$ $param$.] } // HASH_VALUE 937A95A77E46E9B6 ISE_FORAGE_ADD_RM (int param) { [&ISE&Trigger of the forage bonus effect, you have foraged $param$% of additional resources by this action.] } // HASH_VALUE 1320BAF4749C1F27 ISE_FORAGE_NO_RISK () { [&ISE&Start of no-risk fount effect, one of the founts that you have found cannot explode.] } // HASH_VALUE 76401D73C249D235 ISE_MAGIC_DIVINE_INTERVENTION () { [&ISE&Start of divine intervention effect, your spell credits have not been used up.] } // HASH_VALUE 4D3A548A847BC2B4 ISE_MAGIC_SHOOT_AGAIN () { [&ISE&Start of shoot again effect, your next spell will be cast in a minimum time.] } // HASH_VALUE 66CDFB40CAFE54A7 ITEM_CANT_BE_SOLD ( item item, int qty, int qual ) { (qty=1) item_can_be_solded_1 [&SYS&Your $item$ of quality $qual$ can't be sold.] (qty>1) item_can_be_solded_2 [&SYS&Your $qty$ $item.p$ of quality $qual$ can't be sold.] } // HASH_VALUE 3CC1E4D9C1202FD6 ITEM_IN_RIGHT_HAND_HAVE_NOT_EBOUGHT_SAP () { item_in_right_hand_have_not_ebought_sap [&CHK&The item in your right hand has not enough sap.] } // HASH_VALUE 6F076F1697A19B3A ITEM_IS_NOT_CRYSTALLIZED_ACTION (item i) { item_is_not_crystallized_action [&CHK&item $i$ is not an action crystal.] } // HASH_VALUE 7541F61AE59BEAD6 ITEM_IS_NOT_CRYSTALLIZED_SAPLOAD_RECHARGE (item i) { item_is_not_crystallized_sapload_recharge [&CHK&Item $i$ is not a recharge crystal.] } // HASH_VALUE E20FA2D879D81763 ITEM_IS_NOW_ENCHANTED (item i) { item_is_now_enchanted [&SPLM&You have enchanted item $i$.] } // HASH_VALUE C4844F2DA6A049DC ITEM_IS_RECHARGED (item it, int current, int max ) { item_is_recharged [&ITM&Item $it$ is now recharged. Sap load is $current$ of $max$.] } // HASH_VALUE D38EF81A22342BDD ITEM_NOT_AVAILABLE () { item_not_available [&CHK&The item you want buy is no more available.] } /* OLD VALUE : [ ITEM_PUT_IN_RESELLER ( item item, int qty, int basePrice, int sellPrice ) { (qty=1) [&ITM&You placed $item.ia$ $item$ with a merchant, the merchant gives you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] (qty>1) [&ITM&You placed $qty$ $item.p$ with a merchant, the merchant gives to you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ ITEM_PUT_IN_RESELLER ( item item, int qty, int basePrice, int sellPrice ) { (qty=1) [&ITM&You placed $item.ia$ $item$ with a merchant, the merchant gives you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] (qty>1) [&ITM&You placed $qty$ $item.p$ with a merchant, the merchant gives to you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 8FD3AA8213B5971A ITEM_PUT_IN_RESELLER ( item item, int qty, int basePrice, int sellPrice ) { (qty=1) [&ITM&You put $item$ in reseller, reseller give to you $basePrice$ dins now, and you received $sellPrice$ dins when players buy our item.] (qty>1) [&ITM&You put $qty$ $item.p$ in reseller, reseller give to you $basePrice$ dins now, and you received $sellPrice$ dins when players buy our items.] } // HASH_VALUE 3704D49E86CD0795 ITEM_SERVICE_CONSUMED (item service) { [&ITM&$service.da$ $service$ has been consumed.] } // HASH_VALUE 17EBE29E39ADA321 ITEM_SERVICE_NOT_AVAILABLE (item service) { [&CHK&Purchase refused, $service.da$ $service$ is no longer available.] } // HASH_VALUE 1A6AD9B7EDC20493 ITEM_SHOP_LIMIT_REACHED ( int qty ) { [&CHK&You can't place any more items with the merchant, you have reached the maximum of $qty$ items you can sell at any one time.] } /* OLD VALUE : [ ITEM_SOLD (item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious ) { (qty=1) item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ dapper(s).] (qty>1) item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ dapper(s).] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ ITEM_SOLD (item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious ) { (qty=1) item_sold_1 [&ITM&You sell $item.ia$ $item$ for $moneyNow$ dapper(s).] (qty>1) item_sold_2 [&ITM&You sell $qty$ $item.p$ for $moneyNow$ dapper(s).] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE A08C50739A1B12D3 ITEM_SOLD (item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious ) { (qty=1) item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ din(s).] (qty>1) item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ din(s).] } /* OLD VALUE : [ ITEM_SOLDED_TO_NPC ( item item, int qty, int price ) { (qty=1) [&ITM&You sold $item$ to NPC for $price$ dappers.] (qty>1) [&ITM&You sold $qty$ $item.p$ to NPC for $price$ dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ ITEM_SOLDED_TO_NPC ( item item, int qty, int price ) { (qty=1) [&ITM&You sold $item$ to NPC for $price$ dappers.] (qty>1) [&ITM&You sold $qty$ $item.p$ to NPC for $price$ dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE ED7980D4CAC67570 ITEM_SOLDED_TO_NPC ( item item, int qty, int price ) { (qty=1) [&ITM&You sold $item$ to NPC for $price$ dins.] (qty>1) [&ITM&You sold $qty$ $item.p$ to NPC for $price$ dins.] } /* OLD VALUE : [ ITEM_SOLD_TO_MARKET (item item, int qty ) { (qty=1) item_sold_market_1 [&ITM&Your $item$ has been sold, the merchant has already given you the corresponding dappers.] (qty>1) item_sold_market_2 [&ITM&Your $qty$ $item.p$ have been sold, the merchant has already given you the corresponding dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ ITEM_SOLD_TO_MARKET (item item, int qty ) { (qty=1) item_sold_market_1 [&ITM&Your $item$ has been sold, the merchant has already given you the corresponding dappers.] (qty>1) item_sold_market_2 [&ITM&Your $qty$ $item.p$ have been sold, the merchant has already given you the corresponding dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 3503FC8DCC806D8D ITEM_SOLD_TO_MARKET (item item, int qty ) { (qty=1) item_sold_market_1 [&ITM&Your $item$ is solded to market, reseller already give to you corresponding dins.] (qty>1) item_sold_market_2 [&ITM&Your $qty$ $item.p$ are solded to market, reseller already give to you corresponding dins.] } //////////////////////////////////////////////////////////////////////////////////// // item decay messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 2C098F252E8D7870 ITEM_UNSPOILED (item item) { [&ITMF&Your $item$ is unspoiled.] } // HASH_VALUE 035A7279A495FDB8 ITEM_WORNED (item item) { [&ITMF&Your $item$ is now completely worn out and you can no longer progress by using it. You should find a new one as soon as possible.] } // HASH_VALUE ED0AEDB27C730CA4 ITEM_WORNED_DESTROYED (item item) { [&ITMF&Your $item$ was so worn that it has been destroyed.] } // HASH_VALUE F77F348A8B709DDF ITEM_WORN_STATE_1 (item item) { [&ITMF&Your $item$ is slightly worn out.] } // HASH_VALUE C630F8AA9E82F8E6 ITEM_WORN_STATE_2 (item item) { [&ITMF&Your $item$ is moderately worn out.] } // HASH_VALUE D63D14AAFC5F6945 ITEM_WORN_STATE_3 (item item) { [&ITMF&Your $item$ is heavily worn out. You should start thinking about replacing it.] } // HASH_VALUE B8412A2781AB563C ITEM_WORN_STATE_4 (item item) { [&ITMF&Your $item$ is nearly completely worn out. You should replace it as soon as possible.] } /* OLD VALUE : [ KAMI_ANGER_DEFENDER_HIT (int damage) { kami_anger_defender_hit [&DMG&A Kami punishes you for $damage$ points of damage.] } ] */ // Parameter list changed. // HASH_VALUE 192B79D91038E3DD KAMI_ANGER_DEFENDER_HIT (int damage, int reduction) { kami_anger_defender_hit [&DMG&A Kami punishes you for $damage$ points of damage.] } // HASH_VALUE D7319B2D94A30283 KAMI_ANGER_SPECTATOR_HIT (entity defender, int damage) { kami_anger_spectator_hit [&SYS&A Kami punishes $defender$ for $damage$ points of damage.] } // HASH_VALUE D72449B24A507454 KILLED_BY_GOO () { [&CHKCB&You have been killed by the GOO!] } // HASH_VALUE 08D1BA05D0A39E37 LIFT_BOT_CRAFT (bot_name b) { lift_bot_craft [$b$$$fct_guild_rm_craft$$] } // HASH_VALUE 8701BA05D0C3BE34 LIFT_BOT_FIGHT (bot_name b) { lift_bot_fight [$b$$$fct_guild_rm_fight$$] } // HASH_VALUE 4771BA058BC2C22C LIFT_BOT_MAGIC (bot_name b) { lift_bot_magic [$b$$$fct_guild_rm_magic$$] } // HASH_VALUE 9E8ADCCC6AB3A760 LIFT_EXIT () { lift_exit [Exit$$exit$$] } // HASH_VALUE 7030A3151A34FB57 LITERAL ( literal lit ) { [$lit$] } // HASH_VALUE 995F88DA5206A916 LOOT_SUCCESS (int nb, item item, int quality) { (nb > 1) loot_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.] (nb = 1) loot_success_1 [&ITM&You obtain one $item$ of quality $quality$.] } // HASH_VALUE D03F023CF31DC7BC LOOT_SUCCESS_OTHER (player p, int nb, item item, int quality) { (nb > 1) loot_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.] (nb = 1) loot_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.] } // HASH_VALUE 15334A199940D454 MAGIC_BAD_TARGET () { magic_bad_target [&CHKCB&Target missing or invalid.] } // HASH_VALUE 1C921D6B617C47DD MAGIC_BEGIN_CAST_BAD_ACTOR (entity e) { magic_begin_bad_actor [&SPLM&You invoke an offensive spell on $e.ia$ $e$.] } // HASH_VALUE B8926218E80365E0 MAGIC_BEGIN_CAST_BAD_SPECTATOR (entity actor, entity target) { magic_begin_cast_bad_spectator [&SYS&$actor.ia$ $actor$ invokes an offensive spell on $target.ia$ $target$.] } // HASH_VALUE 8D182EE613733B2C MAGIC_BEGIN_CAST_BAD_TARGET (entity e) { magic_begin_cast_bad_target [&SPL&$e.ia$ $e$ invokes an offensive spell on you.] } ///////////////////////////////////////////////////////////////////////// // sentences related to magic ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 526865AF085DB98D MAGIC_BEGIN_CAST_GOOD_ACTOR (entity e) { magic_begin_good_actor [&SPLM&You invoke a beneficial spell on $e.ia$ $e$.] } // HASH_VALUE 84A1E2172FD41694 MAGIC_BEGIN_CAST_GOOD_SPECTATOR (entity actor, entity target) { magic_begin_cast_good_spectator [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on $target.ia$ $target$.] } // HASH_VALUE ACC2B9BB6C927D3B MAGIC_BEGIN_CAST_GOOD_TARGET (entity e) { magic_begin_cast_good_target [&SPL&$e.ia$ $e$ invokes a beneficial spell on you.] } // HASH_VALUE 83B4DF3828630D85 MAGIC_BEGIN_CAST_NEUTRAL_ACTOR (entity e) { magic_begin_neutral_actor [&SPLM&You invoke a neutral spell on $e.ia$ $e$.] } // HASH_VALUE BBF620764114D9DA MAGIC_BEGIN_CAST_NEUTRAL_SPECTATOR (entity actor, entity target) { magic_begin_cast_neutral_spectator [&SYS&$actor.ia$ $actor$ invokes a neutral spell on $target.ia$ $target$.] } // HASH_VALUE 81BF1DC775BA6958 MAGIC_BEGIN_CAST_NEUTRAL_TARGET (entity e) { magic_begin_cast_neutral_target [&SPL&$e.ia$ $e$ invokes a neutral spell on you.] } // HASH_VALUE B135E27DE5D0C4F4 MAGIC_BEGIN_SELFCAST_BAD_ACTOR () { magic_begin_selfcast_bad_actor [&SPL&You invoke an offensive spell on yourself.] } // HASH_VALUE 2BEE6B2A13459E2A MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_CREATURE (creature actor) { magic_begin_bad_spectator_c [&SYS&$actor.ia$ $actor$ invokes an offensive spell on itself.] } // HASH_VALUE DD4E7C642D4F2CCD MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_bad_spectator_nm [&SYS&$actor.ia$ $actor$ invokes an offensive spell on himself.] (actor.gender = female) magic_begin_bad_spectator_nf [&SYS&$actor.ia$ $actor$ invokes an offensive spell on herself.] } // HASH_VALUE A1AFEC6F51C3C84D MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_bad_spectator_pm [&SYS&$actor$ invokes an offensive spell on himself.] (actor.gender = female) magic_begin_bad_spectator_pf [&SYS&$actor$ invokes an offensive spell on herself.] } // HASH_VALUE E33C81BE0644B5CB MAGIC_BEGIN_SELFCAST_GOOD_ACTOR () { magic_begin_selfcast_good_actor [&SPL&You invoke a beneficial spell on yourself.] } // HASH_VALUE BC38AA8216B2C408 MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_CREATURE (creature actor) { magic_begin_good_spectator_c [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on itself.] } // HASH_VALUE DA85939418EB35FF MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_good_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on himself.] (actor.gender = female) magic_begin_good_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on herself.] } // HASH_VALUE C6AF90F398892934 MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_good_spectator_pm [&SYS&$actor$ invokes a beneficial spell on himself.] (actor.gender = female) magic_begin_good_spectator_pf [&SYS&$actor$ invokes a beneficial spell on herself.] } // HASH_VALUE 5D35683E31734DB9 MAGIC_BEGIN_SELFCAST_NEUTRAL_ACTOR () { magic_begin_selfcast_neutral_actor [&SPL&You invoke a neutral spell on yourself.] } // HASH_VALUE EE1F8CDAA1D4BB32 MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_CREATURE (creature actor) { magic_begin_neutral_spectator_c [&SYS&$actor.ia$ $actor$ invokes a neutral spell on itself.] } // HASH_VALUE 3B17A1375EC9ED97 MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_neutral_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a neutral spell on himself.] (actor.gender = female) magic_begin_neutral_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a neutral spell on herself.] } // HASH_VALUE 1C77648F02C311FC MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_neutral_spectator_pm [&SYS&$actor$ invokes a neutral spell on himself.] (actor.gender = female) magic_begin_neutral_spectator_pf [&SYS&$actor$ invokes a neutral spell on herself.] } // HASH_VALUE 10FAD949C7B1B67F MAGIC_CANNOT_CAST_ON_ENEMY () { magic_cannot_cast_on_enemy [&CHKCB&This spell cannot be cast on an enemy.] } // HASH_VALUE 80F0487A8E6C6E18 MAGIC_CANNOT_CAST_ON_PVP () { [&CHKCB&You cannot cast this spell on an opponent.] } // HASH_VALUE FC541A5EB120C577 MAGIC_CANNOT_CAST_YET () { magic_cannot_cast_yet [&CHKCB&You cannot cast yet.] } // HASH_VALUE B353104A75E88B53 MAGIC_CANNOT_SELFCAST () { magic_cannot_selfcast [&CHKCB&You cannot cast this spell on yourself.] } // HASH_VALUE E865930E87FB9837 MAGIC_CAN_ONLY_CAST_ON_ENEMY () { magic_can_only_cast_on_enemy [&CHKCB&This spell can only be cast on an enemy.] } // HASH_VALUE 2BDA50F7BE47D59B MAGIC_CAN_ONLY_CAST_ON_PLAYERS () { magic_can_only_cast_on_players [&CHKCB&You can only use this spell on other players.] } // HASH_VALUE B4C0BF28BDB25910 MAGIC_DAMAGE_HP_CASTER (entity e, int n, int m) { magic_damage_hp_caster [&DGM&You inflict $n$($m$) magic hit points damage to $e.da$ $e$.] } // HASH_VALUE C6A4788B96B21796 MAGIC_DAMAGE_HP_SPECTATORS (entity caster, entity target, int n) { magic_damage_hp_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ hit points of damage.] } // HASH_VALUE 1128A12E4205F74F MAGIC_DAMAGE_HP_TARGET (entity e, int n, int m) { magic_damage_hp_target [&DMG&$e.da$ $e$ inflicts you $n$($m$) magic hit points damage.] } // HASH_VALUE 9A93A96635C558D7 MAGIC_DAMAGE_SAP_CASTER (entity e, int n, int m) { magic_damage_sap_caster [&SPLM&You inflict $n$($m$) magic sap damage to $e.da$ $e$.] } // HASH_VALUE 68143A03720AFCE9 MAGIC_DAMAGE_SAP_SPECTATORS (entity caster, entity target, int n) { magic_damage_sap_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ sap points of damage.] } // HASH_VALUE 3AE23CD2503F7CA7 MAGIC_DAMAGE_SAP_TARGET (entity e, int n, int m) { magic_damage_sap_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic sap damage.] } // HASH_VALUE 3E2527CCF1C953D6 MAGIC_DAMAGE_STA_CASTER (entity e, int n, int m) { magic_damage_sta_caster [&SPLM&You inflict $n$($m$) magic stamina damage to $e.da$ $e$.] } // HASH_VALUE DC551A1E5E6E1D20 MAGIC_DAMAGE_STA_SPECTATORS (entity caster, entity target, int n) { magic_damage_sta_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ stamina points of damage.] } // HASH_VALUE 46D33091D865F168 MAGIC_DAMAGE_STA_TARGET (entity e, int n, int m) { magic_damage_sta_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic stamina damage.] } // HASH_VALUE 5F818A8BDFAA9B2C MAGIC_DESTROY_LINK_CASTER (entity e) { magic_destroy_link_caster [&SPLM&The link you created with $e.da$ $e$ has been broken.] } // HASH_VALUE 5390DCD284F2E4A5 MAGIC_DESTROY_LINK_TARGET (entity e) { magic_destroy_link_target [&SPL&The link created with you by $e.da$ $e$ has been broken.] } // HASH_VALUE 6CB1A8CCAD4AFFAF MAGIC_END_CAST_FAILED_ACTOR () { magic_end_cast_failed_actor [&MISM&You failed your incantation.] } // HASH_VALUE 2859C1C34E8F976B MAGIC_END_CAST_FAILED_SPECTATORS (entity e) { magic_end_cast_failed_spectators [&SYS&$e.da$ $e$'s incantation failed.] } // HASH_VALUE 4BF3275250EC6C75 MAGIC_END_CAST_FAILED_TARGET (entity e) { magic_end_cast_failed_target [&MIS&$e.da$ $e$'s incantation failed.] } // HASH_VALUE 462CEEA91303560A MAGIC_END_CAST_FUMBLE_ACTOR () { magic_end_cast_fumble_actor [&MISM&You made a blunder.] } // HASH_VALUE 2A29A9DB538F4FA2 MAGIC_END_CAST_FUMBLE_SPECTATORS (entity e) { magic_end_cast_fumble_spectators [&SYS&$e.da$ $e$'s incantation fumbled.] } // HASH_VALUE 1253EF9C905C447A MAGIC_END_CAST_FUMBLE_TARGET (entity e) { magic_end_cast_fumble_target [&MIS&$e.da$ $e$'s incantation fumbled.] } // HASH_VALUE BE2092ADD39A4F30 MAGIC_END_CAST_SUCCESS_ACTOR () { magic_end_cast_success_actor [&SPLM&You succesfully cast your spell.] } // HASH_VALUE A1FC1750D32694B2 MAGIC_END_CAST_SUCCESS_SPECTATORS (entity caster, entity target) { magic_end_cast_success_spectators [&SYS&$caster.da$ $caster$ succesfully casts a spell on $target.da$ $target$.] } // HASH_VALUE C922A88973AEDD49 MAGIC_END_CAST_SUCCESS_TARGET (entity e) { magic_end_cast_success_target [&SPL&$e.da$ $e$ succesfully casts a spell on you.] } // HASH_VALUE FE28B48A9D1A092D MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_CREATURE (creature c) { magic_end_selfcast_success_spectators_c [&SYS&$c.da$ $c$ succesfully casts a spell on itself.] } // HASH_VALUE 0278D1B1C40BE971 MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_NPC (bot caster) { (caster.gender = male) magic_end_selfcast_success_spectators_bm [&SYS&$caster.da$ $caster$ succesfully casts a spell on himself.] (caster.gender = female) magic_end_selfcast_success_spectators_bf [&SYS&$caster.da$ $caster$ succesfully casts a spell on herself.] } // HASH_VALUE 0F448B233230B762 MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_PLAYER (player caster) { (caster.gender = male) magic_end_selfcast_success_spectators_pm [&SYS&$caster$ succesfully casts a spell on himself.] (caster.gender = female) magic_end_selfcast_success_spectators_pf [&SYS&$caster$ succesfully casts a spell on herself.] } // HASH_VALUE F48D21E9C32E0BC1 MAGIC_HEAL_FOCUS_CASTER (entity e, int i) { magic_heal_focus_caster [&SPLM&You restore $e.da$ $e$ $i$ focus points.] } // HASH_VALUE A2459A37645E3362 MAGIC_HEAL_FOCUS_SPECTATORS (entity caster, entity target, int i) { magic_heal_focus_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ focus points.] } // HASH_VALUE EF2A8D05B9EE0286 MAGIC_HEAL_FOCUS_TARGET (entity e, int i) { magic_heal_focus_target [&SPL&$e.da$ $e$ restores you $i$ focus points.] } // HASH_VALUE 45C80D68F2E0B3D1 MAGIC_HEAL_FULL_SCORE_ACTOR (entity e, score s) { magic_heal_full_score_actor [&SYS&$e.da$ $e$ is now at full $s$ and no longer needs $s$ recovery spells.] } // HASH_VALUE E9D66E5F10744C47 MAGIC_HEAL_FULL_SCORE_TARGET (score s) { (s.score_ID = hit_points) magic_heal_full_score_target_hp [&SYS&You are now at full health and no longer need healing.] magic_heal_full_score_target [&SYS&You are now at full $s$.] } // HASH_VALUE D97BCF12FFC05787 MAGIC_HEAL_HP_CASTER (entity e, int i) { magic_heal_hp_caster [&SPLM&You heal $e.da$ $e$ $i$ hit points.] } // HASH_VALUE 0D06D71C6F6F00DC MAGIC_HEAL_HP_SPECTATORS (entity caster, entity target, int i) { magic_heal_hp_spectators [&SYS&$caster.da$ $caster$ heals $target.da$ $target$ $i$ hit points.] } // HASH_VALUE AAE764FC791C7EFF MAGIC_HEAL_HP_TARGET (entity e, int i) { magic_heal_hp_target [&SPL&$e.da$ $e$ heals you $i$ hit points.] } // HASH_VALUE A42D6FFFD935FE65 MAGIC_HEAL_SAP_CASTER (entity e, int i) { magic_heal_sap_caster [&SPLM&You restore $e.da$ $e$ $i$ sap points.] } // HASH_VALUE 23B04AB86B20EF6C MAGIC_HEAL_SAP_SPECTATORS (entity caster, entity target, int i) { magic_heal_sap_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ sap points.] } // HASH_VALUE 147A2FC9A0F66D61 MAGIC_HEAL_SAP_TARGET (entity e, int i) { magic_heal_sap_target [&SPL&$e.da$ $e$ restores you $i$ sap points.] } // HASH_VALUE C2E13B1FAF2E8C04 MAGIC_HEAL_STA_CASTER (entity e, int i) { magic_heal_stamina_caster [&SPLM&You restore $e.da$ $e$ $i$ stamina points.] } // HASH_VALUE 117386A59D82B8D9 MAGIC_HEAL_STA_SPECTATORS (entity caster, entity target, int i) { magic_heal_sta_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ stamina points.] } // HASH_VALUE 89A2AA1B1F7B4CCE MAGIC_HEAL_STA_TARGET (entity e, int i) { magic_heal_stamina_target [&SPL&$e.da$ $e$ restores you $i$ stamina points.] } // HASH_VALUE 8FE7756D159FC2C0 MAGIC_LACK_HP () { magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.] } // HASH_VALUE 2A85ACC8C5ACD945 MAGIC_LACK_SAP () { magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.] } /* OLD VALUE : [ MAGIC_MAGICIAN_STAFF_LOW_REQ () { magic_magician_staff_low_req [&CHK&Your magic amplifier quality is too low to handle the power of your spell, you won't benefit from your amplifier bonuses.] } ] */ // Clause 0 : text changed. // HASH_VALUE 3B984298B9F17EDE MAGIC_MAGICIAN_STAFF_LOW_REQ () { magic_magician_staff_low_req [&CHK&Your magic amplifier quality is too low to handle the power of your spell, you won't benefit from your amplifier bonuses.] } //////////////////////////////////////////////////////////////////////////////////// /// sentences used as error codes in magic system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 1D393D9AC9437EF5 MAGIC_NEED_TARGET () { magic_need_target [&CHKCB&This spell needs a target.] } // HASH_VALUE 611C60369732D8CD MAGIC_NEW_LINK_CASTER (entity e) { magic_new_link_caster [&SPLM&You have created a new magic link with $e.da$ $e$.] } // HASH_VALUE EFA9B091352ED961 MAGIC_NEW_LINK_TARGET (entity e) { magic_new_link_target [&SPL&$e.da$ $e$ has created a new magic link with you.] } // HASH_VALUE C7A861BD5BA12D0B MAGIC_RESIST_CASTER (entity e) { magic_resist_caster [&MISM&$e.da$ $e$ resists the effects of your spell.] } // HASH_VALUE C33F8119D361BC20 MAGIC_RESIST_SPECTATORS (entity caster, entity target) { magic_resist_spectators [&SYS&$target.da$ $target$ resists the effects of the spell invoked by $caster.da$ $caster$.] } // HASH_VALUE D983D59DBE91ED25 MAGIC_RESIST_TARGET (entity e) { magic_resist_target [&MIS&You resist the effects of the spell invoked by $e.da$ $e$.] } // HASH_VALUE 773982806319A5B9 MAGIC_SELF_DAMAGE_HP (int n, int m) { magic_self_damage_hp [&DMG&You inflict yourself $n$($m$) magic hit points damage.] } // HASH_VALUE A91C5E554C9C7349 MAGIC_SELF_DAMAGE_HP_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_hp_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ hit points of damage.] } // HASH_VALUE 7424D269D009B4E3 MAGIC_SELF_DAMAGE_HP_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_hp_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ hit points of damage.] (b.gender = female) magic_self_damage_hp_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ hit points of damage.] } // HASH_VALUE 7670BD3F5BCE54BA MAGIC_SELF_DAMAGE_HP_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_hp_spectators_pm [&SYS&$p$'s spell hits himself for $n$ hit points of damage.] (p.gender = female) magic_self_damage_hp_spectators_pf [&SYS&$p$'s spell hits herself for $n$ hit points of damage.] } // HASH_VALUE EF6053FACA1B833E MAGIC_SELF_DAMAGE_SAP (int n, int m) { magic_self_damage_sap [&SPL&You inflict yourself $n$($m$) magic sap points damage.] } // HASH_VALUE 43D2A9A0ED992412 MAGIC_SELF_DAMAGE_SAP_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_sap_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ sap points of damage.] } // HASH_VALUE 84199DC0A4E266D9 MAGIC_SELF_DAMAGE_SAP_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_sap_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ sap points of damage.] (b.gender = female) magic_self_damage_sap_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ sap points of damage.] } // HASH_VALUE F487975932750A44 MAGIC_SELF_DAMAGE_SAP_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_sap_spectators_pm [&SYS&$p$'s spell hits himself for $n$ sap points of damage.] (p.gender = female) magic_self_damage_sap_spectators_pf [&SYS&$p$'s spell hits herself for $n$ sap points of damage.] } // HASH_VALUE 83E00EA25B317DD9 MAGIC_SELF_DAMAGE_STA (int n, int m) { magic_self_damage_sta [&SPL&You inflict yourself $n$($m$) magic stamina points damage.] } // HASH_VALUE D556866EB5EB54D8 MAGIC_SELF_DAMAGE_STA_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_sta_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ stamina points of damage.] } // HASH_VALUE 92FE8D3F8CA9C02D MAGIC_SELF_DAMAGE_STA_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_sta_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ stamina points of damage.] (b.gender = female) magic_self_damage_sta_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ stamina points of damage.] } // HASH_VALUE 6CCC9963B11C8608 MAGIC_SELF_DAMAGE_STA_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_sta_spectators_pm [&SYS&$p$'s spell hits himself for $n$ stamina points of damage.] (p.gender = female) magic_self_damage_sta_spectators_pf [&SYS&$p$'s spell hits herself for $n$ stamina points of damage.] } // HASH_VALUE 71030179EF6C9770 MAGIC_SELF_HEAL_FOCUS (int i) { magic_self_heal_focus [&SPLM&You restore yourself $i$ focus points.] } // HASH_VALUE BBA110D58911328F MAGIC_SELF_HEAL_FOCUS_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_focus_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ focus points.] } // HASH_VALUE E63753ACBCB1E424 MAGIC_SELF_HEAL_FOCUS_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_focus_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ focus points.] (b.gender = female) magic_self_heal_focus_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ focus points.] } // HASH_VALUE 746F7DFC8B79A637 MAGIC_SELF_HEAL_FOCUS_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_focus_spectators_pm [&SYS&$p$ restores himself $i$ focus points.] (p.gender = female) magic_self_heal_focus_spectators_pf [&SYS&$p$ restores herself $i$ focus points.] } // HASH_VALUE 3A8BBBFA96140E07 MAGIC_SELF_HEAL_HP (int i) { magic_self_heal_hp [&SPLM&You heal yourself $i$ hit points.] } // HASH_VALUE FA6250171B5E2C90 MAGIC_SELF_HEAL_HP_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_hp_spectators_c [&SYS&$c.da$ $c$ heals itself $i$ hit points.] } // HASH_VALUE C5FF64EDFE03FF9C MAGIC_SELF_HEAL_HP_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_hp_spectators_bm [&SYS&$b.da$ $b$ heals himself $i$ hit points.] (b.gender = female) magic_self_heal_hp_spectators_bf [&SYS&$b.da$ $b$ heals herself $i$ hit points.] } // HASH_VALUE 36DAE5290AF6418B MAGIC_SELF_HEAL_HP_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_hp_spectators_pm [&SYS&$p$ heals himself $i$ hit points.] (p.gender = female) magic_self_heal_hp_spectators_pf [&SYS&$p$ heals herself $i$ hit points.] } // HASH_VALUE 6B193A7A953C9A3A MAGIC_SELF_HEAL_SAP (int i) { magic_self_heal_sap [&SPLM&You restore yourself $i$ sap points.] } // HASH_VALUE 04831D7702695E64 MAGIC_SELF_HEAL_SAP_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_sap_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ sap points.] } // HASH_VALUE D05D0AA594745DC4 MAGIC_SELF_HEAL_SAP_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_sap_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ sap points.] (b.gender = female) magic_self_heal_sap_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ sap points.] } // HASH_VALUE C6E3462A41E89732 MAGIC_SELF_HEAL_SAP_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_sap_spectators_pm [&SYS&$p$ restores himself $i$ sap points.] (p.gender = female) magic_self_heal_sap_spectators_pf [&SYS&$p$ restores herself $i$ sap points.] } // HASH_VALUE C6D3EB89D08932AC MAGIC_SELF_HEAL_STA (int i) { magic_self_heal_sta [&SPLM&You restore yourself $i$ stamina points.] } // HASH_VALUE C9DBD2320D594E16 MAGIC_SELF_HEAL_STA_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_sta_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ stamina points.] } // HASH_VALUE 7F57A24599B633FE MAGIC_SELF_HEAL_STA_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_sta_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ stamina points.] (b.gender = female) magic_self_heal_sta_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ stamina points.] } // HASH_VALUE B76EF464474967C6 MAGIC_SELF_HEAL_STA_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_sta_spectators_pm [&SYS&$p$ restores himself $i$ stamina points.] (p.gender = female) magic_self_heal_sta_spectators_pf [&SYS&$p$ restores herself $i$ stamina points.] } // HASH_VALUE 61AD072EFFB21738 MAGIC_SPECIAL_DAMAGE_ACTOR (entity e, int i, damagetype d) { magic_special_damage_actor [&DGM&Your spell hits $e.da$ $e$ for $i$ $d$ points of damage.] } // HASH_VALUE 90C0BDF578D3FB11 MAGIC_SPECIAL_DAMAGE_SELF (int i, damagetype d) { magic_special_damage_self [&DMG&You inflict yourself $i$ $d$ damage.] } // HASH_VALUE 9D29F01833533890 MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_CREATURE (creature c, int n, damagetype d) { magic_special_damage_self_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ $d$ damage.] } // HASH_VALUE A17F6CFD4E953438 MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_NPC (bot b, int n, damagetype d) { (b.gender = male) magic_special_damage_self_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ $d$ damage.] (b.gender = female) magic_special_damage_self_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ $d$ damage.] } // HASH_VALUE 930FD3A8C93D301D MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_PLAYER (player p, int n, damagetype d) { (p.gender = male) magic_special_damage_self_spectators_pm [&SYS&$p$ inflict himself $n$ $d$ damage.] (p.gender = female) magic_special_damage_self_spectators_pf [&SYS&$p$ inflict herself $n$ $d$ damage.] } // HASH_VALUE 88762FC0CB79D5B9 MAGIC_SPECIAL_DAMAGE_SPECTATORS (entity caster, entity target, int i, damagetype d) { magic_special_damage_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $i$ $d$ points of damage.] } // HASH_VALUE 4038E07172C4DE0D MAGIC_SPECIAL_DAMAGE_TARGET (entity e, int i, damagetype d) { magic_special_damage_target [&DMG&$e.da$ $e$'spell hits you for $i$ $d$ points of damage.] } // HASH_VALUE 4CB1CEEA78E4FAF1 MAGIC_TARGET_DEAD () { magic_target_dead [&CHKCB&You cannot cast on a corpse.] } // HASH_VALUE 13FA47BD3F26593B MAGIC_TARGET_IMMUNE (entity e) { magic_target_immune [&CHKCB&$e.da$ $e$ is immune to this kind of magic.] } // HASH_VALUE EC2BC52817387584 MAGIC_TARGET_INVULNERABLE_ALL_MAGIC (entity e) { magic_target_invulnerable_all_magic [&CHKCB&$e.da$ $e$ is unaffected by magic.] } // HASH_VALUE D9A765B543E480FE MAGIC_TARGET_INVULNERABLE_OFFENSIVE (entity e) { magic_target_invulnerable_offensive [&CHKCB&$e.da$ $e$ is invulnerable to offensive spells.] } // HASH_VALUE 67B0F747AA1014C9 MAGIC_TARGET_OUT_OF_RANGE (entity e) { magic_target_out_of_range [&CHKCB&$e.da$ $e$ is out of range for your spell.] } // HASH_VALUE 2B8FCCC9B4B7E3A8 MAGIC_YOU_BREAK_ENEMY_CAST (entity e) { [&SYS&Vous interrupt $e.da$ $e$.] } // HASH_VALUE 8BB24071ED24576B MAX_CHARGE_REACHED () { [&CHK&your guild has already applied for the maximum number of charges.] } // HASH_VALUE 1B78F408E6E6BC27 MENU_OUTPOST () { [Look at the outpost's ensign] } // HASH_VALUE 81FB6F7A8833D4A0 MENU_RING_ENTRY () { [Enter the Ring] } /************************************************************************************************************************** MENUS PHRASES **************************************************************************************************************************/ // HASH_VALUE 72DE68C3256B4820 MENU_WHOAMI (player p, bot b) { menu_who_am_i [Who are you?] } /* OLD VALUE : [ MENU_WHOISKARAVAN (player p, bot b) { (b.race = karavan) menu_who_is_karavan [What is the karavan?] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ MENU_WHOISKARAVAN (player p, bot b) { (b.race = karavan) menu_who_is_karavan [What is the karavan?] } ] */ // Clause 0 : text changed. // HASH_VALUE B05705F4910D106D MENU_WHOISKARAVAN (player p, bot b) { (b.race = karavan) menu_who_is_karavan [What is the Karavan?] } // HASH_VALUE 7C2623A06F834E6E MISSION_ENTER_CRITITAL_PART_DECLINE (dyn_string_id str) { [You have turned down the offer, so you are now in sleep mode for the $str$ mission.] } // HASH_VALUE 90D54834ED1955F4 MISSION_ENTER_CRITITAL_PART_PROPOSAL (dyn_string_id str) { [Would you now like to take on the critical section of mission $str$?] } // HASH_VALUE F03A78365DD65C11 MISSION_ENTER_CRITITAL_PART_TIMEOUT (dyn_string_id str) { [You have not replied quickly enough, so you are now in sleep mode for the $str$ mission.] } //////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 01D93A167A17700A MISSION_FAILED () { mission_failed [&TSK&You failed in a mission.] } // HASH_VALUE E908D049289AAE56 MISSION_GOAL_STEP_ANY_OR (dyn_string_id id) { [Or $id$] } // HASH_VALUE CF0BAC5D4564E2D4 MISSION_MAX_GROUP_REACHED () { [&CHK&You have already picked the maximum number of group missions.] } // HASH_VALUE D2AC9C3772F3EEC7 MISSION_MAX_SOLO_REACHED () { [&CHK&You have already picked the maximum number of solo missions.] } // HASH_VALUE 923525270019F64B MISSION_PREREQ_ACTION (sbrick s) { [This mission requires you to know stanza "$s$".] } // HASH_VALUE 55C5DF440C5D5E93 MISSION_PREREQ_ALREADY_DONE () { [This mission can only be taken once.] } // HASH_VALUE E3115069B78BCDCB MISSION_PREREQ_CAN_NO_LONGER_TAKE () { [You can no longer take this mission.] } // HASH_VALUE 7E5B5144EEF618DF MISSION_PREREQ_ENCYCLO_ALL_DONE (dyn_string_id thema, dyn_string_id album) { [All ritual tasks for thema "$thema$" in album "$album$" must have been completed.] } // HASH_VALUE AA972AC236D15732 MISSION_PREREQ_EVENT_FACTION (event_faction ef) { [You must be in event faction '$ef$'.] } // HASH_VALUE 0DFCF30ED9F115FD MISSION_PREREQ_FAME_FACTION (faction f, int level) { [Your fame with faction "$f$" must be at least level $level$.] } // HASH_VALUE 94DD0E9B083FF5F4 MISSION_PREREQ_KAMI () { [Your fame with the Kami must be greater than your fame with Karavan.] } // HASH_VALUE 9D95C86D2895AE00 MISSION_PREREQ_KARAVAN () { [Your fame with the Karavan must be greater than your fame with the Kami.] } // HASH_VALUE 09011928A0D4164C MISSION_PREREQ_MISSION_DONE (dyn_string_id str) { [This mission requires the accomplishment of mission '$str$'.] } // HASH_VALUE 1482BE95C1942C5D MISSION_PREREQ_MISSION_NOTDONE (dyn_string_id str) { [This mission requires mission '$str$' not to be accomplished.] } // HASH_VALUE 96E3D297BE60A02A MISSION_PREREQ_MISSION_NOTRUNNING (dyn_string_id str) { [This mission requires mission '$str$' not to be in progress.] } // HASH_VALUE DE884FAF3DAD0B98 MISSION_PREREQ_MISSION_RUNNING (dyn_string_id str) { [This mission requires taking mission '$str$'.] } // HASH_VALUE 231F493A834B9768 MISSION_PREREQ_MONO () { [This mission cannot be taken for the moment, come back later.] } // HASH_VALUE 8699709165C95345 MISSION_PREREQ_NEED_ITEM_BAG (item item) { [You must have $item.da$ $item$ in your bag.] } // HASH_VALUE AA98C59B39EA8F8B MISSION_PREREQ_NEED_ITEM_WORN (item item) { [You must be equipped with $item.da$ $item$.] } // HASH_VALUE 8CF6396EB84CBFF1 MISSION_PREREQ_SEASON_AUTUMN () { [This mission is only available in autumn.] } // HASH_VALUE 5026556DF5FEC833 MISSION_PREREQ_SEASON_SPRING () { [This mission is only available in spring.] } // HASH_VALUE 3310842D153CE1C3 MISSION_PREREQ_SEASON_SUMMER () { [This mission is only available in summer.] } // HASH_VALUE 33F24D64388BDBC3 MISSION_PREREQ_SEASON_WINTER () { [This mission is only available in winter.] } // HASH_VALUE 63705C6A9D3C64DD MISSION_PREREQ_SKILL_LEVEL (skill skill, int min, int max) { (max >= 250) [Your skill level in '$skill$' must be above $min$.] (min = 0) [Your skill level in '$skill$' must be below $max$.] [Your skill level in '$skill$' must be above $min$ and below $max$.] } // HASH_VALUE 126BD1B81BC59626 MISSION_PREREQ_TEAM () { [You must be a member of a team.] } // HASH_VALUE 687477AB918F81D4 MISSION_PREREQ_TEAM_LEADER () { [You must be the leader of your team.] } // HASH_VALUE 345611AFA150C5BE MISSION_PREREQ_TEAM_SIZE (int n) { [Your team must have at least $n$ members.] } // HASH_VALUE 54045059ABC0533C MISSION_PREREQ_TIMER (int days, int h, int m) { (days > 0 ) mission_prereq_timer_dhm [This mission will be available in $days$ days, $h$ hours and $m$ minutes.] (days = 0 & h > 0 ) mission_prereq_timer_hm [This mission will be available in $h$ hours and $m$ minutes.] mission_prereq_timer_m [This mission will be available in $m$ minutes.] } // HASH_VALUE D7C8585B2742189B MISSION_PREREQ_TITLE (title title) { [You must display the title "$title$".] } // HASH_VALUE 59E5493B4604882F MISSION_QUEUE_WAIT (int nbWaiters, int onlineWaiters, int days, int hours, int m) { (nbWaiters = 0 & days > 0) [You are first in the queue for this mission. Estimated wait time : $days$ days $hours$ hours et $m$ minutes.] (nbWaiters = 0 & hours > 0) [You are first in the queue for this mission. Estimated wait time : $hours$ hours and $m$ minutes.] (nbWaiters = 0) [You are first in the queue for this mission. Estimated wait time : $m$ minutes.] (days>0) [There are $nbWaiters$ people (of whom $onlineWaiters$ are online) in the queue for this mission. Estimated wait time : $days$ days $hours$ hours and $m$ minutes.] (hours > 0) [There are $nbWaiters$ people (of whom $onlineWaiters$ are online) in the queue for this mission. Estimated wait time : $hours$ hours and $m$ minutes.] [There are $nbWaiters$ people (of whom $onlineWaiters$ are online) in the queue for this mission. Estimated wait time : $m$ minutes.] } //buy item-------------------------------------------------------------------------------- // HASH_VALUE A60C7FB81BCB0B19 MIS_BUY_1 (item i1, int q1, int ql1) { mis_buy_1 [Buy $q1$ $i1$ of at least quality $ql1$] } // HASH_VALUE 0552543A0737769E MIS_BUY_2 (item i1, int q1, int ql1, item i2, int q2, int ql2) { mis_buy_2 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 5C29E9BD1F370B62 MIS_BUY_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) { mis_buy_3 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$] } // HASH_VALUE 95D5DE44C0024FD8 MIS_BUY_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) { mis_buy_4 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$] } // HASH_VALUE 939DDC31163664E6 MIS_BUY_5 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5) { mis_buy_5 [Buy:\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$] } // HASH_VALUE 563DC89A40E48005 MIS_BUY_6 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6) { mis_buy_6 [Buy:\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$] } // HASH_VALUE 42239D6C4535DD80 MIS_BUY_7 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7) { mis_buy_7 [Buy:\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$] } //buy item from specific NPC------------------------------------------------------------------ // HASH_VALUE 004FD44FC8CA471E MIS_BUY_NPC_1 (item i1, int q1, int ql1, bot b) { mis_buy_npc_1 [Buy $q1$ $i1$ of at least quality $ql1$ from $b$] } // HASH_VALUE 41AA6425433532B7 MIS_BUY_NPC_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_buy_npc_2 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n from $b$] } // HASH_VALUE E99759BDBF25367C MIS_BUY_NPC_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_buy_npc_3 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n from $b$] } // HASH_VALUE 40EE2231F4E54D92 MIS_BUY_NPC_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_buy_npc_4 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n from $b$] } //cast spell----------------------------------------------------------------------------- // HASH_VALUE 0FE3603C98869096 MIS_CAST_1 (sbrick i1) { mis_cast_1 [Cast $i1$] } // HASH_VALUE 7F2E592D71A7E3A5 MIS_CAST_2 (sbrick i1, sbrick i2) { mis_cast_2 [Cast :\n - $i1$\n - $i2$] } // HASH_VALUE 6B06547D82B24021 MIS_CAST_3 (sbrick i1, sbrick i2, sbrick i3) { mis_cast_3 [Cast :\n - $i1$\n - $i2$\n - $i3$] } // HASH_VALUE BF66F467BA2D2AE4 MIS_CAST_4 (sbrick i1, sbrick i2, sbrick i3, sbrick i4) { mis_cast_4 [Cast :\n - $i1$\n - $i2$\n - $i3$\n - $i4$] } //cast spell at a specific place------------------------------------------------------------------ // HASH_VALUE AC0ED915CB1D00ED MIS_CAST_LOC_1 (sbrick i1, place p) { mis_cast_loc_1 [Go to $p$ and cast $i1$] } // HASH_VALUE 6E6FD5B2FC4F39AA MIS_CAST_LOC_2 (sbrick i1, sbrick i2, place p) { mis_cast_loc_2 [Go to $p$ and cast :\n - $i1$\n - $i2$] } // HASH_VALUE 8E355643FD3F246B MIS_CAST_LOC_3 (sphrase i1, sphrase i2, sphrase i3, place p) { mis_cast_loc_3 [Go to $p$ and cast :\n - $i1$\n - $i2$\n - $i3$] } // HASH_VALUE 8BC202557105516B MIS_CAST_LOC_4 (sbrick i1, sbrick i2, sbrick i3, sbrick i4, place p) { mis_cast_loc_4 [Go to $p$ and cast :\n - $i1$\n - $i2$\n - $i3$\n - $i4$] } // HASH_VALUE FAAF9F5B68502758 MIS_CHARGE_POINT (int point_needed, int percent_realized) { mis_charge_point [You need $point_needed$ charge points.\n You have $percent_realized$% of the total required.] } //craft items--------------------------------------------------------------------------------- // HASH_VALUE 231EED8E21871FF1 MIS_CRAFT_1 (item i, int qt,int ql ) { mis_craft_1 [Craft $qt$ $i$ of at least quality $ql$] } // HASH_VALUE F021D9EAA117F9C0 MIS_CRAFT_2 (item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) { mis_craft_2 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 0463BBDC498BC4BA MIS_CRAFT_3 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) { mis_craft_3 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$] } // HASH_VALUE 873DBAD4B03D5FB1 MIS_CRAFT_4 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) { mis_craft_4 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$] } // HASH_VALUE EE982B2A8CBD340E MIS_CRAFT_5 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5) { mis_craft_5 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n ] } /* OLD VALUE : [ MIS_CRAFT_6 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5, item i6, int qt6,int ql6) { mis_craft_6 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n 1 - $qt6$ $i6$ of at least quality $ql6$] } ] */ // Clause 0 : text changed. // HASH_VALUE C0102ED49F4D3796 MIS_CRAFT_6 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5, item i6, int qt6,int ql6) { mis_craft_6 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n - $qt6$ $i6$ of at least quality $ql6$] } // HASH_VALUE 9B7F3F04E980346F MIS_DESTROY_ITEM (bot b, item i, int qt, int ql) { (qt = 1) mis_destroy_item_1 [$b$ you have taken $i.ia$ $i$ of quality $ql$ or better] mis_destroy_item_some [$b$ you have taken $qt$ $i.p$ of quality $ql$ or better] } //escort npc group------------------------------------------------------------------ // HASH_VALUE 4393047225788E0A MIS_ESCORT () { mis_escort [!!! TO DO!!!] } //mission failed----------------------------------------------------------------------------------- // HASH_VALUE 8171423C5040FB47 MIS_FAIL () { mis_fail [!!! TO DO !!!] } // HASH_VALUE 789B0B2A60377F70 MIS_FAME_GAIN (faction faction) { [&TSK&You gain fame with $faction.da$ $faction$.] } /** this file contains all generic mission texts */ /******************************************************************************************** HARD CODED ********************************************************************************************/ /////////////////////////////////STEPS////////////////////////////////////////////////////// //forage raw materials------------------------------------------------------------------------- // HASH_VALUE 2422828F89280512 MIS_FORAGE_1 (item i, int qt,int ql ) { mis_forage_1 [Forage $qt$ $i$ of at least quality $ql$] } // HASH_VALUE DF1AFF6B19DF0A70 MIS_FORAGE_2 (item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) { mis_forage_2 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 7D1689CC747BE6EE MIS_FORAGE_3 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) { mis_forage_3 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$] } // HASH_VALUE C19BAFFF01B027A8 MIS_FORAGE_4 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) { mis_forage_4 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$] } // HASH_VALUE 56CC7755ECF82809 MIS_FORAGE_5 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4, item i5, int qt5,int ql5) { mis_forage_5 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$] } /////////////////////////////// Charge & outpost related /////////////////////////////// // HASH_VALUE 50C97B9F40FA2369 MIS_GAIN_CONTROL (place outpost_name) { mis_gain_control [Gain control of $outpost_name$.] } // HASH_VALUE 31776A30E5DA490D MIS_GIVE_CONTROL (place outpost_name) { mis_give_control [Your guild has gained control of $outpost_name$.] } //give item------------------------------------------------------------------------------------ // HASH_VALUE 2A02E5C0798BF2AC MIS_GIVE_ITEM_1 (item i1, int q1, bot b) { mis_give_item_1 [Give $q1$ $i1$ to $b$] } // HASH_VALUE C5434440FB8D22E7 MIS_GIVE_ITEM_10 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, bot b) { mis_give_item_10 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n to $b$] } // HASH_VALUE 8BEC0FB6C22A5A28 MIS_GIVE_ITEM_11 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, bot b) { mis_give_item_11 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n - $q11$ $i11$\n to $b$] } // HASH_VALUE 7F495D3C7229ACDD MIS_GIVE_ITEM_12 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, item i12, int q12, bot b) { mis_give_item_12 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n - $q11$ $i11$\n - $q12$ $i12$\n to $b$] } // HASH_VALUE C0E57829A2E24B3B MIS_GIVE_ITEM_2 (item i1, int q1, item i2, int q2, bot b) { mis_give_item_2 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n to $b$] } // HASH_VALUE 2B9B37830CC41FA6 MIS_GIVE_ITEM_3 (item i1, int q1, item i2, int q2, item i3, int q3, bot b) { mis_give_item_3 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n to $b$] } // HASH_VALUE 6EAFBE368006486C MIS_GIVE_ITEM_4 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, bot b) { mis_give_item_4 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n to $b$] } // HASH_VALUE 35C72A0DD0F33C4C MIS_GIVE_ITEM_5 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, bot b) { mis_give_item_5 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n to $b$] } // HASH_VALUE C379F9717BBCD56F MIS_GIVE_ITEM_6 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, bot b) { mis_give_item_6 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n to $b$] } // HASH_VALUE 0E3063F685FD06B9 MIS_GIVE_ITEM_7 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, bot b) { mis_give_item_7 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n to $b$] } // HASH_VALUE 98A0922434C39F06 MIS_GIVE_ITEM_8 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, bot b) { mis_give_item_8 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n to $b$] } // HASH_VALUE 8538F8EADCD0B1FD MIS_GIVE_ITEM_9 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, bot b) { mis_give_item_9 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n to $b$] } //generic give item menu-------------------------------------------------------------------- // HASH_VALUE E47B327FA683E6AE MIS_GIVE_ITEM_MENU (int item_count) { mis_give_item_menu [Give $item_count$ item] } //give item of specific quality------------------------------------------------------------------- // HASH_VALUE 189D95F60A4DF8A6 MIS_GIVE_ITEM_QUAL_1 (item i1, int q1, int ql1, bot b) { mis_give_item_qual_1 [Give $q1$ $i1$ of at least quality $ql1$ to $b$] } // HASH_VALUE EAC2071B036E2C21 MIS_GIVE_ITEM_QUAL_10 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, bot b) { mis_give_item_qual_10 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n to $b$] } // HASH_VALUE ED1E096F5A9E4F00 MIS_GIVE_ITEM_QUAL_11 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, bot b) { mis_give_item_qual_11 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n - $q11$ $i11$ of at least quality $ql11$\n to $b$] } // HASH_VALUE EF52905C9FB2B5FA MIS_GIVE_ITEM_QUAL_12 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, item i12, int q12, int ql12, bot b) { mis_give_item_qual_12 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n - $q11$ $i11$ of at least quality $ql11$\n - $q12$ $i12$ of at least quality $ql12$\n to $b$] } // HASH_VALUE E1BD248CAE4713EC MIS_GIVE_ITEM_QUAL_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_give_item_qual_2 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n to $b$] } // HASH_VALUE 74E816790EC5EBEF MIS_GIVE_ITEM_QUAL_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_give_item_qual_3 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n to $b$] } // HASH_VALUE 839441223D09CED5 MIS_GIVE_ITEM_QUAL_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_give_item_qual_4 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n to $b$] } // HASH_VALUE C475F23ADCA139C8 MIS_GIVE_ITEM_QUAL_5 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, bot b) { mis_give_item_qual_5 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n to $b$] } // HASH_VALUE C0FE3951992E80F3 MIS_GIVE_ITEM_QUAL_6 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, bot b) { mis_give_item_qual_6 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n to $b$] } // HASH_VALUE 6E4755F760AE363B MIS_GIVE_ITEM_QUAL_7 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, bot b) { mis_give_item_qual_7 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n to $b$] } // HASH_VALUE F08667429D3F4A8D MIS_GIVE_ITEM_QUAL_8 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, bot b) { mis_give_item_qual_8 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n to $b$] } // HASH_VALUE 41539692AECB3F4A MIS_GIVE_ITEM_QUAL_9 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, bot b) { mis_give_item_qual_9 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n to $b$] } /////////////////////////////////OBJECTIFS////////////////////////////////////////////////////// // HASH_VALUE 5A86F6F804CA3AAB MIS_GIVE_MISSION_ITEM (item i, int qt, bot b) { mis_give_mission_item [Give $i$ to $b$] } //give money--------------------------------------------------------------------------------------- // HASH_VALUE 7A7B635BE7585E6B MIS_GIVE_MONEY (int amount, bot b) { mis_give_money [Give $amount$ dapper(s) to $b$] } //generic give money menu-------------------------------------------------------------------- // HASH_VALUE 9C6AD07E984818AE MIS_GIVE_MONEY_MENU () { mis_give_money_menu [Give Money] } /////////////////////////////////CONSTRAINTS////////////////////////////////////////////////////// //place constraints------------------------------------------------------------------------ //generic inside place constraint 3d message // HASH_VALUE A2D563964CC7A89C MIS_INSIDE (place p) { mis_inside [You must go back quickly to $p$] } /** this file contains all generic mission texts */ /******************************************************************************************** HARD CODED ********************************************************************************************/ // HASH_VALUE A94F1DB5C568E9E3 MIS_INSIDE_WARN ( place p, int i) { [Warning! You've just left $p$, you must be back in $i$ seconds else you will fail the mission.] } // HASH_VALUE 6B22ADFB0F2CFC8F MIS_KILL_FACTION (faction f, int qt) { mis_kill_faction [Kill $qt$ $f.member$.] } // HASH_VALUE 5FE0A2614879B0CA MIS_KILL_FACTION_LOC (faction f, int qt, place p) { mis_kill_faction_loc [Kill $qt$ $f.member$ in $p$.] } //kill fauna------------------------------------------------------------------------------------ // HASH_VALUE 69FCE141621DCC18 MIS_KILL_FAUNA_1 (creature_model c1,int q1) { (q1 = 1) mis_kill_fauna_1 [Kill $q1$ $c1$] mis_kill_fauna_1_p [Kill $q1$ $c1.p$] } // HASH_VALUE 3BCE416969194536 MIS_KILL_FAUNA_2 (creature_model c1,int q1, creature_model c2,int q2) { mis_kill_fauna_2 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$] } // HASH_VALUE 26E7462512E702C1 MIS_KILL_FAUNA_3 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3) { mis_kill_fauna_3 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$] } // HASH_VALUE E5D1F9595BF9F76C MIS_KILL_FAUNA_4 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4) { mis_kill_fauna_4 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$] } //kill fauna in specific place----------------------------------------------------------------------- // HASH_VALUE 1E32B0912B36E7AC MIS_KILL_FAUNA_LOC_1 (creature_model c1,int q1, place p) { mis_kill_fauna_loc_1 [Go to $p$ and kill $q1$ $c1$] } // HASH_VALUE 359F9FE75A7E98F8 MIS_KILL_FAUNA_LOC_2 (creature_model c1,int q1, creature_model c2,int q2, place p) { mis_kill_fauna_loc_2 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$] } // HASH_VALUE E4E0E0771B4D7C34 MIS_KILL_FAUNA_LOC_3 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, place p) { mis_kill_fauna_loc_3 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$] } // HASH_VALUE 6F5828CE0F9C2CFA MIS_KILL_FAUNA_LOC_4 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, place p) { mis_kill_fauna_loc_4 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$] } // HASH_VALUE 135E44D78EAB2A71 MIS_KILL_FAUNA_LOC_5 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, place p) { mis_kill_fauna_loc_5 [Go to $p$ and kill:\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$] } // HASH_VALUE C066D2AA0C06E9F5 MIS_KILL_FAUNA_LOC_6 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, place p) { mis_kill_fauna_loc_6 [Go to $p$ and kill:\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$] } // HASH_VALUE 8A83FE98B4B9F2DF MIS_KILL_FAUNA_LOC_7 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, place p) { mis_kill_fauna_loc_7 [Go to $p$ and kill:\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$\n - $q7$ $c7$] } // HASH_VALUE 00F139A8BD92BFEC MIS_KILL_FAUNA_LOC_8 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, creature_model c8,int q8, place p) { mis_kill_fauna_loc_8 [Go to $p$ and kill:\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$\n - $q7$ $c7$\n - $q8$ $c8$] } // HASH_VALUE 72A80E95A0F3CEF7 MIS_KILL_GROUP (bot_name group_name) { mis_kill_group [Kill $group_name$] } //kill npc----------------------------------------------------------------------------------------- // HASH_VALUE FA1857652D87A33D MIS_KILL_NPC_1 (bot b1) { mis_kill_npc_1 [Kill $b1$] } // HASH_VALUE 06798C2A48D7E2D5 MIS_KILL_NPC_2 (bot b1, bot b2) { mis_kill_npc_2 [Kill :\n - $b1$\n - $b2$] } // HASH_VALUE 5660D9BFE8DB2E64 MIS_KILL_NPC_3 (bot b1, bot b2, bot b3) { mis_kill_npc_3 [Kill :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE A747265588DF7EF3 MIS_KILL_NPC_4 (bot b1, bot b2, bot b3, bot b4) { mis_kill_npc_4 [Kill :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } //kill npc by name------------------------------------------------------------------------------------- // HASH_VALUE 4D7A16E92B0483EE MIS_KILL_NPC_BY_NAME ( bot_name b, int qt ) { [Kill $qt$ $b$.] } // HASH_VALUE 3BB0763C41A60DB8 MIS_KILL_NPC_BY_NAME_LOC ( bot_name b, int qt, place p ) { [Go to $p$ and kill $qt$ $b$.] } //kill npc in specific place----------------------------------------------------------------------- // HASH_VALUE F9465AB3FDDC89A2 MIS_KILL_NPC_LOC_1 (bot b1, place p) { mis_kill_npc_loc_1 [Go to $p$ and kill $b1$] } // HASH_VALUE D9D93756928F1862 MIS_KILL_NPC_LOC_2 (bot b1, bot b2, place p) { mis_kill_npc_loc_2 [Go to $p$ and kill :\n - $b1$\n - $b2$] } // HASH_VALUE AD4684D9E5530CE8 MIS_KILL_NPC_LOC_3 (bot b1, bot b2, bot b3, place p) { mis_kill_npc_loc_3 [Go to $p$ and kill :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE C2B3D15C3817046E MIS_KILL_NPC_LOC_4 (bot b1, bot b2, bot b3, bot b4, place p) { mis_kill_npc_loc_4 [Go to $p$ and kill :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } // HASH_VALUE C08A50DA1A8737A5 MIS_KILL_RACE_1 (race c1,int q1) { (q1 = 1) mis_kill_race_1 [Kill $q1$ of any type of $c1$] mis_kill_race_1_p [Kill $q1$ of any type of $c1$] } // HASH_VALUE 0C8B1EAF483B9C79 MIS_KILL_RACE_2 (race c1,int q1, race c2,int q2) { mis_kill_race_2 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$] } // HASH_VALUE 1D4EA6D8C4CCCF76 MIS_KILL_RACE_3 (race c1,int q1, race c2,int q2, race c3,int q3) { mis_kill_race_3 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$] } // HASH_VALUE E767C21E87177A56 MIS_KILL_RACE_4 (race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4) { mis_kill_race_4 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$\n - $q4$ of any type of $c4$] } // kill species in specific place------------------------------------------------------------------- // HASH_VALUE 6BFD4C7870C75208 MIS_KILL_RACE_LOC_1 (race c1,int q1, place p) { mis_kill_race_loc_1 [Go to $p$ and kill $q1$ of any type of $c1$] } // HASH_VALUE B63C62342B3EAF35 MIS_KILL_RACE_LOC_2 (race c1,int q1, race c2,int q2, place p) { mis_kill_race_loc_2 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$] } // HASH_VALUE E913C945575E98D8 MIS_KILL_RACE_LOC_3 (race c1,int q1, race c2,int q2, race c3,int q3, place p) { mis_kill_race_loc_3 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$] } // HASH_VALUE 63BB9B333CBD1AA0 MIS_KILL_RACE_LOC_4 (race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4, place p) { mis_kill_race_loc_4 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$\n - $q4$ of any type of $c4$] } // HASH_VALUE 93EE090CE4EEDC52 MIS_LOOT_ITEM_1 (item i1) { mis_loot_item_1 [Loot $i1.ia$ $i1$ on a dead target.] } // HASH_VALUE 40E60ED2EE514B0F MIS_LOOT_ITEM_2 (item i1, item i2) { mis_loot_item_2 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n on a dead target.] } // HASH_VALUE B32A1E9C35842E94 MIS_LOOT_ITEM_3 (item i1, item i2, item i3) { mis_loot_item_3 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n on a dead target.] } // HASH_VALUE 27EE8EED4F0C9ACB MIS_LOOT_ITEM_4 (item i1, item i2, item i3, item i4) { mis_loot_item_4 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$\n on a dead target.] } //loot items--------------------------------------------------------------------------------- // HASH_VALUE 1590DC3B80BFD0C5 MIS_LOOT_MP_1 (item i1, int qt1, int ql1) { mis_loot_mp_1 [Loot $qt1$ $i1$ of at least quality $ql1$ on a dead creature.] } // HASH_VALUE DB199B0E7FAF8660 MIS_LOOT_MP_2 (item i1, int qt1, int ql1, item i2, int qt2, int ql2) { mis_loot_mp_2 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n on a dead creature.] } // HASH_VALUE 27438C5C3AD7B3CB MIS_LOOT_MP_3 (item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3) { mis_loot_mp_3 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n on a dead creature.] } // HASH_VALUE 4BE40B211DB89F64 MIS_LOOT_MP_4 (item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, item i4, int qt4, int ql4) { mis_loot_mp_4 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n on a dead creature.] } //generic outside place constraint 3d message // HASH_VALUE F27B563FF2F14B35 MIS_OUTSIDE (place p) { mis_outside [You must quit $p$ quickly] } // HASH_VALUE A94F1DB5C568E9E3 MIS_OUTSIDE_WARN ( place p, int i) { [Warning! You've just left $p$, you must be back in $i$ seconds else you will fail the mission.] } //generic receive action--------------------------------------------------------------------------- // HASH_VALUE 3F8B602EA32B80C6 MIS_RECV_ACTION_1 (sphrase a1) { mis_recv_action_1 [You learn $a1$] } // HASH_VALUE 0B9D7DFDF77531C5 MIS_RECV_ACTION_2 (sphrase a1, sphrase a2) { mis_recv_action_2 [You learn :\n - $a1$\n - $a2$] } // HASH_VALUE F30F3AC61B93DE91 MIS_RECV_ACTION_3 (sphrase a1, sphrase a2, sphrase a3) { mis_recv_action_3 [You learn :\n - $a1$\n - $a2$\n - $a3$] } // HASH_VALUE C77BF79953B78F54 MIS_RECV_ACTION_4 (sphrase a1, sphrase a2, sphrase a3, sphrase a4) { mis_recv_action_4 [You learn :\n - $a1$\n - $a2$\n - $a3$\n - $a4$] } //generic receive action from specific NPC------------------------------------------------------------- // HASH_VALUE 64D900D3CCF3C9CB MIS_RECV_ACTION_NPC_1 (sphrase a1, bot b) { mis_recv_action_npc_1 [$b$ teaches you $a1$] } // HASH_VALUE 1C20DE617E33A943 MIS_RECV_ACTION_NPC_2 (sphrase a1, sphrase a2, bot b) { mis_recv_action_npc_2 [$b$ teaches you :\n - $a1$\n - $a2$] } // HASH_VALUE 2B7DE637A6B87F23 MIS_RECV_ACTION_NPC_3 (sphrase a1, sphrase a2, sphrase a3, bot b) { mis_recv_action_npc_3 [$b$ teaches you :\n - $a1$\n - $a2$\n - $a3$] } // HASH_VALUE CC42DC583CD56FB8 MIS_RECV_ACTION_NPC_4 (sphrase a1, sphrase a2, sphrase a3, sphrase a4, bot b) { mis_recv_action_npc_4 [$b$ teaches you :\n - $a1$\n - $a2$\n - $a3$\n - $a4$] } //generic receive brick--------------------------------------------------------------------------- // HASH_VALUE 38DBD9BD2AA678AD MIS_RECV_BRICK_1 (sbrick b1) { mis_recv_brick_1 [You learn $b1$.] } // HASH_VALUE 9994F890AD746D1C MIS_RECV_BRICK_2 (sbrick b1, sbrick b2) { mis_recv_brick_2 [You learn :\n - $b1$\n - $b2$] } // HASH_VALUE 43F26171F3898ECD MIS_RECV_BRICK_3 (sbrick b1, sbrick b2, sbrick b3) { mis_recv_brick_3 [You learn :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE BE89ADA6D3E34E9E MIS_RECV_BRICK_4 (sbrick b1, sbrick b2, sbrick b3, sbrick b4) { mis_recv_brick_4 [You learn :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } //generic receive action from specific NPC------------------------------------------------------------- // HASH_VALUE 4FE946FB81BB6757 MIS_RECV_BRICK_NPC_1 (sbrick b1, bot b) { mis_recv_brick_npc_1 [$b$ teaches you $b1$.] } // HASH_VALUE 9B6AA02E82DA753B MIS_RECV_BRICK_NPC_2 (sbrick b1, sbrick b2, bot b) { mis_recv_brick_npc_2 [$b$ teaches you :\n - $b1$\n - $b2$] } // HASH_VALUE 63093AE12CB8B6EA MIS_RECV_BRICK_NPC_3 (sbrick b1, sbrick b2, sbrick b3, bot b) { mis_recv_brick_npc_3 [$b$ teaches you :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE A4B3A43DD7077825 MIS_RECV_BRICK_NPC_4 (sbrick b1, sbrick b2, sbrick b3, sbrick b4, bot b) { mis_recv_brick_npc_4 [$b$ teaches you :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } // HASH_VALUE 98B5551961B02510 MIS_RECV_CHARGE_POINT (int nb_point) { mis_recv_charge_point [You have won $nb_point$ charge point(s) for your guild.] } //generic receive fame----------------------------------------------------------------------------- // HASH_VALUE 9417130D8671D38E MIS_RECV_FAME () { mis_recv_fame [!!! TO DO !!!] } /////////////////////////////////ACTIONS////////////////////////////////////////////////////// //generic receive item------------------------------------------------------------------------ // HASH_VALUE 355DBF670F249822 MIS_RECV_ITEM (item i, int qt, int ql) { (qt = 1) mis_recv_item_1 [You received $i.ia$ $i$ of quality $ql$] mis_recv_item_some [You received $qt$ $i.p$ of quality $ql$] } //generic receive item from specific NPC---------------------------------------------------------- // HASH_VALUE 6F8472C60AFEBB21 MIS_RECV_ITEM_NPC (item i, int qt, int ql, bot b) { (qt = 1) mis_recv_item_npc_1 [$b$ gives you $i.ia$ $i$ of quality $ql$] mis_recv_item_npc_some [$b$ gives you $qt$ $i.p$ of quality $ql$] } //generic receive money----------------------------------------------------------------------------- // HASH_VALUE 4BCF8D77DA653A7A MIS_RECV_MONEY (int money) { mis_recv_money [You gained $money$ dapper(s)] } // HASH_VALUE 93E4786A5164C60D MIS_RECV_NAMED_ITEM (dyn_string_id id, int qt) { (qt = 1) mis_recv_named_item_1 [You received '$id$'] mis_recv_named_item_some [You received $qt$ '$id$'] } //generic receive xp-------------------------------------------------------------------------------- // HASH_VALUE 3D46A249F7EAC9FE MIS_RECV_XP (int xp) { mis_recv_xp [You gained $xp$ skill points] } //sell item-------------------------------------------------------------------------------- // HASH_VALUE 50B4BF081D374004 MIS_SELL_1 (item i1, int q1, int ql1) { mis_sell_1 [Sell $q1$ $i1$ of at least quality $ql1$] } // HASH_VALUE EC6701302E6DFD5E MIS_SELL_2 (item i1, int q1, int ql1, item i2, int q2, int ql2) { mis_sell_2 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 1A118D8992438CD1 MIS_SELL_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) { mis_sell_3 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$] } // HASH_VALUE C4685E1A1616A3F1 MIS_SELL_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) { mis_sell_4 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$] } //sell item to specific NPC------------------------------------------------------------------ // HASH_VALUE 50BF17AAFB57F4F8 MIS_SELL_NPC_1 (item i1, int q1, int ql1, bot b) { mis_sell_npc_1 [Sell $q1$ $i1$ of at least quality $ql1$ to $b$] } // HASH_VALUE 6D5189D4EF0ED1C7 MIS_SELL_NPC_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_sell_npc_2 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n to $b$] } // HASH_VALUE 0C25E80E1F558F56 MIS_SELL_NPC_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_sell_npc_3 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n to $b$] } // HASH_VALUE F2032C3F02ABC09F MIS_SELL_NPC_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_sell_npc_4 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n to $b$] } //reach a specific level in specific skill----------------------------------------------------- // HASH_VALUE 28EB66933DE01A16 MIS_SKILL_1 (skill s1, int l1) { mis_skill_1 [Reach level $l1$ in your $s1$ skill] } // HASH_VALUE 353945169BAD8478 MIS_SKILL_2 (skill s1, int l1, skill s2, int l2) { mis_skill_2 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill] } // HASH_VALUE 2BC4E2A533DE3556 MIS_SKILL_3 (skill s1, int l1, skill s2, int l2, skill s3, int l3) { mis_skill_3 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill\n - level $l3$ in your $s3$ skill] } // HASH_VALUE 4ED1BAA9168AE64A MIS_SKILL_4 (skill s1, int l1, skill s2, int l2, skill s3, int l3, skill s4, int l4) { mis_skill_4 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill\n - level $l3$ in your $s3$ skill\n - level $l4$ in your $s4$ skill] } //talk to specific bot--------------------------------------------------------------------------- // HASH_VALUE 95659C3957D5D45C MIS_TALK_TO (bot b) { mis_talk_to [Talk to $b$] } // HASH_VALUE 99FAC3B9DB191362 MIS_TALK_TO_MENU (bot b) { mis_talk_to_menu [Talk to $b$.] } //target fauna------------------------------------------------------------------------------------ // HASH_VALUE CF865FE2A327A241 MIS_TARGET_FAUNA_1 (creature_model c1) { mis_target_fauna_1 [Find and target $c1.ia$ $c1$] } // HASH_VALUE B267B37A46023F57 MIS_TARGET_FAUNA_2 (creature_model c1, creature_model c2) { mis_target_fauna_2 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$] } // HASH_VALUE AC513068F1671915 MIS_TARGET_FAUNA_3 (creature_model c1, creature_model c2, creature_model c3) { mis_target_fauna_3 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$] } // HASH_VALUE 5F7223F707B9A0F5 MIS_TARGET_FAUNA_4 (creature_model c1, creature_model c2, creature_model c3, creature_model c4) { mis_target_fauna_4 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n - $c4.ia$ $c4$] } // HASH_VALUE 639BE6C6FB0248D8 MIS_TARGET_FAUNA_PLACE_1 (creature_model c1, place p) { mis_target_fauna_place_1 [Find and target $c1.ia$ $c1$ in $p$] } // HASH_VALUE F6A984419D5930BC MIS_TARGET_FAUNA_PLACE_2 (creature_model c1, creature_model c2, place p) { mis_target_fauna_place_2 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n in $p$] } // HASH_VALUE 90098A8F345F0878 MIS_TARGET_FAUNA_PLACE_3 (creature_model c1, creature_model c2, creature_model c3, place p) { mis_target_fauna_place_3 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n in $p$] } // HASH_VALUE 62EE993A9B2A83AB MIS_TARGET_FAUNA_PLACE_4 (creature_model c1, creature_model c2, creature_model c3, creature_model c4, place p) { mis_target_fauna_place_4 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n - $c4.ia$ $c4$\n in $p$] } //target npc------------------------------------------------------------------------------------ // HASH_VALUE E90DDD3486D43615 MIS_TARGET_NPC_1 (bot b1) { mis_target_npc_1 [Find and target $b1$] } // HASH_VALUE 035872A5FA7B8E3B MIS_TARGET_NPC_2 (bot b1, bot b2) { mis_target_npc_2 [Find and target :\n - $b1$\n - $b2$] } // HASH_VALUE 14A1E327847F2AFF MIS_TARGET_NPC_3 (bot b1, bot b2, bot b3) { mis_target_npc_3 [Find and target :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE 25EA54A90E83CEC3 MIS_TARGET_NPC_4 (bot b1, bot b2, bot b3, bot b4) { mis_target_npc_4 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } // HASH_VALUE 4390E20A1F504360 MIS_TARGET_NPC_PLACE_1 (bot b1, place p) { mis_target_npc_place_1 [Find and target $b1$ in $p$] } // HASH_VALUE FC079F103CC5F32A MIS_TARGET_NPC_PLACE_2 (bot b1, bot b2, place p) { mis_target_npc_place_2 [Find and target :\n - $b1$\n - $b2$\n in $p$] } // HASH_VALUE 9C90DC9F4C274FC0 MIS_TARGET_NPC_PLACE_3 (bot b1, bot b2, bot b3, place p) { mis_target_npc_place_3 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n in $p$] } // HASH_VALUE 3C19192E5C89AF57 MIS_TARGET_NPC_PLACE_4 (bot b1, bot b2, bot b3, bot b4, place p) { mis_target_npc_place_4 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n - $b4$\n in $p$] } //target species-------------------------------------------------------------------------------- // HASH_VALUE 3DBF66E948B0E5A7 MIS_TARGET_SPECIES_1 (race r1) { mis_target_species_1 [Find and target $r1.ia$ $r1$] } // HASH_VALUE 4136EBD027C373AD MIS_TARGET_SPECIES_2 (race r1, race r2) { mis_target_species_2 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$] } // HASH_VALUE 737FCA8ABA27C99D MIS_TARGET_SPECIES_3 (race r1, race r2, race r3) { mis_target_species_3 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$] } // HASH_VALUE 717FFA0BD379E6EC MIS_TARGET_SPECIES_4 (race r1, race r2, race r3, race r4) { mis_target_species_4 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n - $r4.ia$ $r4$] } // HASH_VALUE 4B495E9C16B89F28 MIS_TARGET_SPECIES_PLACE_1 (race r1, place p) { mis_target_species_place_1 [Find and target $r1.ia$ $r1$ in $p$] } // HASH_VALUE 258099DDF48D06F5 MIS_TARGET_SPECIES_PLACE_2 (race r1, race r2, place p) { mis_target_species_place_2 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n in $p$] } // HASH_VALUE 360A20B0E160731B MIS_TARGET_SPECIES_PLACE_3 (race r1, race r2, race r3, place p) { mis_target_species_place_3 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n in $p$] } // HASH_VALUE C55E4E7734308479 MIS_TARGET_SPECIES_PLACE_4 (race r1, race r2, race r3, race r4, place p) { mis_target_species_place_4 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n - $r4.ia$ $r4$\n in $p$] } //teach action------------------------------------------------------------------------------------ // HASH_VALUE 4244972CFF4277D8 MIS_TEACH_ACTION (sphrase action, bot b) { mis_teach_action [Teach $action$ to $b$] } //generic teach action menu----------------------------------------------------------------- // HASH_VALUE A2A57805A6F85CC0 MIS_TEACH_ACTION_MENU () { mis_teach_action_menu [Teach action] } /////////////////////////////////MENUS////////////////////////////////////////////////////// //generic mission teleport menu------------------------------------------------------------ // HASH_VALUE 1299A0279CB59FA3 MIS_TELEPORT (place p) { mis_teleport [Teleport to $p$] } //use item----------------------------------------------------------------------------- // HASH_VALUE C8E3F0903B2E84DB MIS_USE_1 (item i1) { mis_use_1 [Use $i1.ia$ $i1$] } // HASH_VALUE 4C1370CA2E6B6AE8 MIS_USE_2 (item i1, item i2) { mis_use_2 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE BF2A43CADEF1DF2C MIS_USE_3 (item i1, item i2, item i3) { mis_use_3 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE 1A9E0782B332A96C MIS_USE_4 (item i1, item i2, item i3, item i4) { mis_use_4 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } //use item at a specific place------------------------------------------------------------------ // HASH_VALUE 21B1CA167067D96D MIS_USE_LOC_1 (item i1, place p) { mis_use_loc_1 [Go to $p$ and use $i1.ia$ $i1$] } // HASH_VALUE 3B9C80E3939A1DC5 MIS_USE_LOC_2 (item i1, item i2, place p) { mis_use_loc_2 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE 36A0A9487535BE67 MIS_USE_LOC_3 (item i1, item i2, item i3, place p) { mis_use_loc_3 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE D13E98417B2A8A85 MIS_USE_LOC_4 (item i1, item i2, item i3, item i4, place p) { mis_use_loc_4 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } //visit place----------------------------------------------------------------------- // HASH_VALUE EAD3FC44B0E162A0 MIS_VISIT (place p) { mis_visit [Go to $p$] } //visit place wearing items---------------------------------------------------------- // HASH_VALUE 4641058793568FCB MIS_VISIT_WEAR_1 (place p, item i1) { mis_visit_wear_1 [Equip $i1.ia$ $i1$ and go to $p$] } // HASH_VALUE 27C9CC99F582A97C MIS_VISIT_WEAR_2 (place p, item i1, item i2) { mis_visit_wear_2 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n and go to $p$] } // HASH_VALUE 64F7D2C8E1868258 MIS_VISIT_WEAR_3 (place p, item i1, item i2, item i3) { mis_visit_wear_3 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n and go to $p$] } // HASH_VALUE 1E4D06911944D361 MIS_VISIT_WEAR_4 (place p, item i1, item i2, item i3, item i4) { mis_visit_wear_4 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$\n and go to $p$] } //wait season-------------------------------------------------------------------------------------- // HASH_VALUE 8CA17A0D0FF767A6 MIS_WAIT_SEASON () { mis_wait_season [!!! TO DO !!!] } //wait time---------------------------------------------------------------------------------------- // HASH_VALUE 94974B0D0521C393 MIS_WAIT_TIME () { mis_wait_time [!!! TO DO !!!] } //wear------------------------------------------------------------------------------------ // HASH_VALUE 48DC0B4920953867 MIS_WEAR_1 (item i1) { mis_wear_1 [You must wear $i1.ia$ $i1$] } // HASH_VALUE EB9B4EA64814FF5E MIS_WEAR_2 (item i1, item i2) { mis_wear_2 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE 2BE5B51B5CA5212A MIS_WEAR_3 (item i1, item i2, item i3) { mis_wear_3 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE 1F6AE4D9FAB59656 MIS_WEAR_4 (item i1, item i2, item i3, item i4) { mis_wear_4 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } // HASH_VALUE 12141F9CD2DE9B3B MOTD (literal s) { // Message Of The Day [&MTD&MOTD: $s$] } // HASH_VALUE 18036DA9E23EE9F6 MOUNT_CANT_WHILE_TP () { [&CHK&You cannot climb onto your mount while you are teleporting.] } // HASH_VALUE C2BEA5F0B87E0434 NEED_MORE_GUILD_MONEY () { [&CHK&Your guild does not have enough money.] } // HASH_VALUE 0F6B581A93153269 NEWBIELAND_START_MIS_DESC () { newbieland_start_mis_desc [Talk to Uil'i to learn about this place.] } // HASH_VALUE 6A67BFE31F1D8795 NEWBIELAND_START_MIS_TITLE () { newbieland_start_mis_title [First steps in the lirri'a] } // HASH_VALUE 0486F468E948F850 NEWBIE_INTRO () { newbie_intro [Talk to Uil'i] } //////////////////////////////////////////////////////////////////////////////////// // compass related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E4F356052A15A663 NEW_COMPASS () { new_compass [&SYS&New target added to the compass.] } // HASH_VALUE 2C98F4382C98F438 NO () { [No.] } // HASH_VALUE A626E31D48A5A819 NON_DROPABLE_ITEM () { [&CHK&You cannot drop this item.] } // HASH_VALUE D4B59F9ECB407760 NO_ACTION_WHEN_SITTING () { no_action_when_sitting [&CHK&You cannot use actions when sitting down.] } // HASH_VALUE D291E551EB952E3F NO_ACTION_WHILE_EQUIPPING () { [&CHK&You cannot perform an action while equipping.] } // HASH_VALUE FB360842EDB9CBE4 NO_ACTION_WHILE_INTANGIBLE () { no_action_while_intangible [&CHK&You cannot use an action while you are intangible.] } // HASH_VALUE 204D993E46647161 NO_ACTION_WHILE_MOUNTED () { no_action_while_mounted [&CHK&You cannot use actions while you are mounted.] } // HASH_VALUE 1AFC08A4DE04C0A9 NO_ACTION_WHILE_SWIMMING () { no_action_while_swimming [&CHK&You cannot use actions while you are near water.] } // HASH_VALUE 3CF9148F32C760C0 NO_ACTION_WHILE_TRANSACTION () { no_action_while_transaction [&CHK&You cannot use an action while you have a bot chat or a transaction in progress.] } // HASH_VALUE 2706F3205AABBBAF OBJ_INTRO () { obj_intro [Talk to Uil'i] } // HASH_VALUE 0C43F59AC5FB8503 ONE_FABER_PLAN_ALLOWED_PER_SENTENCE () { one_faber_plan_allowed_per_sentence [&CHK&Only one craft plan (mandatory stanzas) is allowed in craft sentence! Crafting action aborted!] } // HASH_VALUE A58EFC0B439FB4C8 ONLY_ENCHANTED_ITEMS_CAN_BE_RECHARGED () { [&CHK&Only enchanted items can be recharged.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used in the craft system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 7F3D0CF4CD6CE680 ONLY_ONE_ROOT_FABER () { only_one_root_faber [&CHK&Only one root stanza is permitted in craft sentence, crafting action aborted!] } // HASH_VALUE 3AB26C4118A41DFA OPERATION_OFFLINE () { [&CHK&The player does not exist or is currently offline.] } // HASH_VALUE 5F66CBB6FC23EF64 OPS_DEATH_CARAVAN_RESURECT () { [&SYS&The Karavan works its craft and you exist once more.] } // death messages // HASH_VALUE 5D0CE06CA096D0C2 OPS_DEATH_KAMI_RESURECT () { [&SYS&The Kamis honor the pact: Sap flows through you once again as you resurrect.] } // HASH_VALUE F64346B13E7EBFA1 OPS_DEATH_PERMANENT_KILLED () { [&CHK&You no longer have a valid resurrection pact. You return to the humus from which you first emerged.] } // HASH_VALUE 2696CC8F973FF60D OPS_EXCHANGE_IMPOSSIBLE () { [&CHK&You can't invite someone to exchange if you are already trading.] } // HASH_VALUE B447A170CCBA450F OPS_HARVEST_MP_IN_PROGRESS_E (entity entity) { [&CHK&You are already harvesting raw material on $entity$.] } // HASH_VALUE 254E0565F9CE1042 OPS_NOT_ENOUGHT_SEED () { [&CHK&You are not rich enough to buy this.] } // HASH_VALUE 9844584841ECDC9C OPS_PACT_GAIN_U (int i) { [&SYS&You have won a survival pact of level $i$.] } // HASH_VALUE 50ACE879A918172B OPS_TEAM_MAX_SIZE_REACHED () { [&CHK&The team has reached its size limit and cannot accept anymore players.] } /* OLD VALUE : [ OPS_WELCOME () { [&AROUND&Welcome to Ryzom !] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ OPS_WELCOME () { [&AROUND&Welcome to Ryzom !] } ] */ // Clause 0 : text changed. // HASH_VALUE 06FFD7653E74BC6D OPS_WELCOME () { [&AROUND&Welcome to Khanat !] } // HASH_VALUE BB84286E67613D94 OUTPOST_ATTACKER (string_id str) { [&SYS&$str$ attacks the outpost now.] } // HASH_VALUE D0FFE8B1E7C1D62D OUTPOST_BCM_LAST_ROUND_LOST (outpost o, int side) { [&OSM&You lost the round.] } // HASH_VALUE CF6EE8B1E708FE22 OUTPOST_BCM_LAST_ROUND_WON (outpost o, int side) { [&OSM&You won the round.] } // HASH_VALUE D0FFE8B1E7C1D62D OUTPOST_BCM_ROUND_LOST (outpost o, int side) { [&OSM&You lost the round.] } // HASH_VALUE 7409879C8F689011 OUTPOST_BCM_ROUND_NEAR_END (outpost o, int side) { [&OSM&The round will be over in 1 minute.] } // HASH_VALUE CF6EE8B1E708FE22 OUTPOST_BCM_ROUND_WON (outpost o, int side) { [&OSM&You won the round.] } // HASH_VALUE 6972CBADCA9297F7 OUTPOST_BCM_UNKNOWN (outpost o, int side) { [&OSM&Error : unknown outpost message.] } // HASH_VALUE F0758082C521F09D OUTPOST_BCP_ATTACK_FAILED (outpost o, int side) { (side = 0) [The attack of the outpost $o.name$ failed, you keep the control of the outpost.] (side = 1) [The attack of the outpost $o.name$ failed, your attempt to storm the outpost has failed.] [The attack of the outpost has failed.] } // HASH_VALUE 020516D8747BCA95 OUTPOST_BCP_ATTACK_FAILED_TITLE (outpost o, int side) { (side = 0) [Victory !] (side = 1) [Defeat !] [End of attack] } // HASH_VALUE C7DC015B45CE6A18 OUTPOST_BCP_ATTACK_ROUNDS (outpost o, int side) { (side = 0) [The attack time against your outpost $o.name$ has started !] [The attack time against the outpost $o.name$ has started !] } // HASH_VALUE 87D2F5778FFB06F7 OUTPOST_BCP_ATTACK_ROUNDS_TITLE (outpost o, int side) { [Beginning of attack time] } // HASH_VALUE 48AF3C8C81CF4F4F OUTPOST_BCP_ATTACK_SUCCEEDED (outpost o, int side, int guild_owner) { (guild_owner = 1) [The attack of the outpost $o.name$ was a success, get ready for the defense stage.] (guild_owner = 0 and side = 1) [The attack of the outpost $o.name$ was a success, you are going to control the outpost.] [The attack of the outpost was a success.] } // HASH_VALUE B2E5A33E852F1D0B OUTPOST_BCP_ATTACK_SUCCEEDED_TITLE (outpost o, int side) { (side = 0) [Defeat !] (side = 1) [Victory !] [End of attack] } // HASH_VALUE A9DDE4248662A71A OUTPOST_BCP_DEFENSE_FAILED (outpost o, int side) { (side = 0) [The defense of the outpost $o.name$ was a failure, you are going to lose the control of the outpost.] (side = 1) [The defense of the outpost $o.name$ was a failure, you are going to control the outpost.] [The defense of the outpost was a failure.] } // HASH_VALUE 62DFDB37827FF3FB OUTPOST_BCP_DEFENSE_FAILED_TITLE (outpost o, int side) { (side = 0) [Defeat !] (side = 1) [Victory !] [End of defense] } // HASH_VALUE CBCACBD097E16772 OUTPOST_BCP_DEFENSE_ROUNDS (outpost o, int side) { (side = 0) [The defense time of your outpost $o.name$ has started !] [The defense time of the outpost $o.name$ has started !] } // HASH_VALUE E4D1F01A128AD6FC OUTPOST_BCP_DEFENSE_ROUNDS_TITLE (outpost o, int side) { [Beginning of defense time] } // HASH_VALUE 88E20E3984F9ECD1 OUTPOST_BCP_DEFENSE_SUCEEDED (outpost o, int side) { (side = 0) [The defense of your outpost $o.name$ was a success, you keep the control of the outpost.] (side = 1) [The defense of the outpost $o.name$ was a success, your attempt to storm the outpost failed.] [The defense of the outpost was a success.] } // HASH_VALUE B2FF4ED171CBA085 OUTPOST_BCP_DEFENSE_SUCEEDED_TITLE (outpost o, int side) { (side = 0) [Victory !] (side = 1) [Defeat !] [End of defense] } // HASH_VALUE 74AC84A7670A6EA4 OUTPOST_BCP_UNKNOWN (outpost o, int side) { [This message should not be visible. Thank you for reporting this bug.] } // HASH_VALUE 4E74B1F115621809 OUTPOST_BCP_UNKNOWN_TITLE (outpost o, int side) { [Error : unknown outpost message] } // HASH_VALUE 082211244CA72558 OUTPOST_BCP_WAR_DECLARED (outpost o, int side) { (side = 0) [The war is declared on your outpost $o.name$.] [Your guild declared war on the outpost $o.name$.] } // HASH_VALUE BA647031D81D38CA OUTPOST_BCP_WAR_DECLARED_TITLE (outpost o, int side) { [The war is declared] } // HASH_VALUE 8D78E3482DB57A46 OUTPOST_CANNOT_BUY_SQUADS_A (int n) { [&CHK&$n$ squads couldn't be bought and were replaced with free ones.] } // HASH_VALUE 7DCA2D1D85515D42 OUTPOST_CANNOT_BUY_SQUADS_B () { [&CHK&The squad couldn't be bought and was replaced with a free one.] } // HASH_VALUE 48C84188AB25DD38 OUTPOST_CANT_FREE_LAST_SQUAD () { [&CHK&You cannot delete the last squad, or the outpost will be lost.] } // HASH_VALUE E91831186DBC058E OUTPOST_CANT_PARTICIPATE () { [&CHK&You are banished from this outpost and can't participate in the conflict taking place.] } // HASH_VALUE CE96CC4B535C8AF2 OUTPOST_CANT_PARTICIPATE_ATTACK () { [&CHK&You are banned from the attacker's side for this outpost battle.] } // HASH_VALUE 4AEDD052543C7EF6 OUTPOST_CANT_PARTICIPATE_DEFENSE () { [&CHK&You are banned from the defender's side for this outpost battle.] } // HASH_VALUE 5894040364AE27FE OUTPOST_CANT_PAY_SQUAD_WAGE (string_id str) { [&CHK&$str$ does not have enough money to pay the squad, so they are now leaving the outpost!] } // HASH_VALUE 021E0EDFB79FC31F OUTPOST_EDITING_CONCURRENCY_ISSUE (player p) { [&CHK&$p$ is currently editing the outpost, try again in a moment.] } // HASH_VALUE 967E0A2723302B8A OUTPOST_ERROR_ALREADY_ATTACKED () { [This outpost is already under attack.] } // HASH_VALUE E8A6B8A8C620E372 OUTPOST_ERROR_ALREADY_OWNED () { [You already own this outpost.] } // HASH_VALUE 58CA360736255105 OUTPOST_ERROR_BAD_GUILD_GRADE () { [Your guild doesn't have the requisite grade to attack this outpost.] } // HASH_VALUE 52B18FE683E2E830 OUTPOST_ERROR_BAD_MEMBER_LEVEL () { [You must have an online player in the guilde of a level and a sufficient seniority to challenge this outpost. The level required as well as the seniority depends on the level of the outpost.] } // HASH_VALUE C1BD2BF9AD2A9170 OUTPOST_ERROR_INVALID_OUTPOST () { [This outpost is invalid (bug).] } // HASH_VALUE 230B219D8391343E OUTPOST_ERROR_INVALID_USER () { [Your player ID is invalid (bug).] } // HASH_VALUE 0000000000000000 OUTPOST_ERROR_NONE () { [] } // HASH_VALUE 4C0CBD9B3C82BFEE OUTPOST_ERROR_NOT_ENOUGH_MONEY () { [You and your guild don't have enough money to attack this outpost.] } // HASH_VALUE 5B1ABEF3724CD9D0 OUTPOST_ERROR_NO_GUILD_MODULE () { [You must belong to a guild to attack an outpost.] } // HASH_VALUE 5DCF114C13D988AB OUTPOST_ERROR_TIME_PERIOD_ESTIMATION_CHANGED () { [The estimated attack period has changed since the window was opened.] } // HASH_VALUE 3ACF5A57D0DDF770 OUTPOST_ERROR_TOO_MANY_GUILD_OUTPOSTS () { [Your guild cannot have more outposts.] } // HASH_VALUE E6E6ABF11EB1DCC9 OUTPOST_ERROR_UNKNOWN () { [Unknown outpost error (bug).] } // HASH_VALUE 50F23F5093D2C2AB OUTPOST_EVENT_AllSquadsKilled () { [&SYS&All the squads of the outpost have been killed.] } // HASH_VALUE 443FAC264450EC7C OUTPOST_EVENT_AttackerGiveUp () { [&SYS&The attacker of the outpost gave up.] } // HASH_VALUE DCC57D61C30FFD9B OUTPOST_EVENT_AttackerVanished () { [&SYS&The attacker of the outpost has vanished.] } // HASH_VALUE D20944D21AB5405E OUTPOST_EVENT_Challenged () { [&SYS&The outpost is challenged.] } // HASH_VALUE C24BE096E9F4D2D4 OUTPOST_EVENT_OwnerGiveUp () { [&SYS&The owner of the outpost gave up.] } // HASH_VALUE BD925CF8033BBFD2 OUTPOST_EVENT_OwnerVanished () { [&SYS&The owner of the outpost has vanished.] } // HASH_VALUE AB1E2DF5E10F0CDE OUTPOST_EVENT_TimerEnd () { [&SYS&The time is elapsed in the outpost.] } // HASH_VALUE 7EB900456DA8EDEF OUTPOST_GUILD_BANISHED_ATTACK () { [&SYS&Your guild has just been banned from the attackers' side for this outpost battle.] } // HASH_VALUE DBC91C49EC77FDE1 OUTPOST_GUILD_BANISHED_DEFENSE () { [&SYS&Your guild has just been banned from the defenders' side for this outpost battle.] } // HASH_VALUE 8746F547D8B8B6F6 OUTPOST_IN_CONFLICT () { [&SYS&You are taking part in the conflict at this outpost.] } // HASH_VALUE 90783C6A0A77E13B OUTPOST_LEAVE_ZONE (outpost o) { [&SYS&You are leaving the outpost $o.name$.] } // HASH_VALUE 07AB156EE5022A56 OUTPOST_NO_MORE_IN_CONFLICT () { [&SYS&You are no longer involved in an outpost conflict.] } // HASH_VALUE 29D33CD92E298C12 OUTPOST_OWNER (string_id str) { [&SYS&$str$ owns the outpost now.] } // HASH_VALUE CB9A90BE9B34F756 OUTPOST_PLAYER_BANISHED_ATTACK () { [&SYS&You have just been banned from the attackers' side for this outpost battle.] } // HASH_VALUE 90E1792144C89E3A OUTPOST_PLAYER_BANISHED_DEFENSE () { [&SYS&You have just been banned from the defenders' side for this outpost battle.] } // HASH_VALUE A943DC1D1550341C OUTPOST_SQUAD_RECRUITED () { [&SYS&A new squad was recruited.] } // HASH_VALUE 4892A6BBF530F001 OUTPOST_STATE_Attack () { [&SYS&The outpost is now sustaining an attack.] } // HASH_VALUE 0A949F188D57CEE6 OUTPOST_STATE_CounterAttack () { [&SYS&The outpost is now sustaining a counterattack.] } // HASH_VALUE D1394404998B6469 OUTPOST_STATE_Peace () { [&SYS&The outpost is now peaceful.] } // HASH_VALUE DACCEA41DC756A4B OUTPOST_STATE_WarDeclaration () { [&SYS&A conflict is now declared in the outpost.] } // HASH_VALUE 526A52CB3CC182CF OUTPOST_STATE_WarTransition () { [&SYS&A counterattack will begin soon in the outpost...] } // HASH_VALUE 5F7E5B28EA40C655 OUTPOST_VERSION_NOT_SYNC () { [&CHK&Your action on the outpost was rejected because another action was in progress.] } // HASH_VALUE F53C2BFC6F3960DC PACK_ANIMAL_INVENTORY_MUST_BE_EMPTY () { [&CHK&You can't exchange an animal with something in its inventory.] } //////////////////////////////////////////////////////////////////////////////////// // phrases management //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E8C54111C0A6BB77 PHRASE_BUY (sphrase s, int cost) { (cost>1) phrase_buy [&ITM&You have just learnt "$s$" for $cost$ skill points.] phrase_buy_1 [&ITM&You have just learnt "$s$" for one skill point.] } // HASH_VALUE BF6CAD29640A0BE7 PHRASE_BUY_COMBAT (sphrase s, int cost) { (cost>1) phrase_buy_combat [&ITM&You learn the "$s$" combat action for $cost$ skill points.] phrase_buy_combat_1 [&ITM&You learn the "$s$" combat action for one skill point.] } // HASH_VALUE 22910CE971F703B0 PHRASE_BUY_FABER (sphrase s, int cost) { (cost>1) phrase_buy_faber [&ITM&You learn the "$s$" craft plan for $cost$ skill points.] phrase_buy_faber_1 [&ITM&You learn the "$s$" craft plan for one skill point.] } // HASH_VALUE 5F3808AB2EF5C147 PHRASE_BUY_MAGIC (sphrase s, int cost) { (cost>1) phrase_buy_magic [&ITM&You learn the "$s$" spell for $cost$ skill points.] phrase_buy_magic_1 [&ITM&You learn the "$s$" spell for one skill point.] } // HASH_VALUE E01DAB85118E442A PHRASE_CHARAC_BUY (characteristic c, int value, int cost) { phrase_characteristic_buy [&ITM&You increase your $c$ at $value$ for $cost$ skill points.] } // HASH_VALUE 1C575C66F5DAB97A PHRASE_NOT_ENOUGH_CREDIT () { phrase_missing_credit [&CHKCB&Not enough credit to validate the action.] } // HASH_VALUE 1F810F64BF2753AC PHRASE_NOT_ENOUGH_FOCUS () { phrase_not_enough_focus [&CHKCB&Not enough focus to validate the action.] } // HASH_VALUE 765D723D892C61F7 PHRASE_USE_PREDEF (sphrase s) { phrase_use_predef [&SPLM&You use $s$.] } // HASH_VALUE 2C53A8209B21C7C0 PLAN_FABER_NOT_SECOND () { plan_faber_not_second [&CHK&Craft plan stanzas must be in second position in sentence! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE AB26E808171C2D66 PLAYER_BUILDING_BAD_FAME ( int i, race r ) { [&CHK&To buy a building here, the $r$ people must believe you to have a fame of $i$.] } // HASH_VALUE 57348E2BC28B6B27 PLAYER_ROOM ( player p ) { [To player "$p$".] } // HASH_VALUE B16F525B279C3F67 POWER_AURA_ACTIVATE (powertype p) { power_aura_activate [&SPLM&You activate your "$p$" power.] } // HASH_VALUE 3A5A64DA87F7854F POWER_AURA_ACTIVATE_SPECTATORS (entity e, powertype p) { power_aura_activate_spectators [&SYS&$e.da$ $e$ activates "$p$" power.] } // HASH_VALUE 07FD8C1EDB4AD4F2 POWER_BALANCE_ACTOR ( powertype p, score s, int newVal ) { power_balance_actor [&SPLM&You use "$p$" power and affected members of your team now have $newVal$% of their max $s.points$.] } // HASH_VALUE ADBA4C5DF1864187 POWER_BALANCE_NO_TEAM () { power_balance_no_team [&CHK&You must be in a team to use Balance power.] } // HASH_VALUE 21CAD1F91DDA92CB POWER_BALANCE_OTHERS ( entity e, powertype p,score s, int newVal ) { power_balance_others [&SYS&$e.da$ $e$ uses the "$p$" power and you now have $newVal$% of your $s.points$.] } //////////////////////////////////////////////////////////////////////////////////// // Powers related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 369D4529D3AD5C1E POWER_DISABLED (powertype p, int m, int s) { (s > 0 & m > 0) power_still_disabled_ms [&CHKCB&Your "$p$" power will be disabled for another $m$ minutes and $s$ seconds.] (s = 0 & m > 0) power_still_disabled_m [&CHKCB&Your "$p$" power will be disabled for another $m$ minutes.] (s > 0 & m = 0) power_still_disabled_s [&CHKCB&Your "$p$" power will be disabled for another $s$ seconds.] } // HASH_VALUE 69F92D20DE0718C1 POWER_EFFECT_ENDS (powertype p) { power_effect_ends [&SPLM&"$p$" power effects end.] } // HASH_VALUE FB3FE502B969E4E2 POWER_TAUNT (entity e) { power_taunt [&SPLM&You taunt $e.da$ $e$.] } // HASH_VALUE 13095743E1545EF3 POWER_TAUNT_FAILED (entity e) { power_taunt_failed [&MISM&You failed to taunt $e.da$ $e$.] } // HASH_VALUE 51D264AA0D1D9C63 POWER_TAUNT_LEVEL_TOO_HIGH (entity e) { power_taunt_level_too_high [&CHKCB&$e.da$ $e$ is too strong to be impressed by your action.] } // HASH_VALUE 868BCA9899632E49 POWER_TAUNT_TARGET_NOT_ATTACKABLE () { power_taunt_target_not_attackable [&CHKCB&You can only taunt attackable creatures or npcs.] } // HASH_VALUE 61FA30377E1E4748 POWER_TAUNT_TARGET_TOO_FAR (entity e) { power_taunt_target_too_far [&CHKCB&$e.da$ $e$ is too far away to be taunted by you.] } // HASH_VALUE 0BE3E756AF6BC35E POWER_USE (powertype p) { power_use [&SPLM&You use "$p$" power.] } // HASH_VALUE A8CCA79B6DF0A0D7 POWER_USE_ON_TARGET (entity e, powertype p) { power_use_on_target [&SPLM&You use your "$p$" power on $e.da$ $e$.] } // HASH_VALUE 3C37B8BD8CF84567 POWER_USE_ON_TARGET_FAILED (entity e, powertype p) { power_use_on_target_failed [&MISM&Your "$p$" power had no effect on $e.da$ $e$.] } // HASH_VALUE BCA4B5A82FFD5107 POWER_USE_ON_TARGET_SPECTATORS (entity user, entity target, powertype p) { power_use_on_target_spectators [&SYS&$user.da$ $user$ uses "$p$" power on $target.da$ $target$.] } // HASH_VALUE DAB6262C0437D73D POWER_USE_ON_TARGET_TARGET (entity user, powertype p) { power_use_on_target_target [&SYS&$user.da$ $user$ uses "$p$" power on you.] } // HASH_VALUE 77739E828F3B0685 POWER_USE_SPECTATORS (entity e, powertype p) { power_use_spectators [&SYS&$e.da$ $e$ uses "$p$" power.] } // HASH_VALUE 473A999E6DB8C82F PROGRESS_DEATH_PENALTY_COMPLETE () { progress_death_penalty_complete [&XP&You no longer have a death experience penalty !] } // HASH_VALUE 2D8FC1C2C0C89F8C PROGRESS_DEATH_PENALTY_PAYBACK (int i, skill s, int j, int k) { progress_death_penalty_payback [&XP&Your death penalty is now at $k$ points after substracting $j$ points. You would have gained $i$ experience points in '$s$' without a death penalty] } /* OLD VALUE : [ PROGRESS_FREE_TRIAL_LIMIT (skill s) { progress_normal_gain_0 [&XP&Vous ne gagnez pas d'expérience en '$s$' car vous avez atteint la limite de la FREETRIAL. Pour progresser davantage dans cette compétence vous devez vous abonner.] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ PROGRESS_FREE_TRIAL_LIMIT (skill s) { progress_normal_gain_0 [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE EF3B3CD841ADD4EA PROGRESS_FREE_TRIAL_LIMIT (skill s) { progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.] } // HASH_VALUE 5F4165FAC157DDFA PROGRESS_HP () { progress_hp [&XP&Your life force increases.] } // HASH_VALUE 199E08D95F47E5EB PROGRESS_MAX_DAMAGE_TRANSFERED (entity e) { [&XP&The way you killed $e.da$ $e$ was too easy. You don't gain experience for that behaviour.] } //*PROGRESS_MUCH_GAIN(skill s) //{ // progress_much_gain [&JA&You gain much experience in '$s$'.] //} // HASH_VALUE DD283493C0E876AD PROGRESS_MISSION_GAIN (skill s) { progress_mission_gain [&TSK&The success of this mission has given you experience in the '$s$' skill.] } //PROGRESS_LITTLE_GAIN(skill s) //{ // progress_little_gain [&RG&You gain a little experience in '$s$'.] //} // HASH_VALUE DD7B619330B95657 PROGRESS_NORMAL_GAIN (skill s, int i) { (i > 1) progress_normal_gain_p [&XP&You gain $i$ experience points in '$s$'.] (i = 1) progress_normal_gain_1 [&XP&You gain 1 experience point in '$s$'.] progress_normal_gain_0 [&XP&You gain no experience in '$s$'.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used in the xp gain system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 2C430A38E09E2BEA PROGRESS_NO_GAIN (skill s) { progress_no_gain [&CHK&You don't gain experience in '$s$', this action is too easy.] } // HASH_VALUE 692BC5AD5D68582A PROGRESS_SAP () { progress_sap [&XP&Your sap increases.] } // HASH_VALUE 75D5D39DF074B2B0 PROGRESS_SKILL (skill s, int i) { progress_skill [&XP&Your '$s$' skill improves to $i$ points.] } // HASH_VALUE C1D1A939B47AED7C PROGRESS_STA () { progress_sta [&XP&Your endurance increases.] } //PROGRESS_RESIST(??) //{ // progress_resist [&JA&] //} // HASH_VALUE 462B0C10CF8762B0 PROGRESS_UNLOCK_SKILL (skill s, int i) { progress_unlock_skill [&XP&Well done! You gain the new advanced skill of '$s$' which starts at $i$ points.] } // HASH_VALUE 080085FCBF8B1B77 PVP_CANT_ATTACK_ALLY () { [&CHKCB&You can't attack your ally.] } // HASH_VALUE A586866EA35571EF PVP_CANT_ATTACK_NEUTRAL () { [&CHKCB&You can't attack a neutral character.] } // HASH_VALUE E63AA8516B6848FD PVP_CANT_HELP_ENEMY () { [&CHKCB&You can't help an ennemy.] } // HASH_VALUE A5029176553B7BAE PVP_CANT_HELP_NEUTRAL_PVP () { [&CHKCB&You can't help a playing character involved in a PVP conflict which doesn't concern you.] } // HASH_VALUE 24C6714EACE83322 PVP_CANT_HELP_UNKNOWN () { [&CHKCB&You can't help this entity.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 654875749FF66485 PVP_CHALLENGE_DISABLED () { [&CHK&PvP challenge has been disabled.] } // HASH_VALUE 7133344CD1189919 PVP_CHALLENGE_INVITATION ( player p ) { [$p$ and his team challenge you and your team.] } // HASH_VALUE 1C17EB2210350F63 PVP_DUEL_DISABLED () { [&CHK&PvP duel has been disabled.] } // HASH_VALUE 0E806A4D3681F739 PVP_FLAG_ALREADY_IN_THIS_MODE ( int i ) { (i = 0) [&CHK&You have already deactivated your pvp tag.] (i != 0) [&CHK&You have already activated your pvp tag.] } // HASH_VALUE 6F3E3746CE442268 PVP_FLAG_RESET_NEED_NO_RECENT_PVP_ACTION ( time totalTimer, time timerLeft ) { [&CHK&You cannot remove your PvP Tag as you performed a faction PvP action less than $totalTimer$ seconds ago. You will be able to remove your Tag in $timerLeft$ seconds.] } // HASH_VALUE 5A474B944FCAD6D5 PVP_FLAG_RESET_TAG_MINIMAL_TIME ( time totalTimer, time timerLeft ) { [&CHK&You cannot remove your PvP Tag as it was activated less than $totalTimer$ seconds ago. You will be able to remove your Tag in $timerLeft$ seconds.] } // HASH_VALUE 4E8D7A0549676282 PVP_FLAG_WAIT_FOR_TIMER ( int i ) { (i = 0) [&CHK&You have already asked to deactivate your pvp tag, you must wait for the timer to end for it to be effective.] (i != 0) [&CHK&You have already asked to activate your pvp tag, you must wait for the timer to end for it to be effective.] } // HASH_VALUE 1B9DE79359A2793C PVP_FREE_ZONE_ENTER () { [&CHK&You are now in a Free PVP Zone : no rules here.. be careful!] } // HASH_VALUE F13EB2E858803E74 PVP_GUILD_ZONE_ENTER () { [&CHK&You are now in a Guild PVP Zone : here guilds can confront each other.] } // HASH_VALUE A63AFD02B6E83493 PVP_SAFE_ZONE () { [&CHK&You are in a protected PvP zone, as long as you remain here or as long as you do not perform any PvP action after leaving it, you will be safe in this zone.] } // HASH_VALUE 4115BE85DA05DB2C PVP_SPIRE_ATTACKED (place region_name, faction faction) { [&SYS&The $faction$ spiral in $region_name.da$ $region_name$ is under attack!.] } // HASH_VALUE C68BD2805BBC36F7 PVP_SPIRE_BUILD_FINISHED (place region_name, faction f, int audience) { (audience = 0) [&ZON&A $f$ spiral has appeared in $region_name.da$ $region_name$. The $f$ faction now dominates $region_name.da$ $region_name$ and has recruited guardians to watch over its spiral.] (audience = 1) [&SYS&A $f$ spiral has appeared in $region_name.da$ $region_name$. The $f$ faction now dominates $region_name.da$ $region_name$ and has recruited guardians to watch over its spiral.] } // HASH_VALUE E3542E9264BB1F30 PVP_SPIRE_DESTROYED (place region_name, faction f, int audience) { (audience = 0) [&ZON&A $f$ spire has been destroyed in $region_name.da$ $region_name$. From now on the $f$ faction no longer dominates $region_name.da$ $region_name$.] (audience = 1) [&SYS&A $f$ spire has been destroyed in $region_name.da$ $region_name$. From now on the $f$ faction no longer dominates $region_name.da$ $region_name$.] } // HASH_VALUE 933322C3C560D13A PVP_SPIRE_FACTION_POINT (int q) { [&XP&You have destroyed an enemy spiral! You earn $q$ faction points.] } // HASH_VALUE B551AE9F55A92A05 PVP_SPIRE_REBUILD_DELAY (int m, int s) { (m > 0) [&CHK&Your faction can't place a new spiral on the base for another $m$ minutes $s$ seconds.] (m = 0) [&CHK&Your faction can't place a new spiral on the base for another $s$ seconds.] } // HASH_VALUE A6EC430C13B63C3A PVP_SPIRE_SPEND_FACTION_POINT (int q) { [&SYS&Invoking a spiral costs $q$ faction points.] } // HASH_VALUE 3FC9E1C8175230F5 PVP_SPIRE_START_BUILDING (place region_name, faction f, int m, int s) { (s != 0) [&ZON&A $f$ spire will appear in $region_name.da$ $region_name$ in $m$ minutes $s$ secondes.] (s = 0) [&ZON&A $f$ spire will appear in $region_name.da$ $region_name$ in $m$ minutes.] } // HASH_VALUE 3901F2143931F58B PVP_TAG_PVP_NEED_ALLEGIANCE () { [&CHK&You cannot be tagged PvP without having sworn any allegiance beforehand.] } // HASH_VALUE C8432B378FB55A7F PVP_TP_ENEMY_REGION_FORBIDEN () { [&CHK&You cannot teleport in a region controlled by an enemy faction.] } // HASH_VALUE C147C6495A9BA864 PVP_TP_FORBIDEN () { [&CHK&You cannot teleport if you have recently been involved in PvP actions.] } // HASH_VALUE F7D9DD3A10C8A4B2 PVP_VERSUS_ZONE_ENTER () { [&CHK&You are now in a Versus PVP Zone : your clan is determined by your factions.] } // HASH_VALUE 82846C31A1FC4EE8 PVP_ZONE_CANNOT_ENTER () { [&CHK&You cannot fight in this PVP Zone : you are in another PVP mode.] } // HASH_VALUE DAA60B3629882886 PVP_ZONE_ENTER_BACK () { [&CHK&You are back in the PVP Zone.] } // HASH_VALUE 8CBA3B08C9E10867 PVP_ZONE_ENTER_TIME (int time) { [&CHK&You will be attackable in $time$ seconds.] } // HASH_VALUE F02DB51602506438 PVP_ZONE_ENTER_TIMEOUT () { [&CHK&Now you are attackable, be careful.] } // HASH_VALUE A1530E5EBD2302E5 PVP_ZONE_ENTER_TIME_REPEAT (int time) { [&PVPTM&You will be attackable in $time$ seconds.] } // HASH_VALUE 688279C285D2059D PVP_ZONE_LEAVE_BEFORE_TIMEOUT () { [&CHK&You left the PVP Zone before timeout. Now you are safe.] } // HASH_VALUE C3B78343D74ADC99 PVP_ZONE_LEAVE_TIME (int time) { [&CHK&You left the PVP Zone. You are still attackable for $time$ seconds.] } // HASH_VALUE 5BF2ECAE6481531A PVP_ZONE_LEAVE_TIMEOUT () { [&CHK&Now you are safe.] } // HASH_VALUE CB351B02A6630345 PVP_ZONE_LEAVE_TIME_REPEAT (int time) { [&PVPTM&You are still attackable for $time$ seconds.] } // HASH_VALUE E449771A47801CA1 REQUIRED_EQUIP () { [&CHK&Your characteristics are not sufficiently high for you to use this item.] } // Mission message // HASH_VALUE 845DAFAE3E3E7ACC REQ_LEADER_TO_ABANDON_MISSION () { [&CHK& You must be the leader of your team to abandon or finish a team mission.] } //////////////////////////////////////////////////////////////////////////////////// // enchantment related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 494CABD2F58B6CB6 RIGHT_HAND_EMPTY () { right_hand_empty [&CHK&You must carry an item in your right hand to enchant it.] } // HASH_VALUE E8B8604F67B69213 RING_ANI () { [Ring Channel ani.] } // HASH_VALUE E8B8604F68F79213 RING_ARI () { [Ring Channel ari.] } // HASH_VALUE E8B8604F67769A13 RING_CHO () { [Ring Channel cho.] } // HASH_VALUE E878BC80D8763480 RING_CSR () { [Ring Channel CSR] } // HASH_VALUE E8B8604F23D6BE13 RING_LEA () { [Ring Channel lea.] } // HASH_VALUE E8B8604F2347DA13 RING_SEA () { [Ring Channel sea.] } // HASH_VALUE E878BC8066F8BC80 RING_TOO () { [Ring Channel too] } // HASH_VALUE E8B8604F6728DE13 RING_TRE () { [Ring Channel tre.] } // HASH_VALUE F445DBDD5430488D ROLL_DICE (entity e, int min, int max, int roll) { [$e.da$ $e$ made a $roll$ in a draw between $min$ and $max$.] } // HASH_VALUE F9F811A4B66DEB9C ROOM_TOO_ENCUMBERED () { [&CHK& Your appartment is too encumbered.] } // HASH_VALUE 7945736000AE8D4F ROOT_FABER_NOT_FIRST () { root_faber_not_first [&CHK&Root craft stanzas must be in first position in sentence! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 3F8482784D02DD86 RRP_BAD_ACTION (int xpValue) { rrp_bad_action [&XP&Action ignored because too easy (equivalent to $xpValue$ xp)] } // HASH_VALUE 8CCD16409B0B73CD RRP_BAD_SKILL (int sessionType) { (sessionType = 0) rrp_bad_skill_novice [&XP&Action below Novice level ignored] (sessionType = 1) rrp_bad_skill_apprentice [&XP&Action below Apprentice level ignored] (sessionType = 2) rrp_bad_skill_confirmed [&XP&Action below Confirmed level ignored] (sessionType = 3) rrp_bad_skill_advanced [&XP&Action below Advanced level ignored] (sessionType = 4) rrp_bad_skill_expert [&XP&Action below Expert level ignored] (sessionType = 5) rrp_bad_skill_master [&XP&Action below Master level ignored] } // HASH_VALUE CFFFD13132F0E0D9 RRP_BONUS (int ptsBonus, int sessionType, int ptsTotal) { (sessionType = 0) rrp_bonus_novice [&XP&You have gained a BONUS of $ptsBonus$ Novice RRP] (sessionType = 1) rrp_bonus_apprentice [&XP&You have gained a BONUS of $ptsBonus$ Apprentice RRP] (sessionType = 2) rrp_bonus_confirmed [&XP&You have gained a BONUS of $ptsBonus$ Confirmed RRP] (sessionType = 3) rrp_bonus_advanced [&XP&You have gained a BONUS of $ptsBonus$ Advanced RRP] (sessionType = 4) rrp_bonus_expert [&XP&You have gained a BONUS of $ptsBonus$ Expert RRP] (sessionType = 5) rrp_bonus_master [&XP&You have gained a BONUS of $ptsBonus$ Master RRP] } // HASH_VALUE 083AF60E74562A93 RRP_GAIN (int ptsNow, int sessionType, int ptsTotal) { (sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP] (sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP] (sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP] (sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP] (sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP] (sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP] } /* OLD VALUE : [ RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time) { (sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)] } ] */ // Clause 0 : identifier changed. // Clause 1 : identifier changed. // Clause 2 : identifier changed. // Clause 3 : identifier changed. // Clause 4 : identifier changed. // Clause 5 : identifier changed. /* OLD VALUE : [ RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time) { (sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)] } ] */ // Clause 0 : identifier changed. // Clause 1 : identifier changed. // Clause 2 : identifier changed. // Clause 3 : identifier changed. // Clause 4 : identifier changed. // Clause 5 : identifier changed. // HASH_VALUE B7B0DCC083B1E395 RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time) { (sessionType = 0) rrp_gain2_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 1) rrp_gain2_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 2) rrp_gain2_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 3) rrp_gain2_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 4) rrp_gain2_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 5) rrp_gain2_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)] } // HASH_VALUE 3F71DCA165BB7EC9 RRP_GENERATE_IGNORED () { rrp_generate_ignored [&ITM&You cannot generate ring rewards at this time] } // HASH_VALUE B0306A71ED1F9F85 RRP_GENERATE_INVENTORY_FULL () { rrp_generate_inventory_full [&ITM&Your inventory is too full to add any more ring rewards] } // HASH_VALUE FD2B97DDFDDADBAA RRP_GENERATE_LACK_POINTS (int sessionType,int ptsRequired,int ptsHeld) { (sessionType = 0) rrp_generate_lack_points_novice [&ITM&You require at least $ptsRequired$ Novice RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 1) rrp_generate_lack_points_apprentice [&ITM&You require at least $ptsRequired$ Apprentice RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 2) rrp_generate_lack_points_confirmed [&ITM&You require at least $ptsRequired$ Confirmed RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 3) rrp_generate_lack_points_advanced [&ITM&You require at least $ptsRequired$ Advanced RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 4) rrp_generate_lack_points_expert [&ITM&You require at least $ptsRequired$ Expert RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 5) rrp_generate_lack_points_master [&ITM&You require at least $ptsRequired$ Master RRP to be worthy of a reward but you only have $ptsHeld$] } // HASH_VALUE 08D5855985CC62C3 RRP_GENERATE_REWARD (int nb, item i, int level) { (nb > 1) rrp_generate_reward_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ as a Ring Reward] (nb = 1) rrp_generate_reward_1 [&ITM&You obtain one $i$ of quality $level$ as a Ring Reward] } // HASH_VALUE 651EAFCF9A82642C RRP_NO_PROGRESS (int time) { rrp_no_progress [&XP&Next ring reward point not yet available ($time$ seconds to go)] } // HASH_VALUE 93862216DD5A4E11 RRP_PROGRESS (int xpSoFar, int xpRequired, int xpValue) { rrp_progress [&XP&Ring progress $xpSoFar$/$xpRequired$ of next reward points (equivalent to $xpValue$ xp)] } // HASH_VALUE F044631EB19657D6 RRP_SESSION_LIMIT_REACHED () { rrp_session_limit_reached [&XP&No more RRP points can be gained this session as you have reached the limit] } // HASH_VALUE 75CFEB928F4BEFE2 RRP_TOO_FEW_ACTIVE_PLAYERS () { rrp_too_few_active_players [&XP&There are too few active players for you to earn Ring Reward Points] } /* OLD VALUE : [ R_00_01_P_DESC (bot giver) { r_00_01_p_desc [Initiation au fonctionnement des cubes d'ambres] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ R_00_01_P_DESC (bot giver) { r_00_01_p_desc [Initiation to how amber cubes work] } ] */ // Clause 0 : text changed. // HASH_VALUE C7B472C91EFAEF72 R_00_01_P_DESC (bot giver) { r_00_01_p_desc [This is the first rite mission that you will be given] } /* OLD VALUE : [ R_00_01_P_TITLE (bot giver) { r_00_01_p_title [Les cubes d'ambre] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ R_00_01_P_TITLE (bot giver) { r_00_01_p_title [Amber cubes] } ] */ // Clause 0 : text changed. // HASH_VALUE 0D5881ED58557374 R_00_01_P_TITLE (bot giver) { r_00_01_p_title [First Rite] } //Reward 1SP //------------------- // Karavan guard //------------------- //MENUS // HASH_VALUE 07C11DF91C48206F SHOPKEEPER_NO_SELL (bot b) { shopkeeper_no_sell [I've got nothing to sell right now, come back later.] } // HASH_VALUE B770BD4394A9991A SHUTDOWN_WARNING (int delay) { [&SYS&The shard will be shutdown in $delay$ seconds, please disconnect ASAP.] } // HASH_VALUE D4B8C021AB0037AF SOLE_PLACE ( place p ) { place_lonely_param [$p$] } // HASH_VALUE EC92BC12C0189212 SOLE_STRING_ID ( string_id i ) { [$i$] } // HASH_VALUE 3BCDABD9E009D0FC SOURCE_DMG_REDUX_MISSED () { source_dmg_redux_early [&CHK&Damage reduction was done too early.] } // HASH_VALUE CAE6B610EDDB7E35 SOURCE_EXPLOSION () { source_explosion [&SPL&The forage source blew up!] } // HASH_VALUE 194D15708141E44D SOURCE_EXPLOSION_DEFENDER_HIT (int damage, int maxDamage, int reduction) { (reduction=0) source_explosion_defender_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) points of damage.] source_explosion_defender_reducted_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) points of damage (reduced by $reduction$).] } // HASH_VALUE 2C1E64EECC26A186 SOURCE_EXPLOSION_SPECTATOR_HIT (entity defender, int damage) { source_explosion_spectator_hit [&SYS&An explosion hits $defender$ for $damage$ damage.] } //////////////////////////////////////////////////////////////////////////////////// /// sentences related to natural events (forage risks) //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE FA2A0D0B3A6DFC3E SOURCE_TOXIC_CLOUD () { source_toxic_cloud [&SPL&The forage source released a toxic cloud!] } // HASH_VALUE D1E4B4785AF84F5F SPAWN_MISSION_DESC (bot b) { [SPAWN mission] } // HASH_VALUE D1E4B4785AF84F5F SPAWN_MISSION_TITLE (bot b) { [SPAWN mission] } // Location place // HASH_VALUE DC64D3C9B3940676 START_LOCATION ( place cont, place region ) { start_location [&ZON&You are in the region of $region$ on the continent of $cont$.] } // HASH_VALUE DA70E774D770DA28 SUFFER_GOO_DAMAGE () { [&CHKCB&You suffer GOO damage!] } //////////////////////////////////////////////////////////////////////////////////// // sentences related to target slection //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 866A0041ACE571EF TARGET_NEW (entity e) { target_new [&SYS&You target $e.ia$ $e$.] } // HASH_VALUE 9C620518BF997DAB TARGET_NONE () { target_none [&SYS&You now have no target .] } // HASH_VALUE 534C75FC1A78909B TARGET_SELF () { target_self [&SYS&You target yourself.] } // HASH_VALUE 80023D784006C1F6 TEAM_ACCEPT (player p) { team_accept [&AROUND&$p$ joins your team.] } // HASH_VALUE CE5CE3F6304C9030 TEAM_ALREADY_HAS_PROPOSAL (player p) { team_already_has_proposal [&CHK&$p$ is already answering an invitation.] } // HASH_VALUE 9A080BF1806B8C05 TEAM_ALREADY_HAS_TEAM (player p) { team_already_has_team [&CHK&$p$ already belongs to a team.] } // HASH_VALUE F8687A1D7AB981C4 TEAM_ALREADY_INVITED () { [&CHK& Your target is already being invited to join a team.] } //////////////////////////////////////////////////////////////////////////////////// // team related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 0D41835410509929 TEAM_ALREADY_IN_TEAM () { team_already_in_team [&CHK&You already belong to a team, leave your present team before joining another one.] } // HASH_VALUE FAB6F75A18276BF4 TEAM_CANT_INVITE () { [&CHK& You must be a team leader or not in a team to be able to invite someone.] } // HASH_VALUE 275D20F3EDBBE6CE TEAM_CANT_INVITE_ENEMIE () { [&CHK& You can't invite an enemy to team] } // HASH_VALUE 6BC2BAD3711B25E0 TEAM_CREATE () { team_create [&SYS&You have created a new team.] } // HASH_VALUE 7BE5A91E7A648B43 TEAM_DECLINE (player p) { team_decline [&AROUND&$p$ declines your offer to join your team.] } // HASH_VALUE 792CF3AE80FEA723 TEAM_DISOLVED () { team_disolved [&SYS&Your were the last member of your team, so it has been disolved and you no longer belong to a team.] } // HASH_VALUE D404CDBC3D87555E TEAM_GOD_FORBIDDEN () { [&CHK&You or your target have unusual access right that forbid the formation of team.] } // HASH_VALUE 99082CA2E6C25970 TEAM_INVITE (player p) { team_invite [&AROUND&You ask $p$ to join your team.] } // HASH_VALUE ABEDE1E42B70C872 TEAM_INVITED_CHARACTER_MUST_BE_ONLINE () { [&CHK&Invited character must be online.] } // HASH_VALUE B510F853ACE37A0A TEAM_KICKED (player p) { team_kicked [&AROUND&$p$ has been kicked out of your team.] } // HASH_VALUE C7BED110E188CD52 TEAM_KICKED_YOU (player p) { team_kicked_you [&AROUND&You have been kicked out of the team of $p$.] } // HASH_VALUE DEE8D978689A0CD7 TEAM_LEAVE (player p) { team_leave [&AROUND&$p$ left your team.] } // HASH_VALUE BFA0A27A33F21DD7 TEAM_MAX_SIZE_REACHED () { team_max_size_reached [&CHK&The team has reached its size limit and cannot accept anymore players.] } // HASH_VALUE E41A00390F31065E TEAM_NEW_LEADER (player former, player new) { team_new_leader [&SYS&Your team leader, $former$, has left the team, $new$ is the new leader.] } //////////////////////////////////////////////////////////////////////////////////// // team related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 386C7DE8AB1A1905 TEAM_NEW_SUCCESSOR ( player p) { [&SYS&$p$ is the successor to the leader of your team.] } // HASH_VALUE 0C11B974DFC54FBB TEAM_NOT_A_PLAYER (entity e) { team_not_a_player [&CHK&$e.da$ $e$ isn't a player. Only players can be teammates.] } // HASH_VALUE B8C8535A15BECF01 TEAM_PROPOSAL (player p) { (p.gender = male) team_proposal_m [$p$ offers you to join his team.] team_proposal_f [$p$ offers you to join her team.] } // HASH_VALUE 050E440249A9BBEC TEAM_PVP_ATTACKER_KICKED (player a, player v) { [&SYS& $a$ attacked $v$, an enemy of his/her faction. $a$ cannot stay in the same team as $v$.] } // HASH_VALUE CD03C5BDD1C35D99 TEAM_PVP_ATTACKER_KICKED_YOU (player v) { [&SYS& You attacked $v$ from your team, an enemy of your faction. You cannot stay in this team.] } // HASH_VALUE A86F4A0ABE9D962A TEAM_PVP_HELPER_KICKED (player a, player v) { [&SYS& $a$ helped $v$, an ally of his/her faction. $a$ cannot stay in a team.] } // HASH_VALUE 9DE5D5CA9FEF2655 TEAM_PVP_HELPER_KICKED_YOU (player v) { [&SYS& You helped $v$, an ally from your faction who is not in your team, you cannot stay in a team.] } // HASH_VALUE 82A95BD5D8992828 TEAM_TARGET_ALREADY_IN_TEAM () { [&CHK& Your target is already in a team.] } // HASH_VALUE A82B0891256880D2 TEAM_YOU_DECLINE (player p) { team_you_decline [&SYS&You refuse to join the team of $p$.] } // HASH_VALUE F385ED7D5F4B984B TEAM_YOU_JOIN (player p) { team_you_join [&AROUND&You join the team of $p$.] } // HASH_VALUE 23A1E2E1C9A9C1B9 TEAM_YOU_LEAVE (player p) { team_you_leave [&AROUND&You left the team of $p$.] } // HASH_VALUE 1D6DA9EE7200C1BF TEAM_YOU_LEAVE_DISOLVE (player p) { team_you_leave_disolve [&AROUND&You left your team and it has been dissolved.] } // HASH_VALUE 5B77118C7BF4489E TEAM_YOU_LEAVE_LEADER (player p) { team_you_leave_leader [&AROUND&You left your team, $p$ is the new leader.] } // HASH_VALUE A1043FA45CE0952F TEAM_YOU_NEW_LEADER (player p) { team_you_new_leader [&SYS&Your team leader, $p$, has left the team, you are the new leader.] } // HASH_VALUE 3FD647AB20739F55 TELEPORT_BAD_SESSION () { [&CHK&The destinations of this teleporter have been updated. Please re-enter this teleport.] } // HASH_VALUE ABC90DC4E585288C TELEPORT_CANCELED () { [&SYS&Teleportation has been canceled.] } // HASH_VALUE 5DF46170E165018C TELEPORT_NO_PET () { [&CHK&You must put all your animals in a stable before using this teleporter.] } // HASH_VALUE C031AAF47F0C91DF TELEPORT_USED ( int i ) { [&SYS& You will be teleported in $i$ seconds.] } // HASH_VALUE EC17BBB9DDC8E80D TELL_PLAYER_AFK ( player p ) { [&SYS&$p$ is "away from keyboard".] } // HASH_VALUE B108E60E1ECBC9B4 TELL_PLAYER_UNKNOWN ( literal name ) { [&SYS&$name$ is unknown or not online. Your message cannot be delivered.] } // HASH_VALUE 82294C8F9163EDED TEMPLATE_TASK_CRAFT_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_craft_0_title_1 [Create objects] (random = 2) template_task_craft_0_title_2 [Craft objects] (random = 3) template_task_craft_0_title_3 [$giver$ needs items] (random = 4) template_task_craft_0_title_4 [$giver$ has asked for a crafter] (random = 5) template_task_craft_0_title_5 [Special order] (random = 6) template_task_craft_0_title_6 [Craft equipment] (random = 7) template_task_craft_0_title_7 [$giver$ needs equipment] (random = 8) template_task_craft_0_title_8 [$giver$ needs a crafter] (random = 9) template_task_craft_0_title_9 [An order for $giver$] template_task_craft_0_title_10 [$giver$ wants some made-to-order items] } // HASH_VALUE 7D3FD2BDAA3441C3 TEMPLATE_TASK_CRAFT_10_TITLE (bot giver, int random, faction f) { //tribe welcomer / jewels (random = 1) template_task_craft_10_title_1 [Create jewels for $f.mda$ $f.member$] (random = 2) template_task_craft_10_title_2 [Craft jewels for $f.mda$ $f.member$] (random = 3) template_task_craft_10_title_3 [$f.mda$ $f.member$ need jewels] (random = 4) template_task_craft_10_title_4 [$f.mda$ $f.member$ have asked for a jeweler] (random = 5) template_task_craft_10_title_5 [Special order for jewels for $f.mda$ $f.member$] (random = 6) template_task_craft_10_title_6 [Jewels for $f.mda$ $f.member$] (random = 7) template_task_craft_10_title_7 [$f.mda$ $f.member$ want new jewels] (random = 8) template_task_craft_10_title_8 [$f.mda$ $f.member$ need a jeweler] (random = 9) template_task_craft_10_title_9 [An order for jewels for $f.mda$ $f.member$] template_task_craft_10_title_10 [$f.mda$ $f.member$ want made-to-order jewels] } // HASH_VALUE EB581A2E1689A135 TEMPLATE_TASK_CRAFT_11_TITLE (bot giver, int random, faction f) { //double fame journeyman / Matis (random = 1) template_task_craft_11_title_1 [Create Matis items for $giver$'s $f.member$ friends] (random = 2) template_task_craft_11_title_2 [Craft Matis items for $giver$'s $f.member$ friends] (random = 3) template_task_craft_11_title_3 [$giver$'s $f.member$ friends need Matis items] (random = 4) template_task_craft_11_title_4 [$giver$'s $f.member$ friends have asked for a crafter of Matis items] (random = 5) template_task_craft_11_title_5 [Special order for Matis items for $giver$'s $f.member$ friends] (random = 6) template_task_craft_11_title_6 [Craft Matis equipment for $giver$'s $f.member$ friends] (random = 7) template_task_craft_11_title_7 [$giver$'s $f.member$ friends need Matis equipment] (random = 8) template_task_craft_11_title_8 [$giver$'s $f.member$ friends need a crafter to craft Matis equipment] (random = 9) template_task_craft_11_title_9 [An order for Matis equipment for $giver$'s $f.member$ friends] template_task_craft_11_title_10 [$giver$'s $f.member$ friends want made-to-order Matis items] } // HASH_VALUE 2D08E21A9299895E TEMPLATE_TASK_CRAFT_12_TITLE (bot giver, int random, faction f) { //double fame journeyman / Zoraï (random = 1) template_task_craft_12_title_1 [Create Zoraï items for $giver$'s $f.member$ friends] (random = 2) template_task_craft_12_title_2 [Craft Zoraï items for $giver$'s $f.member$ friends] (random = 3) template_task_craft_12_title_3 [$giver$'s $f.member$ friends need Zoraï items] (random = 4) template_task_craft_12_title_4 [$giver$'s $f.member$ friends have asked for a crafter of Zoraï items] (random = 5) template_task_craft_12_title_5 [Special order for Zoraï items for $giver$'s $f.member$ friends] (random = 6) template_task_craft_12_title_6 [Craft Zoraï equipment for $giver$'s $f.member$ friends] (random = 7) template_task_craft_12_title_7 [$giver$'s $f.member$ friends need Zoraï equipment] (random = 8) template_task_craft_12_title_8 [$giver$'s $f.member$ friends need a crafter to craft Zoraï equipment] (random = 9) template_task_craft_12_title_9 [An order for Zoraï equipment for $giver$'s $f.member$ friends] template_task_craft_12_title_10 [$giver$'s $f.member$ friends want made-to-order Zoraï items] } // HASH_VALUE B0689A4B5B1B9936 TEMPLATE_TASK_CRAFT_13_TITLE (bot giver, int random, faction f) { //double fame journeyman / fyros (random = 1) template_task_craft_13_title_1 [Create Fyros items for $giver$'s $f.member$ friends] (random = 2) template_task_craft_13_title_2 [Craft Fyros items for $giver$'s $f.member$ friends] (random = 3) template_task_craft_13_title_3 [$giver$'s $f.member$ friends need Fyros items] (random = 4) template_task_craft_13_title_4 [$giver$'s $f.member$ friends have asked for a crafter of Fyros items] (random = 5) template_task_craft_13_title_5 [Special order for Fyros items for $giver$'s $f.member$ friends] (random = 6) template_task_craft_13_title_6 [Craft Fyros equipment for $giver$'s $f.member$ friends] (random = 7) template_task_craft_13_title_7 [$giver$'s $f.member$ friends need a crafter to craft Fyros equipment] (random = 8) template_task_craft_13_title_8 [$giver$'s $f.member$ friends need a crafter to craft Fyros equipment] (random = 9) template_task_craft_13_title_9 [An order for Fyros equipment for $giver$'s $f.member$ friends] template_task_craft_13_title_10 [$giver$'s $f.member$ friends want made-to-order Fyros items] } // HASH_VALUE 55023D298503AF0B TEMPLATE_TASK_CRAFT_14_TITLE (bot giver, int random, faction f) { //double fame journeyman / tryker (random = 1) template_task_craft_14_title_1 [Create Tryker items for $giver$'s $f.member$ friends] (random = 2) template_task_craft_14_title_2 [Craft Tryker items for $giver$'s $f.member$ friends] (random = 3) template_task_craft_14_title_3 [$giver$'s $f.member$ friends need Tryker items] (random = 4) template_task_craft_14_title_4 [$giver$'s $f.member$ friends have asked for a crafter of Tryker items] (random = 5) template_task_craft_14_title_5 [Special order for Tryker items for $giver$'s $f.member$ friends] (random = 6) template_task_craft_14_title_6 [Craft Tryker equipment for $giver$'s $f.member$ friends] (random = 7) template_task_craft_14_title_7 [$giver$'s $f.member$ friends need a crafter to craft Tryker equipment] (random = 8) template_task_craft_14_title_8 [$giver$'s $f.member$ friends need a crafter to craft Tryker equipment] (random = 9) template_task_craft_14_title_9 [An order for Tryker equipment for $giver$'s $f.member$ friends] template_task_craft_14_title_10 [$giver$'s $f.member$ friends want made-to-order Fyros items] } // HASH_VALUE B9908D6A7CD213C3 TEMPLATE_TASK_CRAFT_15_TITLE (bot giver, int random, faction f) { //double fame foreman / armor (random = 1) template_task_craft_15_title_1 [Create armor for $giver$'s $f.member$ friends] (random = 2) template_task_craft_15_title_2 [Craft armor for $giver$'s $f.member$ friends] (random = 3) template_task_craft_15_title_3 [$giver$'s $f.member$ friends need armor] (random = 4) template_task_craft_15_title_4 [$giver$'s $f.member$ friends have asked for a crafter of armor] (random = 5) template_task_craft_15_title_5 [Special order of armor for $giver$'s $f.member$ friends] (random = 6) template_task_craft_15_title_6 [Armor for $giver$'s $f.member$ friends] (random = 7) template_task_craft_15_title_7 [$giver$'s $f.member$ friends want new armor] (random = 8) template_task_craft_15_title_8 [$giver$'s $f.member$ friends need a crafter to craft armor] (random = 9) template_task_craft_15_title_9 [An order for armor for $giver$'s $f.member$ friends] template_task_craft_15_title_10 [$giver$'s $f.member$ friends want made-to-order armor] } // HASH_VALUE 9ED24D6A10DC30B3 TEMPLATE_TASK_CRAFT_16_TITLE (bot giver, int random, faction f) { //double fame foreman / weapons (random = 1) template_task_craft_16_title_1 [Create weapons for $giver$'s $f.member$ friends] (random = 2) template_task_craft_16_title_2 [Craft weapons for $giver$'s $f.member$ friends] (random = 3) template_task_craft_16_title_3 [$giver$'s $f.member$ friends need weapons] (random = 4) template_task_craft_16_title_4 [$giver$'s $f.member$ friends have asked for a crafter of weapons] (random = 5) template_task_craft_16_title_5 [Special order of weapons for $giver$'s $f.member$ friends] (random = 6) template_task_craft_16_title_6 [Weapons for $giver$'s $f.member$ friends] (random = 7) template_task_craft_16_title_7 [$giver$'s $f.member$ friends want new weapons] (random = 8) template_task_craft_16_title_8 [$giver$'s $f.member$ friends need a crafter to craft weapons] (random = 9) template_task_craft_16_title_9 [An order for weapons for $giver$'s $f.member$ friends] template_task_craft_16_title_10 [$giver$'s $f.member$ friends want made-to-order weapons] } // HASH_VALUE 9E4DD33DD6C5FC9B TEMPLATE_TASK_CRAFT_17_TITLE (bot giver, int random, faction f) { //double fame foreman / jewel (random = 1) template_task_craft_17_title_1 [Create jewels for $giver$'s $f.member$ friends] (random = 2) template_task_craft_17_title_2 [Craft jewels for $giver$'s $f.member$ friends] (random = 3) template_task_craft_17_title_3 [$giver$'s $f.member$ friends need jewels] (random = 4) template_task_craft_17_title_4 [$giver$'s $f.member$ friends have asked for a jeweler] (random = 5) template_task_craft_17_title_5 [Special order of jewels for $giver$'s $f.member$ friends] (random = 6) template_task_craft_17_title_6 [Jewels for $giver$'s $f.member$ friends] (random = 7) template_task_craft_17_title_7 [$giver$'s $f.member$ friends want new jewels] (random = 8) template_task_craft_17_title_8 [$giver$'s $f.member$ friends need a jeweler] (random = 9) template_task_craft_17_title_9 [An order for jewels for $giver$'s $f.member$ friends] template_task_craft_17_title_10 [$giver$'s $f.member$ friends want made-to-order jewels] } // HASH_VALUE 17F1A7B1016546F9 TEMPLATE_TASK_CRAFT_1_TITLE (bot giver, int random, faction f) { //journeyman / Matis, foreman / Matis, ambassador / on Matis land, welcomer / Matis, Kami / on Matis land, Karavan / on Matis land (random = 1) template_task_craft_1_title_1 [Create Matis objects] (random = 2) template_task_craft_1_title_2 [Craft Matis objects] (random = 3) template_task_craft_1_title_3 [$giver$ needs Matis items] (random = 4) template_task_craft_1_title_4 [$giver$ has asked for a crafter of Matis items] (random = 5) template_task_craft_1_title_5 [Special order for Matis items] (random = 6) template_task_craft_1_title_6 [Craft Matis equipment] (random = 7) template_task_craft_1_title_7 [$giver$ needs Matis equipment] (random = 8) template_task_craft_1_title_8 [$giver$ needs a crafter to craft Matis equipment] (random = 9) template_task_craft_1_title_9 [An order for Matis equipment] template_task_craft_1_title_10 [$giver$ wants made-to-order Matis items] } // HASH_VALUE D1815BEF0055AAFA TEMPLATE_TASK_CRAFT_2_TITLE (bot giver, int random, faction f) { //journeyman / Zoraï, foreman / Zoraï, ambassador / on Zoraï land, welcomer / Zoraï, Kami / on Zoraï land, Karavan / on Zoraï land (random = 1) template_task_craft_2_title_1 [Create Zoraï objects] (random = 2) template_task_craft_2_title_2 [Craft Zoraï objects] (random = 3) template_task_craft_2_title_3 [$giver$ needs Zoraï items] (random = 4) template_task_craft_2_title_4 [$giver$ has asked for a crafter of Zoraï items] (random = 5) template_task_craft_2_title_5 [Special order for Zoraï items] (random = 6) template_task_craft_2_title_6 [Craft Zoraï equipment] (random = 7) template_task_craft_2_title_7 [$giver$ needs Zoraï equipment] (random = 8) template_task_craft_2_title_8 [$giver$ needs a crafter to craft Zoraï equipment] (random = 9) template_task_craft_2_title_9 [An order for Zoraï equipment] template_task_craft_2_title_10 [$giver$ wants made-to-order Zoraï items] } // HASH_VALUE 17512FCB7DE68A22 TEMPLATE_TASK_CRAFT_3_TITLE (bot giver, int random, faction f) { //journeyman / fyros, foreman / fyros, ambassador / on fyros land, welcomer / fyros, Kami / on fyros land, Karavan / on fyros land (random = 1) template_task_craft_3_title_1 [Create Fyros objects] (random = 2) template_task_craft_3_title_2 [Craft Fyros objects] (random = 3) template_task_craft_3_title_3 [$giver$ needs Fyros items] (random = 4) template_task_craft_3_title_4 [$giver$ has asked for a crafter of Fyros items] (random = 5) template_task_craft_3_title_5 [Special order for Fyros items] (random = 6) template_task_craft_3_title_6 [Craft Fyros equipment] (random = 7) template_task_craft_3_title_7 [$giver$ needs Fyros equipment] (random = 8) template_task_craft_3_title_8 [$giver$ needs a crafter to craft Fyros equipment] (random = 9) template_task_craft_3_title_9 [An order for Fyros equipment] template_task_craft_3_title_10 [$giver$ wants made-to-order Fyros items] } // HASH_VALUE 27FDBC87A09F4E81 TEMPLATE_TASK_CRAFT_4_TITLE (bot giver, int random, faction f) { //journeyman / tryker, foreman / tryker, ambassador / on tryker land, welcomer / tryker, Kami / on tryker land, Karavan / on tryker land (random = 1) template_task_craft_4_title_1 [Create Tryker objects] (random = 2) template_task_craft_4_title_2 [Craft Tryker objects] (random = 3) template_task_craft_4_title_3 [$giver$ needs Tryker items] (random = 4) template_task_craft_4_title_4 [$giver$ has asked for a crafter of Tryker items] (random = 5) template_task_craft_4_title_5 [Special order for Tryker items] (random = 6) template_task_craft_4_title_6 [Craft Tryker equipment] (random = 7) template_task_craft_4_title_7 [$giver$ needs Tryker equipment] (random = 8) template_task_craft_4_title_8 [$giver$ needs a crafter to craft Tryker equipment] (random = 9) template_task_craft_4_title_9 [An order for Tryker equipment] template_task_craft_4_title_10 [$giver$ wants made-to-order Tryker items] } // HASH_VALUE 8F3E47D3DEBAF450 TEMPLATE_TASK_CRAFT_5_TITLE (bot giver, int random, faction f) { //foreman / armor (random = 1) template_task_craft_5_title_1 [Create armor] (random = 2) template_task_craft_5_title_2 [Craft armor] (random = 3) template_task_craft_5_title_3 [$giver$ needs armor] (random = 4) template_task_craft_5_title_4 [$giver$ has asked for a crafter of armor] (random = 5) template_task_craft_5_title_5 [Special order for armor] (random = 6) template_task_craft_5_title_6 [Armor for $giver$] (random = 7) template_task_craft_5_title_7 [$giver$ wants new armor] (random = 8) template_task_craft_5_title_8 [$giver$ needs a crafter to craft armor] (random = 9) template_task_craft_5_title_9 [An order for armor] template_task_craft_5_title_10 [$giver$ wants made-to-order armor] } // HASH_VALUE 46C719DDA1B26BD4 TEMPLATE_TASK_CRAFT_6_TITLE (bot giver, int random, faction f) { //foreman / weapons (random = 1) template_task_craft_6_title_1 [Create weapons] (random = 2) template_task_craft_6_title_2 [Craft weapons] (random = 3) template_task_craft_6_title_3 [$giver$ needs weapons] (random = 4) template_task_craft_6_title_4 [$giver$ has asked for a crafter of weapons] (random = 5) template_task_craft_6_title_5 [Special order for weapons] (random = 6) template_task_craft_6_title_6 [Weapons for $giver$] (random = 7) template_task_craft_6_title_7 [$giver$ wants new weapons] (random = 8) template_task_craft_6_title_8 [$giver$ needs a crafter to craft weapons] (random = 9) template_task_craft_6_title_9 [An order for weapons] template_task_craft_6_title_10 [$giver$ wants made-to-order weapons] } // HASH_VALUE F9AC1E89878CD118 TEMPLATE_TASK_CRAFT_7_TITLE (bot giver, int random, faction f) { //foreman / jewel (random = 1) template_task_craft_7_title_1 [Create jewels] (random = 2) template_task_craft_7_title_2 [Craft jewels] (random = 3) template_task_craft_7_title_3 [$giver$ needs jewels] (random = 4) template_task_craft_7_title_4 [$giver$ has asked for a crafter of jewels] (random = 5) template_task_craft_7_title_5 [Special order for jewels] (random = 6) template_task_craft_7_title_6 [Jewels for $giver$] (random = 7) template_task_craft_7_title_7 [$giver$ wants new jewels] (random = 8) template_task_craft_7_title_8 [$giver$ needs a crafter to craft jewels] (random = 9) template_task_craft_7_title_9 [An order for jewels] template_task_craft_7_title_10 [$giver$ wants made-to-order jewels] } // HASH_VALUE 436EFB0BEC741E77 TEMPLATE_TASK_CRAFT_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / weapons (random = 1) template_task_craft_8_title_1 [Create weapons for $f.mda$ $f.member$] (random = 2) template_task_craft_8_title_2 [Craft weapons for $f.mda$ $f.member$] (random = 3) template_task_craft_8_title_3 [$f.mda$ $f.member$ need weapons] (random = 4) template_task_craft_8_title_4 [$f.mda$ $f.member$ have asked for a crafter of weapons] (random = 5) template_task_craft_8_title_5 [Special order for weapons for $f.mda$ $f.member$] (random = 6) template_task_craft_8_title_6 [Weapons for $f.mda$ $f.member$] (random = 7) template_task_craft_8_title_7 [$f.mda$ $f.member$ want new weapons] (random = 8) template_task_craft_8_title_8 [$f.mda$ $f.member$ need a crafter to craft weapons] (random = 9) template_task_craft_8_title_9 [An order for weapons for $f.mda$ $f.member$] template_task_craft_8_title_10 [$f.mda$ $f.member$ want made-to-order weapons] } // HASH_VALUE 0106FD6EA649D5E8 TEMPLATE_TASK_CRAFT_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / armors (random = 1) template_task_craft_9_title_1 [Create armor for $f.mda$ $f.member$] (random = 2) template_task_craft_9_title_2 [Craft armor for $f.mda$ $f.member$] (random = 3) template_task_craft_9_title_3 [$f.mda$ $f.member$ need armor] (random = 4) template_task_craft_9_title_4 [$f.mda$ $f.member$ have asked for a crafter of armor] (random = 5) template_task_craft_9_title_5 [Special order for armor for $f.mda$ $f.member$] (random = 6) template_task_craft_9_title_6 [Armor for $f.mda$ $f.member$] (random = 7) template_task_craft_9_title_7 [$f.mda$ $f.member$ want new armor] (random = 8) template_task_craft_9_title_8 [$f.mda$ $f.member$ need a crafter to craft armor] (random = 9) template_task_craft_9_title_9 [An order for armor for $f.mda$ $f.member$] template_task_craft_9_title_10 [$f.mda$ $f.member$ want made-to-order armor] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_1_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_1_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_1_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_1_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_1_money [Make $qt1$ $i1$ of level $ql1$, I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_1_money_timed [Make $qt1$ $i1$ of level $ql1$, I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_craft_intro_1_fame_timed [Make $qt1$ $i1$ of level $ql1$, $f.mda$ $f.member$ will be very grateful to you.\n But be quick, it's very urgent!] template_task_craft_intro_1_fame [Make $qt1$ $i1$ of level $ql1$, $f.mda$ $f.member$ will be very grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 328A8509C04FBCED TEMPLATE_TASK_CRAFT_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_1_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_1_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_1_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_1_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_2_money [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_2_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_2_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_2_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_2_money [Make $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$, I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_2_money_timed [Make $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$, I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_craft_intro_2_fame_timed [Make $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_craft_intro_2_fame [Make $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$, $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE BE8182B7246206A6 TEMPLATE_TASK_CRAFT_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_2_money [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_2_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_2_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_2_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_3_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_3_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ t $qt3$ $i3$ de niveau $ql3$, et je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_3_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_3_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_3_money [Make $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$, I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_3_money_timed [Make $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$, and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_craft_intro_3_fame_timed [Make $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_craft_intro_3_fame [Make $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$, $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 13A0DD21D9D377F3 TEMPLATE_TASK_CRAFT_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_3_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_3_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ t $qt3$ $i3$ de niveau $ql3$, et je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_3_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_3_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } // HASH_VALUE 14FE1B69E5B50F0C TEMPLATE_TASK_FORAGE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_forage_0_title_1 [Clean the ground] (random = 2) template_task_forage_0_title_2 [Clean the fields] (random = 3) template_task_forage_0_title_3 [Purify the ground] (random = 4) template_task_forage_0_title_4 [$giver$ needs someone to clean the fields] (random = 5) template_task_forage_0_title_5 [$giver$ needs someone to clean the ground] (random = 6) template_task_forage_0_title_6 [Work the land] (random = 7) template_task_forage_0_title_7 [Prepare the fields] (random = 8) template_task_forage_0_title_8 [$giver$ needs someone to prepare the fields] (random = 9) template_task_forage_0_title_9 [Maintain the land] template_task_forage_0_title_10 [$giver$ needs someone to maintain the fields] } // HASH_VALUE 34371E24BC22E29F TEMPLATE_TASK_FORAGE_10_TITLE (bot giver, int random, faction f) { //Kami / nocive (random = 1) template_task_forage_10_title_1 [Clean the ground for the Kami] (random = 2) template_task_forage_10_title_2 [Clean the fields for the Kami] (random = 3) template_task_forage_10_title_3 [Purify the ground for the Kami] (random = 4) template_task_forage_10_title_4 [The Kami need someone to clean their fields] (random = 5) template_task_forage_10_title_5 [The Kami need someone to clean their lands] (random = 6) template_task_forage_10_title_6 [Work the land for the Kami] (random = 7) template_task_forage_10_title_7 [Prepare the fields for the Kami] (random = 8) template_task_forage_10_title_8 [The Kami need someone to prepare their fields] (random = 9) template_task_forage_10_title_9 [Maintain the land for the Kami] template_task_forage_10_title_10 [The Kami need someone to maintain the fields] } // HASH_VALUE FC56B8DC697C0733 TEMPLATE_TASK_FORAGE_11_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_forage_11_title_1 [Clean away the kitin traces for the Kami] (random = 2) template_task_forage_11_title_2 [Clean the fields that have been polluted by the kitins for the Kami] (random = 3) template_task_forage_11_title_3 [Purify the ground of the kitin traces for the Kami] (random = 4) template_task_forage_11_title_4 [The Kami need someone to clean the kitin traces from the fields] (random = 5) template_task_forage_11_title_5 [Eliminate the kitin traces for the Kami] (random = 6) template_task_forage_11_title_6 [Clean away the kitin traces from the fields for the Kami] (random = 7) template_task_forage_11_title_7 [The Kami need someone to eliminate the kitin traces from the fields] (random = 8) template_task_forage_11_title_8 [The Kami need someone to clear away the kitin traces from the fields] (random = 9) template_task_forage_11_title_9 [The Kami are asking for the kitin traces to be cleaned from the fields] template_task_forage_11_title_10 [The Kami are asking for someone to eliminate the kitin traces from the fields] } // HASH_VALUE 5C4DC98C1FD4CF84 TEMPLATE_TASK_FORAGE_12_TITLE (bot giver, int random, faction f) { //Kami / goo (random = 1) template_task_forage_12_title_1 [Clean the goo traces for the Kami] (random = 2) template_task_forage_12_title_2 [Clean up the fields polluted by the goo for the Kami] (random = 3) template_task_forage_12_title_3 [Purify the ground infested by the goo for the Kami] (random = 4) template_task_forage_12_title_4 [The Kami need someone to clean the goo traces from the fields] (random = 5) template_task_forage_12_title_5 [Eliminate the goo traces for the Kami] (random = 6) template_task_forage_12_title_6 [Clean up the fields that have been infested by the goo for the Kami] (random = 7) template_task_forage_12_title_7 [The Kami need someone to eliminate the goo traces from the fields] (random = 8) template_task_forage_12_title_8 [The Kami need someone to clean up the fields that have been infested by the goo] (random = 9) template_task_forage_12_title_9 [The Kami are asking for the goo traces to be cleaned from the fields] template_task_forage_12_title_10 [The Kami are asking for someone to eliminate the goo traces from the fields] } // HASH_VALUE E436F5538EF16741 TEMPLATE_TASK_FORAGE_13_TITLE (bot giver, int random, faction f) { //Karavan / nocive (random = 1) template_task_forage_13_title_1 [Clean the ground so the Karavan can exploit it] (random = 2) template_task_forage_13_title_2 [Clean the fields so the Karavan can exploit them] (random = 3) template_task_forage_13_title_3 [Purify the ground so the Karavan can exploit it] (random = 4) template_task_forage_13_title_4 [The Karavan need someone to clean the fields so they can exploit them] (random = 5) template_task_forage_13_title_5 [The Karavan need the ground to be cleaned so they can exploit it] (random = 6) template_task_forage_13_title_6 [Work the land so the Karavan can exploit it] (random = 7) template_task_forage_13_title_7 [Prepare the fields so that the Karavan can exploit it] (random = 8) template_task_forage_13_title_8 [The Karavan need someone to prepare the fields to they can be exploited] (random = 9) template_task_forage_13_title_9 [Maintain the land so the Karavan can exploit it] template_task_forage_13_title_10 [The Karavan need someone to maintain the fields so they can be exploited] } // HASH_VALUE 4A755A9B65D74719 TEMPLATE_TASK_FORAGE_14_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_forage_14_title_1 [Clean away the kitin traces so the Karavan can exploit the resources] (random = 2) template_task_forage_14_title_2 [Clean the fields that have been polluted by the kitins so the Karavan can exploit them] (random = 3) template_task_forage_14_title_3 [Purify the ground of kitin traces so the Karavan can exploit it] (random = 4) template_task_forage_14_title_4 [The Karavan need someone to clean the kitin traces from the fields so they can exploit them] (random = 5) template_task_forage_14_title_5 [Eliminate the kitin traces so the Karavan can exploit the resources] (random = 6) template_task_forage_14_title_6 [Clear away the kitin traces from the fields so the Karavan can exploit them] (random = 7) template_task_forage_14_title_7 [The Karavan need someone to eliminate the kitin traces from the fields so they can exploit them] (random = 8) template_task_forage_14_title_8 [The Karavan need someone to clear away the kitin traces from the fields so they can exploit them] (random = 9) template_task_forage_14_title_9 [The Karavan are asking for someone to clean the kitin traces from the fields so they can exploit them] template_task_forage_14_title_10 [The Karavan are asking for someone to eliminate the kitin traces from the fields so they can exploit them] } // HASH_VALUE 6427058ACDEA1BC4 TEMPLATE_TASK_FORAGE_15_TITLE (bot giver, int random, faction f) { //Karavan / goo (random = 1) template_task_forage_15_title_1 [Clean away the goo traces so the Karavan can exploit the resources] (random = 2) template_task_forage_15_title_2 [Clean up the fields polluted by the goo so the Karavan can exploit them] (random = 3) template_task_forage_15_title_3 [Purify the ground that has been infested by the goo so the Karavan can exploit it] (random = 4) template_task_forage_15_title_4 [The Karavan need someone to clean the goo traces from the fields so they can exploit them] (random = 5) template_task_forage_15_title_5 [Eliminate the goo traces so the Karavan can exploit the resources] (random = 6) template_task_forage_15_title_6 [Clean up the fields that have been infested by the goo so the Karavan can exploit them] (random = 7) template_task_forage_15_title_7 [The Karavan need someone to eliminate the goo traces from the fields so they can exploit them] (random = 8) template_task_forage_15_title_8 [The Karavan need someone to clean up the fields infested by goo so they can exploit them] (random = 9) template_task_forage_15_title_9 [The Karavan are asking for the goo traces to be cleaned from the fields so they can exploit them] template_task_forage_15_title_10 [The Karavan are asking for someone to eliminate the goo traces from the fields so they can exploit them] } // HASH_VALUE 7AC4F993B7056C3A TEMPLATE_TASK_FORAGE_16_TITLE (bot giver, int random, faction f) { //double fame prospector / nocive (random = 1) template_task_forage_16_title_1 [Clean up the ground of $giver$'s $f.member$ friends] (random = 2) template_task_forage_16_title_2 [Clean up the fields of $giver$'s $f.member$ friends] (random = 3) template_task_forage_16_title_3 [Purify the ground belonging to $giver$'s $f.member$ friends] (random = 4) template_task_forage_16_title_4 [$giver$'s $f.member$ friends need someone to clean their fields] (random = 5) template_task_forage_16_title_5 [$giver$'s $f.member$ friends need someone to clean up their land] (random = 6) template_task_forage_16_title_6 [Work the land for $giver$'s $f.member$ friends] (random = 7) template_task_forage_16_title_7 [Prepare the ground for $giver$'s $f.member$ friends] (random = 8) template_task_forage_16_title_8 [$giver$'s $f.member$ friends need someone to prepare their fields] (random = 9) template_task_forage_16_title_9 [Maintain the land for $giver$'s $f.member$ friends] template_task_forage_16_title_10 [$giver$'s $f.member$ friends need someone to maintain their fields] } // HASH_VALUE D0804689AD9D27D0 TEMPLATE_TASK_FORAGE_17_TITLE (bot giver, int random, faction f) { //double fame prospector / kitin (random = 1) template_task_forage_17_title_1 [Clean up the kitin traces for $giver$'s $f.member$ friends] (random = 2) template_task_forage_17_title_2 [Clean up the fields of $giver$'s $f.member$ friends that have been polluted by the kitins] (random = 3) template_task_forage_17_title_3 [Purify the ground of kitin traces for $giver$'s $f.member$ friends] (random = 4) template_task_forage_17_title_4 [$giver$'s $f.member$ friends need someone to clean the kitin traces from their fields] (random = 5) template_task_forage_17_title_5 [Eliminate the kitin traces for $giver$'s $f.member$ friends] (random = 6) template_task_forage_17_title_6 [Clear away the kitin traces from the fields belonging to $giver$'s $f.member$ friends] (random = 7) template_task_forage_17_title_7 [$giver$'s $f.member$ friends need someone to eliminate the kitin traces from their fields] (random = 8) template_task_forage_17_title_8 [$giver$'s $f.member$ friends need someone to clear away the kiting traces from their fields] (random = 9) template_task_forage_17_title_9 [$giver$'s $f.member$ friends are asking for the kitin traces to be cleaned from their fields] template_task_forage_17_title_10 [$giver$'s $f.member$ friends are asking for someone to eliminate the kitin traces from their fields] } // HASH_VALUE C82F1BC8886B2F5F TEMPLATE_TASK_FORAGE_18_TITLE (bot giver, int random, faction f) { //double fame prospector / goo (random = 1) template_task_forage_18_title_1 [Clean up the goo traces for $giver$'s $f.member$ friends] (random = 2) template_task_forage_18_title_2 [Clean up the fields belonging to $giver$'s $f.member$ friends that have been polluted by the goo] (random = 3) template_task_forage_18_title_3 [Purify the land belonging to $giver$'s $f.member$ friends that has been infested by the goo] (random = 4) template_task_forage_18_title_4 [$giver$'s $f.member$ friends need someone to clean up the goo traces from their fields] (random = 5) template_task_forage_18_title_5 [Eliminate the goo traces for $giver$'s $f.member$ friends] (random = 6) template_task_forage_18_title_6 [Clean up the fields belonging to $giver$'s $f.member$ friends that have been infested by the goo] (random = 7) template_task_forage_18_title_7 [$giver$'s $f.member$ friends need someone to eliminate the goo traces from their fields] (random = 8) template_task_forage_18_title_8 [$giver$'s $f.member$ friends need someone to clean up their fields that have been infested by the goo] (random = 9) template_task_forage_18_title_9 [$giver$'s $f.member$ friends are asking for their fields to be cleaned of the goo traces] template_task_forage_18_title_10 [$giver$'s $f.member$ friends are asking for someone to eliminate the goo traces from their fields] } // HASH_VALUE 01F2E3161207B6FA TEMPLATE_TASK_FORAGE_1_TITLE (bot giver, int random, faction f) { //prospector / nocive (random = 1) template_task_forage_1_title_1 [Clean $giver$'s ground] (random = 2) template_task_forage_1_title_2 [Clean $giver$'s fields] (random = 3) template_task_forage_1_title_3 [Purify $giver$'s ground] (random = 4) template_task_forage_1_title_4 [$giver$ needs someone to clean his fields] (random = 5) template_task_forage_1_title_5 [$giver$ needs someone to clean his ground] (random = 6) template_task_forage_1_title_6 [Work $giver$'s land] (random = 7) template_task_forage_1_title_7 [Prepare $giver$'s fields] (random = 8) template_task_forage_1_title_8 [$giver$ needs someone to prepare his fields] (random = 9) template_task_forage_1_title_9 [Maintain $giver$'s fields] template_task_forage_1_title_10 [$giver$ needs someone to maintain the fields] } // HASH_VALUE 03FB0947B54630D1 TEMPLATE_TASK_FORAGE_2_TITLE (bot giver, int random, faction f) { //prospector / kitin (random = 1) template_task_forage_2_title_1 [Clean away the kitin traces in $giver$'s fields] (random = 2) template_task_forage_2_title_2 [Clean $giver$'s fields that have been polluted by the kitins] (random = 3) template_task_forage_2_title_3 [Purify $giver$'s fields of the kitin traces] (random = 4) template_task_forage_2_title_4 [$giver$ needs someone to clean away the kitin traces in his fields] (random = 5) template_task_forage_2_title_5 [Eliminate the kitin traces from $giver$'s fields] (random = 6) template_task_forage_2_title_6 [Clear away the kitin traces from $giver$'s fields] (random = 7) template_task_forage_2_title_7 [$giver$ needs someone to eliminate the kitin traces from his fields] (random = 8) template_task_forage_2_title_8 [$giver$ needs someone to clear away the kitin traces from his fields] (random = 9) template_task_forage_2_title_9 [$giver$ is asking for his fields to be cleaned of kitin traces] template_task_forage_2_title_10 [$giver$ is asking for someone to eliminate the kitin traces from his fields] } // HASH_VALUE CB511626984F12B0 TEMPLATE_TASK_FORAGE_3_TITLE (bot giver, int random, faction f) { //prospector / goo (random = 1) template_task_forage_3_title_1 [Clean away the goo traces from $giver$'s fields] (random = 2) template_task_forage_3_title_2 [Clean $giver$'s fields that have been polluted by the goo] (random = 3) template_task_forage_3_title_3 [Purify the $giver$'s ground that has been infested by the goo] (random = 4) template_task_forage_3_title_4 [$giver$ needs someone to clean away the goo traces from his fields] (random = 5) template_task_forage_3_title_5 [Eliminate the goo trace from $giver$'s fields] (random = 6) template_task_forage_3_title_6 [Clean up $giver$'s fields that have been infested by the goo] (random = 7) template_task_forage_3_title_7 [$giver$ needs someone to eliminate the traces of goo from his fields] (random = 8) template_task_forage_3_title_8 [$giver$ needs someone to clean up his fields that have been infested by the goo] (random = 9) template_task_forage_3_title_9 [$giver$ is asking for the traces of goo to be cleared from his fields] template_task_forage_3_title_10 [$giver$ is asking for someone to eliminate the goo traces from his fields] } // HASH_VALUE 157E1B6DE5350F1C TEMPLATE_TASK_FORAGE_4_TITLE (bot giver, int random, faction f) { //scout / nocive, welcomer / nocive (random = 1) template_task_forage_4_title_1 [Clean the ground] (random = 2) template_task_forage_4_title_2 [Clean the fields] (random = 3) template_task_forage_4_title_3 [Purify the ground] (random = 4) template_task_forage_4_title_4 [$giver$ needs someone to clean his fields] (random = 5) template_task_forage_4_title_5 [$giver$ needs someone to clean the ground] (random = 6) template_task_forage_4_title_6 [Work the land] (random = 7) template_task_forage_4_title_7 [Prepare the fields] (random = 8) template_task_forage_4_title_8 [$giver$ needs someone to prepare the fields] (random = 9) template_task_forage_4_title_9 [Maintain the land] template_task_forage_4_title_10 [$giver$ needs someone to maintain his fields] } // HASH_VALUE 69810F909AF9CB61 TEMPLATE_TASK_FORAGE_5_TITLE (bot giver, int random, faction f) { //scout / kitin, welcomer / kitin (random = 1) template_task_forage_5_title_1 [Clean away the kitin traces from the fields] (random = 2) template_task_forage_5_title_2 [Clean the fields that have been polluted by the kitins] (random = 3) template_task_forage_5_title_3 [Purify the ground of kiting traces] (random = 4) template_task_forage_5_title_4 [$giver$ needs someone to clean his fields of kitin traces] (random = 5) template_task_forage_5_title_5 [Eliminate kitin traces from the fields] (random = 6) template_task_forage_5_title_6 [Clear away the kitin traces from the fields] (random = 7) template_task_forage_5_title_7 [$giver$ needs someone to eliminate the kitin traces from the fields] (random = 8) template_task_forage_5_title_8 [$giver$ needs someone to clear away the kitin traces from the fields] (random = 9) template_task_forage_5_title_9 [$giver$ is asking for the kitin traces to be cleared from the fields] template_task_forage_5_title_10 [$giver$ is asking for someone to eliminate the kitin traces from the fields] } // HASH_VALUE 6B0A9EE3ABD868EB TEMPLATE_TASK_FORAGE_6_TITLE (bot giver, int random, faction f) { //scout / goo, welcomer / goo (random = 1) template_task_forage_6_title_1 [Clean the traces of goo from the fields] (random = 2) template_task_forage_6_title_2 [Clean the fields that have been polluted by the goo] (random = 3) template_task_forage_6_title_3 [Purify the land that has been infested by the goo] (random = 4) template_task_forage_6_title_4 [$giver$ needs someone to clear away the traces of goo from the fields] (random = 5) template_task_forage_6_title_5 [Eliminate the traces of goo] (random = 6) template_task_forage_6_title_6 [Clean up the fields that have been infested by the goo] (random = 7) template_task_forage_6_title_7 [$giver$ needs someone to eliminate the goo traces from the fields] (random = 8) template_task_forage_6_title_8 [$giver$ needs someone to clean up the fields that have been infested by the goo] (random = 9) template_task_forage_6_title_9 [$giver$ is asking for his fields to be cleaned of the traces of goo] template_task_forage_6_title_10 [$giver$ is asking for someone to eliminate the traces of goo from the fields] } // HASH_VALUE D66B48B62DAB4801 TEMPLATE_TASK_FORAGE_7_TITLE (bot giver, int random, faction f) { //tribe welcomer / nocive (random = 1) template_task_forage_7_title_1 [Clean up the $f.member$'s ground] (random = 2) template_task_forage_7_title_2 [Clean up the $f.member$'s fields] (random = 3) template_task_forage_7_title_3 [Purify the $f.member$'s ground] (random = 4) template_task_forage_7_title_4 [$f.mda$ $f.member$ need someone to clean their fields] (random = 5) template_task_forage_7_title_5 [$f.mda$ $f.member$ need someone to clean their lands] (random = 6) template_task_forage_7_title_6 [Work the land for $f.mda$ $f.member$] (random = 7) template_task_forage_7_title_7 [Prepare the fields for $f.member$] (random = 8) template_task_forage_7_title_8 [$f.mda$ $f.member$ need someone to prepare their fields] (random = 9) template_task_forage_7_title_9 [Maintain $f.member$'s lands] template_task_forage_7_title_10 [$f.mda$ $f.member$ need someone to maintain their fields] } // HASH_VALUE 4FE2C587C682711B TEMPLATE_TASK_FORAGE_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / kitin (random = 1) template_task_forage_8_title_1 [Clean the kitin traces for $f.mda$ $f.member$] (random = 2) template_task_forage_8_title_2 [Clean the $f.member$'s fields that have been polluted by the kitins] (random = 3) template_task_forage_8_title_3 [Purify $f.member$'s ground of kitin traces] (random = 4) template_task_forage_8_title_4 [$f.mda$ $f.member$ need someone to clean away the kitin traces from their fields] (random = 5) template_task_forage_8_title_5 [Eliminate the kitin traces for $f.mda$ $f.member$] (random = 6) template_task_forage_8_title_6 [Clear away the kitin traces from $f.member$'s fields] (random = 7) template_task_forage_8_title_7 [$f.mda$ $f.member$ need someone to eliminate the kitin traces from their fields] (random = 8) template_task_forage_8_title_8 [$f.mda$ $f.member$ need someone to clear away the kitin traces from their fields] (random = 9) template_task_forage_8_title_9 [$f.mda$ $f.member$ are asking for the kitin traces to be cleaned from their fields] template_task_forage_8_title_10 [$f.mda$ $f.member$ are asking for someone to eliminate the kitin traces from their fields] } // HASH_VALUE D3EA20BC658B1296 TEMPLATE_TASK_FORAGE_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / goo (random = 1) template_task_forage_9_title_1 [Clean the goo traces for $f.mda$ $f.member$] (random = 2) template_task_forage_9_title_2 [Clean the $f.member$'s fields that have been polluted by the goo] (random = 3) template_task_forage_9_title_3 [Purify the $f.member$'s lands infested by the goo] (random = 4) template_task_forage_9_title_4 [$f.mda$ $f.member$ need someone to clean the goo traces from their fields] (random = 5) template_task_forage_9_title_5 [Eliminate the goo traces for $f.mda$ $f.member$] (random = 6) template_task_forage_9_title_6 [Clean up $f.member$'s fields that have been infested by the goo] (random = 7) template_task_forage_9_title_7 [$f.mda$ $f.member$ need someone to eliminate the goo traces from their fields] (random = 8) template_task_forage_9_title_8 [$f.mda$ $f.member$ need someone to clean up their fields that have been infested by the goo] (random = 9) template_task_forage_9_title_9 [$f.mda$ $f.member$ are asking for someone to clean the goo traces from their fields] template_task_forage_9_title_10 [$f.mda$ $f.member$ are asking for someone to eliminate the goo traces from their fields] } // HASH_VALUE 589EEF7A486ECE4A TEMPLATE_TASK_FORAGE_GIVE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_forage_give_0_title_1 [Forage some raw materials] (random = 2) template_task_forage_give_0_title_2 [Gather some raw materials] (random = 3) template_task_forage_give_0_title_3 [$giver$ needs some raw materials] (random = 4) template_task_forage_give_0_title_4 [Supply $giver$ with some raw materials] (random = 5) template_task_forage_give_0_title_5 [Special order for raw materials] (random = 6) template_task_forage_give_0_title_6 [An order for raw materials] (random = 7) template_task_forage_give_0_title_7 [Forage materials] (random = 8) template_task_forage_give_0_title_8 [Gather materials] (random = 9) template_task_forage_give_0_title_9 [$giver$ needs materials] template_task_forage_give_0_title_10 [Supply $giver$ with materials] } // HASH_VALUE FFA3425674699389 TEMPLATE_TASK_FORAGE_GIVE_10_TITLE (bot giver, int random, faction f) { //tribe welcomer / kitin (random = 1) template_task_forage_give_10_title_1 [Forage kitin remains for study for $f.mda$ $f.member$] (random = 2) template_task_forage_give_10_title_2 [Gather kitin remains for study for $f.mda$ $f.member$] (random = 3) template_task_forage_give_10_title_3 [$f.mda$ $f.member$ need kitin remains for study] (random = 4) template_task_forage_give_10_title_4 [Provide $f.member$ with kitin remains for study] (random = 5) template_task_forage_give_10_title_5 [Special order for kitin remains for study for $f.mda$ $f.member$] (random = 6) template_task_forage_give_10_title_6 [An order for kitin remains for study for $f.mda$ $f.member$] (random = 7) template_task_forage_give_10_title_7 [Collect some kitin remains for study for $f.mda$ $f.member$] (random = 8) template_task_forage_give_10_title_8 [$f.mda$ $f.member$ need someone to assemble some kitin remains for study] (random = 9) template_task_forage_give_10_title_9 [Provide $f.mda$ $f.member$ with some kitin remains for study] template_task_forage_give_10_title_10 [$f.mda$ $f.member$ need someone to gather some kitin remains for study] } // HASH_VALUE 770376A8136A8109 TEMPLATE_TASK_FORAGE_GIVE_11_TITLE (bot giver, int random, faction f) { //tribe welcomer / goo (random = 1) template_task_forage_give_11_title_1 [Forage goo remains for study for $f.mda$ $f.member$] (random = 2) template_task_forage_give_11_title_2 [Gather goo remains for study for $f.mda$ $f.member$] (random = 3) template_task_forage_give_11_title_3 [$f.mda$ $f.member$ need some goo remains for study] (random = 4) template_task_forage_give_11_title_4 [Supply $f.member$ with some goo remains for study] (random = 5) template_task_forage_give_11_title_5 [Special order for goo remains for study for $f.mda$ $f.member$] (random = 6) template_task_forage_give_11_title_6 [An order for goo remains for study for $f.mda$ $f.member$] (random = 7) template_task_forage_give_11_title_7 [Collect some goo remains for study for $f.mda$ $f.member$] (random = 8) template_task_forage_give_11_title_8 [$f.mda$ $f.member$ need someone to assemble some goo remains for study] (random = 9) template_task_forage_give_11_title_9 [Provide $f.mda$ $f.member$ with goo remains for study] template_task_forage_give_11_title_10 [$f.mda$ $f.member$ need someone to gather some goo remains for study] } // HASH_VALUE 91516F4B46A6EA8D TEMPLATE_TASK_FORAGE_GIVE_12_TITLE (bot giver, int random, faction f) { //tribe welcomer / conservateur (random = 1) template_task_forage_give_12_title_1 [Forage some preservatives for $f.mda$ $f.member$] (random = 2) template_task_forage_give_12_title_2 [Gather some preservatives for $f.mda$ $f.member$] (random = 3) template_task_forage_give_12_title_3 [$f.mda$ $f.member$ are short of preservatives] (random = 4) template_task_forage_give_12_title_4 [Supply $f.member$ with some preservatives] (random = 5) template_task_forage_give_12_title_5 [Special order for preservatives for $f.mda$ $f.member$] (random = 6) template_task_forage_give_12_title_6 [An order for preservatives for $f.mda$ $f.member$] (random = 7) template_task_forage_give_12_title_7 [Collect some preservatives for $f.mda$ $f.member$] (random = 8) template_task_forage_give_12_title_8 [$f.mda$ $f.member$ need someone to collect some preservatives] (random = 9) template_task_forage_give_12_title_9 [Provide $f.mda$ $f.member$ with some preservatives] template_task_forage_give_12_title_10 [$f.mda$ $f.member$ need someone to gather some preservatives] } // HASH_VALUE 01D4921DECA17D50 TEMPLATE_TASK_FORAGE_GIVE_13_TITLE (bot giver, int random, faction f) { //Kami / construction (random = 1) template_task_forage_give_13_title_1 [Forage some building raw materials for the Kami] (random = 2) template_task_forage_give_13_title_2 [Gather some building raw materials for the Kami] (random = 3) template_task_forage_give_13_title_3 [The Kami need some building raw materials] (random = 4) template_task_forage_give_13_title_4 [Supply the Kami with some building raw materials] (random = 5) template_task_forage_give_13_title_5 [Special order for building raw materials for the Kami] (random = 6) template_task_forage_give_13_title_6 [An order for building raw materials for the Kami] (random = 7) template_task_forage_give_13_title_7 [Forage building materials for the Kami] (random = 8) template_task_forage_give_13_title_8 [Gather building materials for the Kami] (random = 9) template_task_forage_give_13_title_9 [The Kami need some building materials] template_task_forage_give_13_title_10 [Provide the Kami with some building materials] } // HASH_VALUE 77D63CCD40979A64 TEMPLATE_TASK_FORAGE_GIVE_14_TITLE (bot giver, int random, faction f) { //Kami / insects (random = 1) template_task_forage_give_14_title_1 [Forage some insects for the Kami] (random = 2) template_task_forage_give_14_title_2 [Gather some insects for the Kami] (random = 3) template_task_forage_give_14_title_3 [The Kami want to get hold of some insects] (random = 4) template_task_forage_give_14_title_4 [Supply the Kami with some insects] (random = 5) template_task_forage_give_14_title_5 [Special order for insects for the Kami] (random = 6) template_task_forage_give_14_title_6 [An order for insects for the Kami] (random = 7) template_task_forage_give_14_title_7 [Collect some insects for the Kami] (random = 8) template_task_forage_give_14_title_8 [The Kami need someone to collect some insects] (random = 9) template_task_forage_give_14_title_9 [Provide the Kami with some insects] template_task_forage_give_14_title_10 [The Kami need someone to gather some insects] } // HASH_VALUE D8116ABC4AE396E2 TEMPLATE_TASK_FORAGE_GIVE_15_TITLE (bot giver, int random, faction f) { //Kami / food (random = 1) template_task_forage_give_15_title_1 [Forage some food for the Kami] (random = 2) template_task_forage_give_15_title_2 [Gather some food for the Kami] (random = 3) template_task_forage_give_15_title_3 [The Kami need some food] (random = 4) template_task_forage_give_15_title_4 [Supply the Kami with some food] (random = 5) template_task_forage_give_15_title_5 [Special order for food for the Kami] (random = 6) template_task_forage_give_15_title_6 [An order for food for the Kami] (random = 7) template_task_forage_give_15_title_7 [Collect some food for the Kami] (random = 8) template_task_forage_give_15_title_8 [The Kami need someone to collect some food] (random = 9) template_task_forage_give_15_title_9 [Fetch some food for the Kami] template_task_forage_give_15_title_10 [The Kami need someone to gather some food] } // HASH_VALUE 4A837A5CB77C8895 TEMPLATE_TASK_FORAGE_GIVE_16_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_forage_give_16_title_1 [Forage some kitin remains for the Kami] (random = 2) template_task_forage_give_16_title_2 [Gather some kitin remains for the Kami] (random = 3) template_task_forage_give_16_title_3 [The Kami need some kitin remains] (random = 4) template_task_forage_give_16_title_4 [Supply the Kami with some kitin remains] (random = 5) template_task_forage_give_16_title_5 [Special order for kitin remains for the Kami] (random = 6) template_task_forage_give_16_title_6 [An order for kitin remains for the Kami] (random = 7) template_task_forage_give_16_title_7 [Collect some kitin remains for the Kami] (random = 8) template_task_forage_give_16_title_8 [The Kami need someone to gather some kitin remains] (random = 9) template_task_forage_give_16_title_9 [Provide the Kami with kitin remains] template_task_forage_give_16_title_10 [The Kami need someone to gather some kitin remains] } // HASH_VALUE 083DA423AE6F701A TEMPLATE_TASK_FORAGE_GIVE_17_TITLE (bot giver, int random, faction f) { //Kami / goo (random = 1) template_task_forage_give_17_title_1 [Forage goo remains for study for the Kami] (random = 2) template_task_forage_give_17_title_2 [Gather goo remains for study for the Kami] (random = 3) template_task_forage_give_17_title_3 [The Kami need some goo remains for study] (random = 4) template_task_forage_give_17_title_4 [Supply the Kami with some goo remains] (random = 5) template_task_forage_give_17_title_5 [Special order for goo remains for study for the Kami] (random = 6) template_task_forage_give_17_title_6 [An order for goo remains for study for the Kami] (random = 7) template_task_forage_give_17_title_7 [Collect some goo remains for study for the Kami] (random = 8) template_task_forage_give_17_title_8 [The Kami need someone to gather goo remains for study] (random = 9) template_task_forage_give_17_title_9 [Provide the Kami with goo remains for study] template_task_forage_give_17_title_10 [The Kami need someone to gather some goo remains for study] } // HASH_VALUE D702E8DB0C94670D TEMPLATE_TASK_FORAGE_GIVE_18_TITLE (bot giver, int random, faction f) { //Kami / conservateur (random = 1) template_task_forage_give_18_title_1 [Forage some preservatives for the Kami] (random = 2) template_task_forage_give_18_title_2 [Gather some preservatives for the Kami] (random = 3) template_task_forage_give_18_title_3 [The Kami are short of preservatives] (random = 4) template_task_forage_give_18_title_4 [Supply the Kami with some preservatives] (random = 5) template_task_forage_give_18_title_5 [Special order for preservatives for the Kami] (random = 6) template_task_forage_give_18_title_6 [An order for preservatives for the Kami] (random = 7) template_task_forage_give_18_title_7 [Collect some preservatives for the Kami] (random = 8) template_task_forage_give_18_title_8 [The Kami need someone to collect some preservatives] (random = 9) template_task_forage_give_18_title_9 [Provide the Kami with preservatives] template_task_forage_give_18_title_10 [The Kami need someone to gather some preservatives] } // HASH_VALUE AC8894FABC296A95 TEMPLATE_TASK_FORAGE_GIVE_19_TITLE (bot giver, int random, faction f) { //Karavan / construction (random = 1) template_task_forage_give_19_title_1 [Forage some building raw materials for the Karavan] (random = 2) template_task_forage_give_19_title_2 [Gather some building raw materials for the Karavan] (random = 3) template_task_forage_give_19_title_3 [The Karavan need some building raw materials] (random = 4) template_task_forage_give_19_title_4 [Supply the Karavan with some building raw materials] (random = 5) template_task_forage_give_19_title_5 [Special order for building raw materials for the Karavan] (random = 6) template_task_forage_give_19_title_6 [An order for building raw materials for the Karavan] (random = 7) template_task_forage_give_19_title_7 [Forage building materials for the Karavan] (random = 8) template_task_forage_give_19_title_8 [Gather building materials for the Karavan] (random = 9) template_task_forage_give_19_title_9 [The Karavan need some building materials] template_task_forage_give_19_title_10 [Supply the Karavan with some building materials] } // HASH_VALUE 868CED7A56DC088A TEMPLATE_TASK_FORAGE_GIVE_1_TITLE (bot giver, int random, faction f) { //prospector / construction, welcomer / construction, scout / construction (random = 1) template_task_forage_give_1_title_1 [Forage some building raw materials] (random = 2) template_task_forage_give_1_title_2 [Gather some building raw materials] (random = 3) template_task_forage_give_1_title_3 [$giver$ needs some building raw materials] (random = 4) template_task_forage_give_1_title_4 [Supply $giver$ with some building raw materials] (random = 5) template_task_forage_give_1_title_5 [Special order for building raw materials] (random = 6) template_task_forage_give_1_title_6 [An order for building raw materials] (random = 7) template_task_forage_give_1_title_7 [Forage building materials] (random = 8) template_task_forage_give_1_title_8 [Gather building materials] (random = 9) template_task_forage_give_1_title_9 [$giver$ needs some building materials] template_task_forage_give_1_title_10 [Supply $giver$ with some building materials] } // HASH_VALUE CB916A704A1EF478 TEMPLATE_TASK_FORAGE_GIVE_20_TITLE (bot giver, int random, faction f) { //Karavan / insects (random = 1) template_task_forage_give_20_title_1 [Forage some insects for the Karavan] (random = 2) template_task_forage_give_20_title_2 [Gather some insects for the Karavan] (random = 3) template_task_forage_give_20_title_3 [The Karavan want to get hold of some insects] (random = 4) template_task_forage_give_20_title_4 [Supply the Karavan with some insects] (random = 5) template_task_forage_give_20_title_5 [Special order for insects for the Karavan] (random = 6) template_task_forage_give_20_title_6 [An order for insects for the Karavan] (random = 7) template_task_forage_give_20_title_7 [Collect insects for the Karavan] (random = 8) template_task_forage_give_20_title_8 [The Karavan need someone to collect insects] (random = 9) template_task_forage_give_20_title_9 [Provide the Karavan with insects] template_task_forage_give_20_title_10 [The Karavan need someone to forage for insects] } // HASH_VALUE C6D225EDE6EA2210 TEMPLATE_TASK_FORAGE_GIVE_21_TITLE (bot giver, int random, faction f) { //Karavan / food (random = 1) template_task_forage_give_21_title_1 [Forage food for the Karavan] (random = 2) template_task_forage_give_21_title_2 [Gather food for the Karavan] (random = 3) template_task_forage_give_21_title_3 [The Karavan are short of food] (random = 4) template_task_forage_give_21_title_4 [Supply the Karavan with food] (random = 5) template_task_forage_give_21_title_5 [Special order for food for the Karavan] (random = 6) template_task_forage_give_21_title_6 [An order for food for the Karavan] (random = 7) template_task_forage_give_21_title_7 [Collect food for the Karavan] (random = 8) template_task_forage_give_21_title_8 [The Karavan need someone to collect food] (random = 9) template_task_forage_give_21_title_9 [Provide the Karavan with food] template_task_forage_give_21_title_10 [The Karavan need someone to forage for food] } // HASH_VALUE C1D1833D542A889F TEMPLATE_TASK_FORAGE_GIVE_22_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_forage_give_22_title_1 [Forage kitin remains for the Karavan] (random = 2) template_task_forage_give_22_title_2 [Gather kitin remains for study for the Karavan] (random = 3) template_task_forage_give_22_title_3 [The Karavan need kitin remains for study] (random = 4) template_task_forage_give_22_title_4 [Supply the Karavan with kitin remains for study] (random = 5) template_task_forage_give_22_title_5 [Special order for kitin remains for study for the Karavan] (random = 6) template_task_forage_give_22_title_6 [An order for kitin remains for study for the Karavan] (random = 7) template_task_forage_give_22_title_7 [Collect kitin remains for study for the Karavan] (random = 8) template_task_forage_give_22_title_8 [The Karavan need someone to assemble kitin remains for study] (random = 9) template_task_forage_give_22_title_9 [Provide the Karavan with kitin remains for study] template_task_forage_give_22_title_10 [The Karavan need someone to forage for kitin remains for study] } // HASH_VALUE BD3210A4FE3FABCF TEMPLATE_TASK_FORAGE_GIVE_23_TITLE (bot giver, int random, faction f) { //Karavan / goo (random = 1) template_task_forage_give_23_title_1 [Forage for goo remains for study for the Karavan] (random = 2) template_task_forage_give_23_title_2 [Gather goo remains for study for the Karavan] (random = 3) template_task_forage_give_23_title_3 [The Karavan need goo remains for study] (random = 4) template_task_forage_give_23_title_4 [Supply the Karavan with goo remains for study] (random = 5) template_task_forage_give_23_title_5 [Special order for goo remains for study for the Karavan] (random = 6) template_task_forage_give_23_title_6 [An order for goo remains for study for the Karavan] (random = 7) template_task_forage_give_23_title_7 [Collect goo remains for study for the Karavan] (random = 8) template_task_forage_give_23_title_8 [The Karavan need someone to assemble goo remains for study] (random = 9) template_task_forage_give_23_title_9 [Provide the Karavan with goo remains for study] template_task_forage_give_23_title_10 [The Karavan need someone to forage for goo remains for study] } // HASH_VALUE 5A8D0D1105DC540D TEMPLATE_TASK_FORAGE_GIVE_24_TITLE (bot giver, int random, faction f) { //Karavan / conservateur (random = 1) template_task_forage_give_24_title_1 [Forage some preservatives for the Karavan] (random = 2) template_task_forage_give_24_title_2 [Gather some preservatives for the Karavan] (random = 3) template_task_forage_give_24_title_3 [The Karavan are short of preservatives] (random = 4) template_task_forage_give_24_title_4 [Supply the Karavan with preservatives] (random = 5) template_task_forage_give_24_title_5 [Special order for preservatives for the Karavan] (random = 6) template_task_forage_give_24_title_6 [An order for preservatives for the Karavan] (random = 7) template_task_forage_give_24_title_7 [Collect some preservatives for the Karavan] (random = 8) template_task_forage_give_24_title_8 [The Karavan need someone to collect some preservatives] (random = 9) template_task_forage_give_24_title_9 [Provide the Karavan with preservatives] template_task_forage_give_24_title_10 [The Karavan need someone to forage for preservatives] } // HASH_VALUE 90993D0262DA9EF4 TEMPLATE_TASK_FORAGE_GIVE_25_TITLE (bot giver, int random, faction f) { //double fame prospector / construction (random = 1) template_task_forage_give_25_title_1 [Forage building raw materials for $giver$'s $f.member$ friends ] (random = 2) template_task_forage_give_25_title_2 [Gather building raw materials for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_25_title_3 [$giver$'s $f.member$ friends need building raw materials] (random = 4) template_task_forage_give_25_title_4 [Supply $giver$'s $f.member$ friends with building raw materials] (random = 5) template_task_forage_give_25_title_5 [Special order for building raw materials for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_25_title_6 [An order for building raw materials for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_25_title_7 [Forage building materials for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_25_title_8 [Gather building materials for $giver$'s $f.member$ friends] (random = 9) template_task_forage_give_25_title_9 [$giver$'s $f.member$ friends need building materials] template_task_forage_give_25_title_10 [Provide $giver$'s $f.member$ friends with building materials] } // HASH_VALUE 7952B2435FC87FED TEMPLATE_TASK_FORAGE_GIVE_26_TITLE (bot giver, int random, faction f) { //double fame prospector / insects (random = 1) template_task_forage_give_26_title_1 [Forage insects for $giver$'s $f.member$ friends] (random = 2) template_task_forage_give_26_title_2 [Gather insects for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_26_title_3 [$giver$'s $f.member$ friends want to get hold of some insects] (random = 4) template_task_forage_give_26_title_4 [Supply $giver$'s $f.member$ friends with insects] (random = 5) template_task_forage_give_26_title_5 [Special order for insects for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_26_title_6 [An order for insects for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_26_title_7 [Collect insects for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_26_title_8 [$giver$'s $f.member$ friends need someone to collect insects] (random = 9) template_task_forage_give_26_title_9 [Provide $giver$'s $f.member$ friends with insects] template_task_forage_give_26_title_10 [$giver$'s $f.member$ friends need someone to forage for insects] } // HASH_VALUE 48EA586EC4BBCCC1 TEMPLATE_TASK_FORAGE_GIVE_27_TITLE (bot giver, int random, faction f) { //double fame prospector / food (random = 1) template_task_forage_give_27_title_1 [Forage for food for $giver$'s $f.member$ friends] (random = 2) template_task_forage_give_27_title_2 [Gather food for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_27_title_3 [$giver$'s $f.member$ friends are short of food] (random = 4) template_task_forage_give_27_title_4 [Supply $giver$'s $f.member$ friends with food] (random = 5) template_task_forage_give_27_title_5 [Special order for food for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_27_title_6 [An order for food for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_27_title_7 [Collect some food for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_27_title_8 [$giver$'s $f.member$ friends need someone to collect food] (random = 9) template_task_forage_give_27_title_9 [Provide $giver$'s $f.member$ friends with food] template_task_forage_give_27_title_10 [$giver$'s $f.member$ friends need someone to forage for food] } // HASH_VALUE 26E8F2583D21E811 TEMPLATE_TASK_FORAGE_GIVE_28_TITLE (bot giver, int random, faction f) { //double fame prospector / kitin (random = 1) template_task_forage_give_28_title_1 [Forage for kitin remains for study for $giver$'s $f.member$ friends] (random = 2) template_task_forage_give_28_title_2 [Gather kitin remains for study for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_28_title_3 [$giver$'s $f.member$ friends need kitin remains for study] (random = 4) template_task_forage_give_28_title_4 [Supply $giver$'s $f.member$ friends with kitin remains for study] (random = 5) template_task_forage_give_28_title_5 [Special order for kitin remains for study for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_28_title_6 [An order for kitin remains for study for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_28_title_7 [Collect kitin remains for study for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_28_title_8 [$giver$'s $f.member$ friends need someone to assemble some kitin remains for study] (random = 9) template_task_forage_give_28_title_9 [Provide $giver$'s $f.member$ friends with kitin remains for study] template_task_forage_give_28_title_10 [$giver$'s $f.member$ friends need someone to forage for kitin remains for study] } // HASH_VALUE 84965349C11B73EE TEMPLATE_TASK_FORAGE_GIVE_29_TITLE (bot giver, int random, faction f) { //double fame prospector / goo (random = 1) template_task_forage_give_29_title_1 [Forage for goo remains for study for $giver$'s $f.member$ friends] (random = 2) template_task_forage_give_29_title_2 [Gather goo remains for study for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_29_title_3 [$giver$'s $f.member$ friends need goo remains for study] (random = 4) template_task_forage_give_29_title_4 [Supply $giver$'s $f.member$ friends with goo remains for study] (random = 5) template_task_forage_give_29_title_5 [Special order for goo remains for study for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_29_title_6 [An order for goo remains for study for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_29_title_7 [Collect goo remains for study for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_29_title_8 [$giver$'s $f.member$ friends need someone to assemble goo remains for study] (random = 9) template_task_forage_give_29_title_9 [Provide $giver$'s $f.member$ friends with goo remains for study] template_task_forage_give_29_title_10 [$giver$'s $f.member$ friends need someone to forage for goo remains for study] } // HASH_VALUE 7EE2112A718B4F31 TEMPLATE_TASK_FORAGE_GIVE_2_TITLE (bot giver, int random, faction f) { //prospector / insects, welcomer / insects, scout / insects (random = 1) template_task_forage_give_2_title_1 [Forage some insects] (random = 2) template_task_forage_give_2_title_2 [Gather some insects] (random = 3) template_task_forage_give_2_title_3 [$giver$ wants to get hold of some insects] (random = 4) template_task_forage_give_2_title_4 [Supply $giver$ with some insects] (random = 5) template_task_forage_give_2_title_5 [Special order for insects] (random = 6) template_task_forage_give_2_title_6 [An order for insects] (random = 7) template_task_forage_give_2_title_7 [Collect some insects] (random = 8) template_task_forage_give_2_title_8 [$giver$ needs someone to collect some insects] (random = 9) template_task_forage_give_2_title_9 [Provide $giver$ with insects] template_task_forage_give_2_title_10 [$giver$ needs someone to forage for insects] } // HASH_VALUE 65B52A465446E8C0 TEMPLATE_TASK_FORAGE_GIVE_30_TITLE (bot giver, int random, faction f) { //double fame prospector / conservateur (random = 1) template_task_forage_give_30_title_1 [Forage preservatives for $giver$'s $f.member$ friends] (random = 2) template_task_forage_give_30_title_2 [Gather preservatives for $giver$'s $f.member$ friends] (random = 3) template_task_forage_give_30_title_3 [$giver$'s $f.member$ friends are short of preservatives] (random = 4) template_task_forage_give_30_title_4 [Supply $giver$'s $f.member$ friends with preservatives] (random = 5) template_task_forage_give_30_title_5 [Special order for preservatives for $giver$'s $f.member$ friends] (random = 6) template_task_forage_give_30_title_6 [An order for preservatives for $giver$'s $f.member$ friends] (random = 7) template_task_forage_give_30_title_7 [Collect preservatives for $giver$'s $f.member$ friends] (random = 8) template_task_forage_give_30_title_8 [$giver$'s $f.member$ friends need someone to collect preservatives] (random = 9) template_task_forage_give_30_title_9 [Provide $giver$'s $f.member$ friends with preservatives] template_task_forage_give_30_title_10 [$giver$'s $f.member$ friends need someone to forage for preservatives] } // HASH_VALUE 3E0A3D87C3089E66 TEMPLATE_TASK_FORAGE_GIVE_3_TITLE (bot giver, int random, faction f) { //prospector / food, welcomer / food, scout / food (random = 1) template_task_forage_give_3_title_1 [Forage some food] (random = 2) template_task_forage_give_3_title_2 [Gather some food] (random = 3) template_task_forage_give_3_title_3 [$giver$ is short of food] (random = 4) template_task_forage_give_3_title_4 [Supply $giver$ with some food] (random = 5) template_task_forage_give_3_title_5 [Special order for food] (random = 6) template_task_forage_give_3_title_6 [An order for food] (random = 7) template_task_forage_give_3_title_7 [Collect some food] (random = 8) template_task_forage_give_3_title_8 [$giver$ needs someone to collect some food] (random = 9) template_task_forage_give_3_title_9 [Provide $giver$ with food] template_task_forage_give_3_title_10 [$giver$ needs someone to forage for food] } // HASH_VALUE 5E45DCC661C1EBF0 TEMPLATE_TASK_FORAGE_GIVE_4_TITLE (bot giver, int random, faction f) { //prospector / kitin, welcomer / kitin, scout / kitin (random = 1) template_task_forage_give_4_title_1 [Collect some kitin remains for study] (random = 2) template_task_forage_give_4_title_2 [Gather some kitin remains for study] (random = 3) template_task_forage_give_4_title_3 [$giver$ needs some kitin remains for study] (random = 4) template_task_forage_give_4_title_4 [Supply $giver$ with some kitin remains for study] (random = 5) template_task_forage_give_4_title_5 [Special order for kitin remains for study] (random = 6) template_task_forage_give_4_title_6 [An order for kitin remains for study] (random = 7) template_task_forage_give_4_title_7 [Collect kitin remains for study] (random = 8) template_task_forage_give_4_title_8 [$giver$ needs someone to assemble some kitin remains for study] (random = 9) template_task_forage_give_4_title_9 [Provide $giver$ with some kitin remains for study] template_task_forage_give_4_title_10 [$giver$ needs someone to forage for kitin remains for study] } // HASH_VALUE FF9C2002BBD6EE8E TEMPLATE_TASK_FORAGE_GIVE_5_TITLE (bot giver, int random, faction f) { //prospector / goo, welcomer / goo, scout / goo (random = 1) template_task_forage_give_5_title_1 [Forage some goo remains for study] (random = 2) template_task_forage_give_5_title_2 [Gather some goo remains for study] (random = 3) template_task_forage_give_5_title_3 [$giver$ needs some goo remains for study] (random = 4) template_task_forage_give_5_title_4 [Supply $giver$ with some goo remains for study] (random = 5) template_task_forage_give_5_title_5 [Special order for goo remains for study] (random = 6) template_task_forage_give_5_title_6 [An order for goo remains for study] (random = 7) template_task_forage_give_5_title_7 [Collect some goo remains for study] (random = 8) template_task_forage_give_5_title_8 [$giver$ needs someone to assemble some goo remains for study] (random = 9) template_task_forage_give_5_title_9 [Provide $giver$ with some goo remains for study] template_task_forage_give_5_title_10 [$giver$ needs someone to forage for goo remains for study] } // HASH_VALUE C64701A96095FBED TEMPLATE_TASK_FORAGE_GIVE_6_TITLE (bot giver, int random, faction f) { //prospector / conservateur, welcomer / conservateur, scout / conservateur (random = 1) template_task_forage_give_6_title_1 [Forage some preservatives] (random = 2) template_task_forage_give_6_title_2 [Gather some preservatives] (random = 3) template_task_forage_give_6_title_3 [$giver$ is short of preservatives] (random = 4) template_task_forage_give_6_title_4 [Supply $giver$ with some preservatives] (random = 5) template_task_forage_give_6_title_5 [Special order for preservatives] (random = 6) template_task_forage_give_6_title_6 [An order for preservatives] (random = 7) template_task_forage_give_6_title_7 [Collect some preservatives] (random = 8) template_task_forage_give_6_title_8 [$giver$ needs someone to collect some preservatives] (random = 9) template_task_forage_give_6_title_9 [Provide $giver$ with some preservatives] template_task_forage_give_6_title_10 [$giver$ needs someone to forage for preservatives] } // HASH_VALUE 8D7284F93CD932EA TEMPLATE_TASK_FORAGE_GIVE_7_TITLE (bot giver, int random, faction f) { //tribe welcomer / construction (random = 1) template_task_forage_give_7_title_1 [Forage some building raw materials for $f.mda$ $f.member$] (random = 2) template_task_forage_give_7_title_2 [Gather some building raw materials for $f.mda$ $f.member$] (random = 3) template_task_forage_give_7_title_3 [$f.mda$ $f.member$ need some building raw materials] (random = 4) template_task_forage_give_7_title_4 [Supply $f.member$ with some building raw materials] (random = 5) template_task_forage_give_7_title_5 [Special order for building raw materials for $f.mda$ $f.member$] (random = 6) template_task_forage_give_7_title_6 [An order for building raw materials for $f.mda$ $f.member$] (random = 7) template_task_forage_give_7_title_7 [Forage building materials for $f.mda$ $f.member$] (random = 8) template_task_forage_give_7_title_8 [Gather building materials for $f.mda$ $f.member$] (random = 9) template_task_forage_give_7_title_9 [$f.mda$ $f.member$ need building materials] template_task_forage_give_7_title_10 [Provide $f.member$ with building materials] } // HASH_VALUE 77992A660F6EAC3B TEMPLATE_TASK_FORAGE_GIVE_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / insects (random = 1) template_task_forage_give_8_title_1 [Forage some insects for $f.mda$ $f.member$] (random = 2) template_task_forage_give_8_title_2 [Gather some insects for $f.mda$ $f.member$] (random = 3) template_task_forage_give_8_title_3 [$f.mda$ $f.member$ want to get hold of some insects] (random = 4) template_task_forage_give_8_title_4 [Provide $f.member$ with some insects] (random = 5) template_task_forage_give_8_title_5 [Special order for insects for $f.mda$ $f.member$] (random = 6) template_task_forage_give_8_title_6 [An order for insects for $f.mda$ $f.member$] (random = 7) template_task_forage_give_8_title_7 [Collect some insects for $f.mda$ $f.member$] (random = 8) template_task_forage_give_8_title_8 [$f.mda$ $f.member$ need someone to gather some insects] (random = 9) template_task_forage_give_8_title_9 [Provide $f.mda$ $f.member$ with some insects] template_task_forage_give_8_title_10 [$f.mda$ $f.member$ need someone to gather some insects] } // HASH_VALUE BBB8393BE4E532C2 TEMPLATE_TASK_FORAGE_GIVE_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / food (random = 1) template_task_forage_give_9_title_1 [Forage some food for $f.mda$ $f.member$] (random = 2) template_task_forage_give_9_title_2 [Gather some food for $f.mda$ $f.member$] (random = 3) template_task_forage_give_9_title_3 [$f.mda$ $f.member$ are short of food] (random = 4) template_task_forage_give_9_title_4 [Supply $f.member$ with some food] (random = 5) template_task_forage_give_9_title_5 [Special order for food for $f.mda$ $f.member$] (random = 6) template_task_forage_give_9_title_6 [An order for food for $f.mda$ $f.member$] (random = 7) template_task_forage_give_9_title_7 [Collect some food for $f.mda$ $f.member$] (random = 8) template_task_forage_give_9_title_8 [$f.mda$ $f.member$ need someone to collect some food] (random = 9) template_task_forage_give_9_title_9 [Provide $f.mda$ $f.member$ with food] template_task_forage_give_9_title_10 [$f.mda$ $f.member$ need someone to gather some food] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_1_money [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_1_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_1_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_1_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_1_money [Forage $qt1$ $i1$ of level $ql1$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_1_money_timed [Forage $qt1$ $i1$ of level $ql1$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_give_intro_1_fame_timed [Forage $qt1$ $i1$ of level $ql1$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_give_intro_1_fame [Forage $qt1$ $i1$ of level $ql1$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 928B0B0810BE50C6 TEMPLATE_TASK_FORAGE_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_1_money [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_1_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_1_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_1_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_2_money [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_2_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_2_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_2_fame [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_2_money [Forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_2_money_timed [Forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_give_intro_2_fame_timed [Forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_give_intro_2_fame [Forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 2D508B8D1159072F TEMPLATE_TASK_FORAGE_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_2_money [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_2_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_2_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_2_fame [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_3_money [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_3_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_3_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_3_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_3_money [Forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_3_money_timed [Forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_give_intro_3_fame_timed [Forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_give_intro_3_fame [Forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE BA3DED192C628558 TEMPLATE_TASK_FORAGE_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_3_money [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_3_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_3_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_3_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_1_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_1_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_1_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_1_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_1_money [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_1_money_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_intro_1_fame_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_intro_1_fame [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 5CFF2E847070A954 TEMPLATE_TASK_FORAGE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_1_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_1_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_1_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_1_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_2_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_2_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_2_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_2_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_2_money [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_2_money_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_intro_2_fame_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_intro_2_fame [Clean up the land, forage $qt1$ $i1$ of level $ql1$ and $qt2$ $i2$ of level $ql2$ and $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 085E9876EE58FCAE TEMPLATE_TASK_FORAGE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_2_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_2_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_2_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_2_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_3_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_3_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_3_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_3_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_3_money [Clean up the land, forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_3_money_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_forage_intro_3_fame_timed [Clean up the land, forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_forage_intro_3_fame [Clean up the land, forage $qt1$ $i1$ of level $ql1$, $qt2$ $i2$ of level $ql2$ and $qt3$ $i3$ of level $ql3$ and $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 25D836589C62BC98 TEMPLATE_TASK_FORAGE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_3_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_3_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_3_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_3_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 84E1ADA27F5C520C TEMPLATE_TASK_GIVE_ITEM_0_TITLE (bot giver, place region, int random, faction f) { //default_text (random = 1) template_task_give_item_0_title_1 [Take something to $region$] (random = 2) template_task_give_item_0_title_2 [Deliver something to $region$] (random = 3) template_task_give_item_0_title_3 [Bring something to $region$] (random = 4) template_task_give_item_0_title_4 [Transport something to $region$] (random = 5) template_task_give_item_0_title_5 [A delivery for $giver$ to $region$] (random = 6) template_task_give_item_0_title_6 [$giver$ needs someone to make a delivery to $region$] (random = 7) template_task_give_item_0_title_7 [$giver$ needs a carrier for a delivery to $region$] (random = 8) template_task_give_item_0_title_8 [$giver$ is looking for a carrier who is going to $region$] (random = 9) template_task_give_item_0_title_9 [$giver$ wants something taken to $region$] template_task_give_item_0_title_10 [$giver$ wants something delivered to $region$] } // HASH_VALUE CB1EA979DBD93B17 TEMPLATE_TASK_GIVE_ITEM_10_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / heavy package (random = 1) template_task_give_item_10_title_1 [Take a heavy parcel to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_10_title_2 [Deliver a heavy parcel to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_10_title_3 [Bring a heavy parcel to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_10_title_4 [Transport a heavy parcel to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_10_title_5 [A heavy parcel to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_10_title_6 [$giver$'s $f.member$ friends need someone to deliver a heavy parcel to $region$] (random = 7) template_task_give_item_10_title_7 [$giver$'s $f.member$ friends need a carrier to deliver a heavy parcel to $region$] (random = 8) template_task_give_item_10_title_8 [$giver$'s $f.member$ friends are looking for a carrier who is going to $region$ to take a heavy parcel] (random = 9) template_task_give_item_10_title_9 [$giver$'s $f.member$ friends want a heavy parcel taken to $region$] template_task_give_item_10_title_10 [$giver$'s $f.member$ friends want a heavy parcel brought to $region$] } // HASH_VALUE 6F5F4D4E84AC8D0C TEMPLATE_TASK_GIVE_ITEM_11_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / medicine (random = 1) template_task_give_item_11_title_1 [Take some medicine to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_11_title_2 [Deliver some medicine to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_11_title_3 [Bring some medicine to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_11_title_4 [Transport some medicine to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_11_title_5 [Some medicine to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_11_title_6 [$giver$'s $f.member$ friends need someone to deliver some medicine to $region$] (random = 7) template_task_give_item_11_title_7 [$giver$'s $f.member$ friends need a carrier to deliver some medicine to $region$] (random = 8) template_task_give_item_11_title_8 [$giver$'s $f.member$ friends are looking for a carrier who is going to $region$ to take some medicine] (random = 9) template_task_give_item_11_title_9 [$giver$'s $f.member$ friends want some medicine brought to $region$] template_task_give_item_11_title_10 [$giver$'s $f.member$ friends want some medicine delivered to $region$] } // HASH_VALUE 16EE2A826D9BABBE TEMPLATE_TASK_GIVE_ITEM_12_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / report, patrolman / report (random = 1) template_task_give_item_12_title_1 [Take a report to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_12_title_2 [Deliver a report to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_12_title_3 [Bring a report to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_12_title_4 [Transport a report to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_12_title_5 [A report to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_12_title_6 [$giver$'s $f.member$ friends need someone to dispatch a report to $region$] (random = 7) template_task_give_item_12_title_7 [$giver$'s $f.member$ friends need a messenger to dispatch a report to $region$] (random = 8) template_task_give_item_12_title_8 [$giver$'s $f.member$ friends are looking for a messenger who is going to $region$ to take a report] (random = 9) template_task_give_item_12_title_9 [$giver$'s $f.member$ friends want a report sent to $region$] template_task_give_item_12_title_10 [$giver$'s $f.member$ friends want a report delivered to $region$] } // HASH_VALUE BB5A5D18500462E7 TEMPLATE_TASK_GIVE_ITEM_13_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / order, patrolman / order (random = 1) template_task_give_item_13_title_1 [Take an order to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_13_title_2 [Deliver an order to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_13_title_3 [Bring an order to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_13_title_4 [Transport an order to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_13_title_5 [An order to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_13_title_6 [$giver$'s $f.member$ friends need someone to take an order to $region$] (random = 7) template_task_give_item_13_title_7 [$giver$'s $f.member$ friends need a messenger to deliver an order to $region$] (random = 8) template_task_give_item_13_title_8 [$giver$'s $f.member$ friends are looking for a messenger who is going to $region$ to deliver an order for them] (random = 9) template_task_give_item_13_title_9 [$giver$ wants an order of his $f.member$ friends to be taken to $region$] template_task_give_item_13_title_10 [$giver$ wants an order of his $f.member$ friends to be delivered to $region$] } // HASH_VALUE 65BECC6CE95AAD1E TEMPLATE_TASK_GIVE_ITEM_14_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / message, patrolman / message template_task_give_item_18_title [Deliver a message to $region$ for $giver$'s $f.member$ friends] } // HASH_VALUE 30047BC64EB5A276 TEMPLATE_TASK_GIVE_ITEM_1_TITLE (bot giver, place region, int random, faction f) { //supplier / light package (random = 1) template_task_give_item_1_title_1 [Take a light parcel to $region$] (random = 2) template_task_give_item_1_title_2 [Deliver a light parcel to $region$] (random = 3) template_task_give_item_1_title_3 [Bring a light parcel to $region$] (random = 4) template_task_give_item_1_title_4 [Transport a light parcel to $region$] (random = 5) template_task_give_item_1_title_5 [A light parcel to deliver to $region$ for $giver$] (random = 6) template_task_give_item_1_title_6 [$giver$ needs someone to deliver a light parcel to $region$] (random = 7) template_task_give_item_1_title_7 [$giver$ needs a carrier to deliver a light parcel to $region$] (random = 8) template_task_give_item_1_title_8 [$giver$ is looking for a carrier who is going to $region$ to carry a light parcel] (random = 9) template_task_give_item_1_title_9 [$giver$ wants a light parcel taken to $region$] template_task_give_item_1_title_10 [$giver$ wants a light parcel delivered to $region$] } // HASH_VALUE DFA52CD103B4D087 TEMPLATE_TASK_GIVE_ITEM_2_TITLE (bot giver, place region, int random, faction f) { //supplier / medium package (random = 1) template_task_give_item_2_title_1 [Take a medium-sized parcel to $region$] (random = 2) template_task_give_item_2_title_2 [Deliver a medium-sized parcel to $region$] (random = 3) template_task_give_item_2_title_3 [Bring a medium-sized parcel to $region$] (random = 4) template_task_give_item_2_title_4 [Transport a medium-sized parcel to $region$] (random = 5) template_task_give_item_2_title_5 [A medium-sized parcel to deliver to $region$ for $giver$] (random = 6) template_task_give_item_2_title_6 [$giver$ needs someone to deliver a medium-sized parcel to $region$] (random = 7) template_task_give_item_2_title_7 [$giver$ needs a carrier to deliver a medium-sized parcel to $region$] (random = 8) template_task_give_item_2_title_8 [$giver$ is looking for a carrier who is going to $region$ to carry a medium-sized parcel] (random = 9) template_task_give_item_2_title_9 [$giver$ wants a medium-sized parcel taken to $region$] template_task_give_item_2_title_10 [$giver$ wants a medium-sized parcel delivered to $region$] } // HASH_VALUE B3B1F533D02B70B5 TEMPLATE_TASK_GIVE_ITEM_3_TITLE (bot giver, place region, int random, faction f) { //supplier / heavy package (random = 1) template_task_give_item_3_title_1 [Take a heavy parcel to $region$] (random = 2) template_task_give_item_3_title_2 [Deliver a heavy parcel to $region$] (random = 3) template_task_give_item_3_title_3 [Bring a heavy parcel to $region$] (random = 4) template_task_give_item_3_title_4 [Transport a heavy parcel to $region$] (random = 5) template_task_give_item_3_title_5 [A heavy parcel to deliver to $region$ for $giver$] (random = 6) template_task_give_item_3_title_6 [$giver$ needs someone to deliver a heavy parcel to $region$] (random = 7) template_task_give_item_3_title_7 [$giver$ needs a carrier to deliver a heavy parcel to $region$] (random = 8) template_task_give_item_3_title_8 [$giver$ is looking for carrier who is going to $region$ to carry a heavy parcel] (random = 9) template_task_give_item_3_title_9 [$giver$ wants a heavy parcel taken to $region$] template_task_give_item_3_title_10 [$giver$ wants a heavy parcel delivered to $region$] } // HASH_VALUE EDBA26A10BECF543 TEMPLATE_TASK_GIVE_ITEM_4_TITLE (bot giver, place region, int random, faction f) { //supplier / medicine (random = 1) template_task_give_item_4_title_1 [Take some medicine to $region$] (random = 2) template_task_give_item_4_title_2 [Deliver some medicine to $region$] (random = 3) template_task_give_item_4_title_3 [Bring some medicine to $region$] (random = 4) template_task_give_item_4_title_4 [Transport some medicine to $region$] (random = 5) template_task_give_item_4_title_5 [Some medicine to deliver to $region$ for $giver$] (random = 6) template_task_give_item_4_title_6 [$giver$ needs someone to deliver some medicine to $region$] (random = 7) template_task_give_item_4_title_7 [$giver$ needs a carrier to deliver some medicine to $region$] (random = 8) template_task_give_item_4_title_8 [$giver$ is looking for a carrier who is going to $region$ to carry some medicine] (random = 9) template_task_give_item_4_title_9 [$giver$ wants some medicine taken to $region$] template_task_give_item_4_title_10 [$giver$ wants some medicine delivered to $region$] } // HASH_VALUE 1503B01A3DA3C9AF TEMPLATE_TASK_GIVE_ITEM_5_TITLE (bot giver, place region, int random, faction f) { //messenger / report, patrolman / report (random = 1) template_task_give_item_5_title_1 [Take $giver$'s report to $region$] (random = 2) template_task_give_item_5_title_2 [Deliver $giver$'s report to $region$] (random = 3) template_task_give_item_5_title_3 [Bring $giver$'s report to $region$] (random = 4) template_task_give_item_5_title_4 [Transport $giver$'s report to $region$] (random = 5) template_task_give_item_5_title_5 [$giver$'s report to deliver to $region$] (random = 6) template_task_give_item_5_title_6 [$giver$ needs someone to dispatch a report to $region$] (random = 7) template_task_give_item_5_title_7 [$giver$ needs a messenger to dispatch a report to $region$] (random = 8) template_task_give_item_5_title_8 [$giver$ is looking for a messenger who is going to $region$ to carry a report] (random = 9) template_task_give_item_5_title_9 [$giver$ wants a report taken to $region$] template_task_give_item_5_title_10 [$giver$ wants a report delivered to $region$] } // HASH_VALUE AE27687A96DC02BF TEMPLATE_TASK_GIVE_ITEM_6_TITLE (bot giver, place region, int random, faction f) { //messenger / order, ambassador / order, tribe / order, welcomer / order, patrolman / order (random = 1) template_task_give_item_6_title_1 [Take an order to $region$ for $giver$] (random = 2) template_task_give_item_6_title_2 [Deliver an order to $region$ for $giver$] (random = 3) template_task_give_item_6_title_3 [Bring an order to $region$ for $giver$] (random = 4) template_task_give_item_6_title_4 [Transport an order to $region$ for $giver$] (random = 5) template_task_give_item_6_title_5 [An order to be delivered to $region$ for $giver$] (random = 6) template_task_give_item_6_title_6 [$giver$ needs someone to take an order to $region$] (random = 7) template_task_give_item_6_title_7 [$giver$ needs a messenger to take an order to $region$] (random = 8) template_task_give_item_6_title_8 [$giver$ is looking for a messenger who is going to $region$ to deliver an order] (random = 9) template_task_give_item_6_title_9 [$giver$ wants an order sent to $region$] template_task_give_item_6_title_10 [$giver$ wants an order delivered to $region$] } // HASH_VALUE 18287398290CC240 TEMPLATE_TASK_GIVE_ITEM_7_TITLE (bot giver, place region, int random, faction f) { //messenger / message, ambassador / message, tribe / message, welcomer / message, patrolman / message (random = 1) template_task_give_item_7_title_1 [Take a message to $region$ for $giver$] (random = 2) template_task_give_item_7_title_2 [Deliver a message to $region$ for $giver$] (random = 3) template_task_give_item_7_title_3 [Bring a message to $region$ for $giver$] (random = 4) template_task_give_item_7_title_4 [Transport a message to $region$ for $giver$] (random = 5) template_task_give_item_7_title_5 [A message to be delivered to $region$ for $giver$] (random = 6) template_task_give_item_7_title_6 [$giver$ needs someone to dispatch a message to $region$] (random = 7) template_task_give_item_7_title_7 [$giver$ needs a messenger to dispatch a message to $region$] (random = 8) template_task_give_item_7_title_8 [$giver$ is looking for a messenger who is going to $region$ to deliver a message] (random = 9) template_task_give_item_7_title_9 [$giver$ wants a message sent to $region$] template_task_give_item_7_title_10 [$giver$ wants a message taken to $region$] } // HASH_VALUE 03AD22B697D7C91A TEMPLATE_TASK_GIVE_ITEM_8_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / light package (random = 1) template_task_give_item_8_title_1 [Take a light parcel to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_8_title_2 [Deliver a light parcel to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_8_title_3 [Bring a light parcel to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_8_title_4 [Transport a light parcel to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_8_title_5 [A light parcel to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_8_title_6 [$giver$'s $f.member$ friends need someone to deliver a light parcel to $region$] (random = 7) template_task_give_item_8_title_7 [$giver$'s $f.member$ friends need a carrier to deliver a light parcel to $region$] (random = 8) template_task_give_item_8_title_8 [$giver$'s $f.member$ friends are looking for a carrier who is going to $region$ to deliver a light parcel] (random = 9) template_task_give_item_8_title_9 [$giver$'s $f.member$ friends want a light parcel taken to $region$] template_task_give_item_8_title_10 [$giver$'s $f.member$ friends want a light parcel delivered to $region$] } // HASH_VALUE 2097D020FA96B450 TEMPLATE_TASK_GIVE_ITEM_9_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / medium package (random = 1) template_task_give_item_9_title_1 [Take a medium-sized parcel to $region$ for $giver$'s $f.member$ friends] (random = 2) template_task_give_item_9_title_2 [Deliver a medium-sized parcel to $region$ for $giver$'s $f.member$ friends] (random = 3) template_task_give_item_9_title_3 [Bring a medium-sized parcel to $region$ for $giver$'s $f.member$ friends] (random = 4) template_task_give_item_9_title_4 [Transport a medium-sized parcel to $region$ for $giver$'s $f.member$ friends] (random = 5) template_task_give_item_9_title_5 [A medium-sized parcel to be delivered to $region$ for $giver$'s $f.member$ friends] (random = 6) template_task_give_item_9_title_6 [$giver$'s $f.member$ friends need someone to deliver a medium-sized parcel to $region$] (random = 7) template_task_give_item_9_title_7 [$giver$'s $f.member$ friends need a carrier to deliver a medium-sized parcel to $region$] (random = 8) template_task_give_item_9_title_8 [$giver$'s $f.member$ friends are looking for a carrier who is going to $region$ to take a medium-sized parcel] (random = 9) template_task_give_item_9_title_9 [$giver$'s $f.member$ friends want a medium-sized parcel taken to $region$] template_task_give_item_9_title_10 [$giver$'s $f.member$ friends want a medium-sized parcel delivered to $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_GIVE_ITEM_INTRO_1 (bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_give_item_intro_1_money [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_give_item_intro_1_money_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_give_item_intro_1_fame_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_give_item_intro_1_fame [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_GIVE_ITEM_INTRO_1 (bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_give_item_intro_1_money [Take $qt1$ $i1$ to $dest1$ for me, you will find him in $region$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_give_item_intro_1_money_timed [Take $qt1$ $i1$ to $dest1$ for me, you will find him in $region$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_give_item_intro_1_fame_timed [Take $qt1$ $i1$ to $dest1$ for me, you will find him in $region$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_give_item_intro_1_fame [Take $qt1$ $i1$ to $dest1$ for me, you will find him in $region$ and $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 622E44231BC2BF0D TEMPLATE_TASK_GIVE_ITEM_INTRO_1 (bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_give_item_intro_1_money [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_give_item_intro_1_money_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_give_item_intro_1_fame_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_give_item_intro_1_fame [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 4212DB20F40FC070 TEMPLATE_TASK_KILL_NPC_0_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //default text with bandits (random = 1) template_task_kill_npc_0_title_bandit_1 [Kill some $target$ in $region$ for $giver$] (random = 2) template_task_kill_npc_0_title_bandit_2 [Eliminate some $target$ in $region$ for $giver$] (random = 3) template_task_kill_npc_0_title_bandit_3 [Fight the $target$ in $region$ for $giver$] (random = 4) template_task_kill_npc_0_title_bandit_4 [Wipe out some $target$ in $region$ for $giver$] (random = 5) template_task_kill_npc_0_title_bandit_5 [$giver$ needs some help to eliminate some $target$ in $region$] (random = 6) template_task_kill_npc_0_title_bandit_6 [$giver$ needs some help to kill some $target$ in $region$] (random = 7) template_task_kill_npc_0_title_bandit_7 [$giver$ needs some help to fight the $target$ in $region$] (random = 8) template_task_kill_npc_0_title_bandit_8 [$giver$ needs some help to wipe out some $target$ in $region$] (random = 9) template_task_kill_npc_0_title_bandit_9 [$giver$ needs someone to kill some $target$ in $region$] template_task_kill_npc_0_title_bandit_10 [$giver$ needs someone to fight the $target$ in $region$] } // HASH_VALUE CFE119913415E483 TEMPLATE_TASK_KILL_NPC_0_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //default text with tribe (random = 1) template_task_kill_npc_0_title_tribe_1 [Kill some $target.member$ in $region$ for $giver$] (random = 2) template_task_kill_npc_0_title_tribe_2 [Eliminate some $target.member$ in $region$ for $giver$] (random = 3) template_task_kill_npc_0_title_tribe_3 [Fight the $target.member$ in $region$ for $giver$] (random = 4) template_task_kill_npc_0_title_tribe_4 [Wipe out some $target.member$ in $region$ for $giver$] (random = 5) template_task_kill_npc_0_title_tribe_5 [$giver$ needs some help to wipe out some $target.member$ in $region$] (random = 6) template_task_kill_npc_0_title_tribe_6 [$giver$ needs some help to kill some $target.member$ in $region$] (random = 7) template_task_kill_npc_0_title_tribe_7 [$giver$ needs some help to fight the $target.member$ in $region$] (random = 8) template_task_kill_npc_0_title_tribe_8 [$giver$ needs some help to wipe out some $target.member$ in $region$] (random = 9) template_task_kill_npc_0_title_tribe_9 [$giver$ needs someone to kill some $target.member$ in $region$] template_task_kill_npc_0_title_tribe_10 [$giver$ needs someone to fight the $target.member$ in $region$] } // HASH_VALUE 68A05E95F5C05696 TEMPLATE_TASK_KILL_NPC_1_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //Karavan (random = 1) template_task_kill_npc_1_title_bandit_1 [Kill some $target$ for the Karavan in $region$] (random = 2) template_task_kill_npc_1_title_bandit_2 [Eliminate some $target$ for the Karavan in $region$] (random = 3) template_task_kill_npc_1_title_bandit_3 [Fight the $target$ for the Karavan in $region$] (random = 4) template_task_kill_npc_1_title_bandit_4 [Wipe out some $target$ for the Karavan in $region$] (random = 5) template_task_kill_npc_1_title_bandit_5 [The Karavan need some help to eliminate some $target$ in $region$] (random = 6) template_task_kill_npc_1_title_bandit_6 [The Karavan need some help to kill some $target$ in $region$] (random = 7) template_task_kill_npc_1_title_bandit_7 [The Karavan need some help to fight the $target$ in $region$] (random = 8) template_task_kill_npc_1_title_bandit_8 [The Karavan need some help to wipe out some $target$ in $region$] (random = 9) template_task_kill_npc_1_title_bandit_9 [The Karavan need someone to kill some $target$ in $region$] template_task_kill_npc_1_title_bandit_10 [The Karavan need someone to fight the $target$ in $region$] } // HASH_VALUE 371800AA8091EA31 TEMPLATE_TASK_KILL_NPC_1_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //Karavan (random = 1) template_task_kill_npc_1_title_tribe_1 [Kill some $target.member$ for the Karavan in $region$] (random = 2) template_task_kill_npc_1_title_tribe_2 [Eliminate some $target.member$ for the Karavan in $region$] (random = 3) template_task_kill_npc_1_title_tribe_3 [Fight the $target.member$ for the Karavan in $region$] (random = 4) template_task_kill_npc_1_title_tribe_4 [Wipe out some $target.member$ for the Karavan in $region$] (random = 5) template_task_kill_npc_1_title_tribe_5 [The Karavan need some help to eliminate some $target.member$ in $region$] (random = 6) template_task_kill_npc_1_title_tribe_6 [The Karavan need some help to kill some $target.member$ in $region$] (random = 7) template_task_kill_npc_1_title_tribe_7 [The Karavan need some help to fight the $target.member$ in $region$] (random = 8) template_task_kill_npc_1_title_tribe_8 [The Karavan need some help to wipe out some $target.member$ in $region$] (random = 9) template_task_kill_npc_1_title_tribe_9 [The Karavan need someone to kill some $target.member$ in $region$] template_task_kill_npc_1_title_tribe_10 [The Karavan need someone to fight the $target.member$ in $region$] } // HASH_VALUE B4068C050E81D925 TEMPLATE_TASK_KILL_NPC_2_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //Kami (random = 1) template_task_kill_npc_2_title_bandit_1 [Kill some $target$ for the Kami in $region$] (random = 2) template_task_kill_npc_2_title_bandit_2 [Eliminate some $target$ for the Kami in $region$] (random = 3) template_task_kill_npc_2_title_bandit_3 [Fight the $target$ for the Kami in $region$] (random = 4) template_task_kill_npc_2_title_bandit_4 [Wipe out some $target$ for the Kami in $region$] (random = 5) template_task_kill_npc_2_title_bandit_5 [The Kami need help to eliminate some $target$ in $region$] (random = 6) template_task_kill_npc_2_title_bandit_6 [The Kami need help to kill some $target$ in $region$] (random = 7) template_task_kill_npc_2_title_bandit_7 [The Kami need help to fight the $target$ in $region$] (random = 8) template_task_kill_npc_2_title_bandit_8 [The Kami need help to wipe out some $target$ in $region$] (random = 9) template_task_kill_npc_2_title_bandit_9 [The Kami need someone to kill some $target$ in $region$] template_task_kill_npc_2_title_bandit_10 [The Kami need someone to fight the $target$ in $region$] } // HASH_VALUE 285C9D81FFB6F0CF TEMPLATE_TASK_KILL_NPC_2_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //Kami (random = 1) template_task_kill_npc_2_title_tribe_1 [Kill some $target.member$ for the Kami in $region$] (random = 2) template_task_kill_npc_2_title_tribe_2 [Eliminate some $target.member$ for the Kami in $region$] (random = 3) template_task_kill_npc_2_title_tribe_3 [Fight the $target.member$ for the Kami in $region$] (random = 4) template_task_kill_npc_2_title_tribe_4 [Wipe out some $target.member$ for the Kami in $region$] (random = 5) template_task_kill_npc_2_title_tribe_5 [The Kami need help to eliminate some $target.member$ in $region$] (random = 6) template_task_kill_npc_2_title_tribe_6 [The Kami need help to kill some $target.member$ in $region$] (random = 7) template_task_kill_npc_2_title_tribe_7 [The Kami need help to fight the $target.member$ in $region$] (random = 8) template_task_kill_npc_2_title_tribe_8 [The Kami need help to wipe out some $target.member$ in $region$] (random = 9) template_task_kill_npc_2_title_tribe_9 [The Kami need someone to kill some $target.member$ in $region$] template_task_kill_npc_2_title_tribe_10 [The Kami need someone to fight the $target.member$ in $region$] } // HASH_VALUE 9E093D0FD1AEFD6B TEMPLATE_TASK_KILL_NPC_3_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //double fame (random = 1) template_task_kill_npc_3_title_bandit_1 [Kill some $target$ for $giver$'s $f$ friends in $region$] (random = 2) template_task_kill_npc_3_title_bandit_2 [Eliminate some $target$ for $giver$'s $f$ friends in $region$] (random = 3) template_task_kill_npc_3_title_bandit_3 [Fight the $target$ for $giver$'s $f$ friends in $region$] (random = 4) template_task_kill_npc_3_title_bandit_4 [Wipe out some $target$ for $giver$'s $f$ friends in $region$] (random = 5) template_task_kill_npc_3_title_bandit_5 [$giver$'s $f$ friends need help to eliminate some $target$ in $region$] (random = 6) template_task_kill_npc_3_title_bandit_6 [$giver$'s $f$ friends need help to kill some $target$ in $region$] (random = 7) template_task_kill_npc_3_title_bandit_7 [$giver$'s $f$ friends need help to fight the $target$ in $region$] (random = 8) template_task_kill_npc_3_title_bandit_8 [$giver$'s $f$ friends need help to wipe out some $target$ in $region$] (random = 9) template_task_kill_npc_3_title_bandit_9 [$giver$'s $f$ friends need someone to kill some $target$ in $region$] template_task_kill_npc_3_title_bandit_10 [$giver$'s $f$ friends need someone to fight the $target$ in $region$] } // HASH_VALUE 28FF758CDC15D899 TEMPLATE_TASK_KILL_NPC_3_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //double fame (random = 1) template_task_kill_npc_3_title_tribe_1 [Kill some $target.member$ for $giver$'s $f$ friends in $region$] (random = 2) template_task_kill_npc_3_title_tribe_2 [Eliminate some $target.member$ for $giver$'s $f$ friends in $region$] (random = 3) template_task_kill_npc_3_title_tribe_3 [Fight the $target.member$ for $giver$'s $f$ friends in $region$] (random = 4) template_task_kill_npc_3_title_tribe_4 [Wipe out some $target.member$ for $giver$'s $f$ friends in $region$] (random = 5) template_task_kill_npc_3_title_tribe_5 [$giver$'s $f$ friends need help to eliminate some $target.member$ in $region$] (random = 6) template_task_kill_npc_3_title_tribe_6 [$giver$'s $f$ friends need help to kill some $target.member$ in $region$] (random = 7) template_task_kill_npc_3_title_tribe_7 [$giver$'s $f$ friends need help to fight the $target.member$ in $region$] (random = 8) template_task_kill_npc_3_title_tribe_8 [$giver$'s $f$ friends need help to wipe out some $target.member$ in $region$] (random = 9) template_task_kill_npc_3_title_tribe_9 [$giver$'s $f$ friends need someone to kill some $target.member$ in $region$] template_task_kill_npc_3_title_tribe_10 [$giver$'s $f$ friends need someone to fight the $target.member$ in $region$] } // HASH_VALUE 0CC6EC9CD0BC505A TEMPLATE_TASK_KILL_NPC_4_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //tribe (random = 1) template_task_kill_npc_4_title_bandit_1 [Kill some $target$ for $f.mda$ $f.member$ in $region$] (random = 2) template_task_kill_npc_4_title_bandit_2 [Eliminate some $target$ for $f.mda$ $f.member$ in $region$] (random = 3) template_task_kill_npc_4_title_bandit_3 [Fight the $target$ for $f.mda$ $f.member$ in $region$] (random = 4) template_task_kill_npc_4_title_bandit_4 [Wipe out some $target$ for $f.mda$ $f.member$ in $region$] (random = 5) template_task_kill_npc_4_title_bandit_5 [$f.mda$ $f.member$ need help to eliminate some $target$ in $region$] (random = 6) template_task_kill_npc_4_title_bandit_6 [$f.mda$ $f.member$ need help to kill some $target$ in $region$] (random = 7) template_task_kill_npc_4_title_bandit_7 [$f.mda$ $f.member$ need help to fight the $target$ in $region$] (random = 8) template_task_kill_npc_4_title_bandit_8 [$f.mda$ $f.member$ need help to wipe out some $target$ in $region$] (random = 9) template_task_kill_npc_4_title_bandit_9 [$f.mda$ $f.member$ need someone to kill some $target$ in $region$] template_task_kill_npc_4_title_bandit_10 [$f.mda$ $f.member$ need someone to fight the $target$ in $region$] } // HASH_VALUE 1FEA22798537440E TEMPLATE_TASK_KILL_NPC_4_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //tribe (random = 1) template_task_kill_npc_4_title_tribe_1 [Kill some $target.member$ for $f.mda$ $f.member$ in $region$] (random = 2) template_task_kill_npc_4_title_tribe_2 [Eliminate some $target.member$ for $f.mda$ $f.member$ in $region$] (random = 3) template_task_kill_npc_4_title_tribe_3 [Fight the $target.member$ for $f.mda$ $f.member$ in $region$] (random = 4) template_task_kill_npc_4_title_tribe_4 [Wipe out some $target.member$ for $f.mda$ $f.member$ in $region$] (random = 5) template_task_kill_npc_4_title_tribe_5 [$f.mda$ $f.member$ need help to eliminate some $target.member$ in $region$] (random = 6) template_task_kill_npc_4_title_tribe_6 [$f.mda$ $f.member$ need help to kill some $target.member$ in $region$] (random = 7) template_task_kill_npc_4_title_tribe_7 [$f.mda$ $f.member$ need help to fight the $target.member$ in $region$] (random = 8) template_task_kill_npc_4_title_tribe_8 [$f.mda$ $f.member$ need help to wipe out some $target.member$ in $region$] (random = 9) template_task_kill_npc_4_title_tribe_9 [$f.mda$ $f.member$ need someone to kill some $target.member$ in $region$] template_task_kill_npc_4_title_tribe_10 [$f.mda$ $f.member$ need someone to fight the $target.member$ in $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_bandit_money [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_bandit_money_timed [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_kill_npc_intro_bandit_fame_timed [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, car c'est très urgent.] template_task_kill_npc_intro_bandit_fame [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_bandit_money [Kill $qt$ members of $target$, notorious bandits, I will pay you $reward$.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_bandit_money_timed [Kill $qt$ members of $target$, notorious bandits, I will pay you $reward$ dappers.\n But do it quickly, cause it's really urgent!] (timelimit > 0) template_task_kill_npc_intro_bandit_fame_timed [Kill $qt$ members of $target$, notorious bandits, $f.mda$ $f.member$ will be very grateful to you.\n Mais faites vite, car c'est très urgent.] template_task_kill_npc_intro_bandit_fame [Kill $qt$ members of $target$, notorious bandits, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 2C54D6E402FC48CC TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_bandit_money [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_bandit_money_timed [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_kill_npc_intro_bandit_fame_timed [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, car c'est très urgent.] template_task_kill_npc_intro_bandit_fame [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_tribe_money [Eliminez $qt$ $target.member$, une tribu ennemie et je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_tribe_money_timed [Eliminez $qt$ $target.member$, une tribu ennemie, je vous paierai $reward$ dappers.\n Mais ne traînez pas car c'est très urgent!] (timelimit > 0) template_task_kill_npc_intro_tribe_fame_timed [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais ne traînez pas car c'est très urgent!] template_task_kill_npc_intro_tribe_fame [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_tribe_money [Kill $qt$ $target.member$, an enemy tribe and I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_tribe_money_timed [Kill $qt$ $target.member$, an enemy tribe, I will pay you $reward$ dappers.\n But don't waste any time, because it's very urgent!] (timelimit > 0) template_task_kill_npc_intro_tribe_fame_timed [Kill $qt$ $target.member$, an enemy tribe, $f.mda$ $f.member$ will be very grateful to you.\n But don't waste any time, because it's very urgent!] template_task_kill_npc_intro_tribe_fame [Kill $qt$ $target.member$, an enemy tribe, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 8FD24510581CECF2 TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_tribe_money [Eliminez $qt$ $target.member$, une tribu ennemie et je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_tribe_money_timed [Eliminez $qt$ $target.member$, une tribu ennemie, je vous paierai $reward$ dins.\n Mais ne traînez pas car c'est très urgent!] (timelimit > 0) template_task_kill_npc_intro_tribe_fame_timed [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais ne traînez pas car c'est très urgent!] template_task_kill_npc_intro_tribe_fame [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 6E12C03A9D5D4513 TEMPLATE_TASK_KILL_NPC_OBJECTIVE_BANDIT_1 (bot_name target, int qt, int random, faction f) { template_task_kill_npc_objective_bandit_1 [Kill $qt$ $target$.] } // HASH_VALUE 9B0B64369686EEAB TEMPLATE_TASK_KILL_SPECIES_0_TITLE (bot giver, place region, int random, faction f) { //default text (random = 1) template_task_kill_species_0_title_1 [Kill some animals in $region$] (random = 2) template_task_kill_species_0_title_2 [Hunt down some animals in $region$] (random = 3) template_task_kill_species_0_title_3 [Slaughter some animals in $region$] (random = 4) template_task_kill_species_0_title_4 [Regulate the species in $region$] (random = 5) template_task_kill_species_0_title_5 [$giver$ needs someone to kill some animals in $region$] (random = 6) template_task_kill_species_0_title_6 [$giver$ needs someone to hunt down some animals in $region$] (random = 7) template_task_kill_species_0_title_7 [$giver$ needs someone to wipe out some animals in $region$] (random = 8) template_task_kill_species_0_title_8 [$giver$ needs someone to regulate the species in $region$] (random = 9) template_task_kill_species_0_title_9 [$giver$ wants to wipe out some animals in $region$] template_task_kill_species_0_title_10 [$giver$ wants to regulate the species in $region$] } // HASH_VALUE 06C0F36321FFF76D TEMPLATE_TASK_KILL_SPECIES_1_TITLE (bot giver, place region, int random, faction f) { //captain / carnivore, welcomer / carnivore, patrolman / carnivore, tribe / carnivore, hunter / carnivore, Kami / carnivore, Karavan / carnivore (random = 1) template_task_kill_species_1_title_1 [Kill the carnivores that are decimating herds in $region$] (random = 2) template_task_kill_species_1_title_2 [Hunt down the carnivores that are decimating herds in $region$] (random = 3) template_task_kill_species_1_title_3 [Slaughter the carnivores that are decimating herds in $region$] (random = 4) template_task_kill_species_1_title_4 [Eliminate the carnivores that are decimating herds in $region$] (random = 5) template_task_kill_species_1_title_5 [$giver$ needs someone to kill carnivores that are decimating herds in $region$] (random = 6) template_task_kill_species_1_title_6 [$giver$ needs someone to hunt down the carnivores that are decimating herds in $region$] (random = 7) template_task_kill_species_1_title_7 [$giver$ needs someone to wipe out the carnivores that are decimating herds in $region$] (random = 8) template_task_kill_species_1_title_8 [$giver$ needs someone to get rid of the carnivores that are decimating herds in $region$] (random = 9) template_task_kill_species_1_title_9 [$giver$ wants to wipe out the carnivores that are decimating herds in $region$] template_task_kill_species_1_title_10 [$giver$ wants to get rid of the carnivores that are decimating herds in $region$] } // HASH_VALUE BB7F0053FBF6C7FF TEMPLATE_TASK_KILL_SPECIES_2_TITLE (bot giver, place region, int random, faction f) { //captain / herbivore, welcomer / herbivore, patrolman / herbivore, tribe / herbivore, hunter / herbivore, Kami / herbivore, Karavan / herbivore (random = 1) template_task_kill_species_2_title_1 [Kill the species of herbivores that are devouring all the plants in $region$] (random = 2) template_task_kill_species_2_title_2 [Hunt down the species of herbivores that are devouring all the plants in $region$] (random = 3) template_task_kill_species_2_title_3 [Wipe out the species of herbivores that are devouring all the plants in $region$] (random = 4) template_task_kill_species_2_title_4 [Eliminate the species of herbivores that are devouring all the plants in $region$] (random = 5) template_task_kill_species_2_title_5 [$giver$ needs someone to kill the species of herbivores that are devouring all the plants in $region$] (random = 6) template_task_kill_species_2_title_6 [$giver$ needs someone to hunt down the species of herbivores that are devouring all the plants in $region$] (random = 7) template_task_kill_species_2_title_7 [$giver$ needs someone to wipe out the species of herbivores that are devouring all the plants in $region$] (random = 8) template_task_kill_species_2_title_8 [$giver$ needs someone to get rid of the species of herbivores that are devouring all the plants in $region$] (random = 9) template_task_kill_species_2_title_9 [$giver$ wants to wipe out the species of herbivores that are devouring all the plants in $region$] template_task_kill_species_2_title_10 [$giver$ wants to get rid of the species of herbivores that are devouring all the plants in $region$] } // HASH_VALUE 223CCAEE2CAACEBB TEMPLATE_TASK_KILL_SPECIES_3_TITLE (bot giver, place region, int random, faction f) { (random = 1) template_task_kill_species_3_title_1 [Kill the intelligent plants that are flourishing in $region$] (random = 2) template_task_kill_species_3_title_2 [Destroy the intelligent plants that are flourishing in $region$] (random = 3) template_task_kill_species_3_title_3 [Cut down the intelligent plants that are invading $region$] (random = 4) template_task_kill_species_3_title_4 [Eliminate the intelligent plants that are invading $region.da$ $region$] (random = 5) template_task_kill_species_3_title_5 [$giver$ needs someone to kill the intelligent plants that are invading $region.da$ $region$] (random = 6) template_task_kill_species_3_title_6 [$giver$ needs someone to destroy the intelligent plants that are invading $region.da$ $region$] (random = 7) template_task_kill_species_3_title_7 [$giver$ needs someone to destroy the intelligent plants that are flourishing in $region$] (random = 8) template_task_kill_species_3_title_8 [$giver$ needs someone to get rid of the intelligent plants that are flourishing in $region$] (random = 9) template_task_kill_species_3_title_9 [$giver$ wants to cut down the intelligent plants that are flourishing in $region$] template_task_kill_species_3_title_10 [$giver$ wants to get rid of the intelligent plants that are invading $region.da$ $region$] } // HASH_VALUE CA8E078D527743B7 TEMPLATE_TASK_KILL_SPECIES_4_TITLE (bot giver, place region, int random, faction f) { //captain / kitin, welcomer / kitin, patrolman / kitin, tribe / kitin, hunter / kitin, Kami / kitin, Karavan / kitin (random = 1) template_task_kill_species_4_title_1 [Kill the kitins that are attacking anything that moves in $region$] (random = 2) template_task_kill_species_4_title_2 [Hunt down the kitins that are attacking anything that moves in $region$] (random = 3) template_task_kill_species_4_title_3 [Wipe out the kitins that are attacking anything that moves in $region$] (random = 4) template_task_kill_species_4_title_4 [Eliminate the kitins that are attacking anything that moves in $region$] (random = 5) template_task_kill_species_4_title_5 [$giver$ needs someone to kill the kitins that are attacking anything that moves in $region$] (random = 6) template_task_kill_species_4_title_6 [$giver$ needs someone to hunt down the kitins that are attacking anything that moves in $region$] (random = 7) template_task_kill_species_4_title_7 [$giver$ needs someone to wipe out the kitins that are attacking anything that moves in $region$] (random = 8) template_task_kill_species_4_title_8 [$giver$ needs someone to get rid of the kitins that are attacking anything that moves in $region$] (random = 9) template_task_kill_species_4_title_9 [$giver$ wants to wipe out the kitins that are attacking anything that moves in $region$] template_task_kill_species_4_title_10 [$giver$ wants to get rid of the kitins that are attacking anything that moves in $region$] } // HASH_VALUE 26BE0A0D2073956E TEMPLATE_TASK_KILL_SPECIES_5_TITLE (bot giver, place region, int random, faction f) { //captain / goo, welcomer / goo, patrolman / goo, tribe / goo, hunter / goo, Kami / goo, Karavan / goo (random = 1) template_task_kill_species_5_title_1 [Kill the animals infected by the goo before the plague spreads all over $region$] (random = 2) template_task_kill_species_5_title_2 [Hunt down the animals infected by the goo before the plague spreads all over $region$] (random = 3) template_task_kill_species_5_title_3 [Wipe out the animals infected by the goo before the plague spreads all over $region$] (random = 4) template_task_kill_species_5_title_4 [Eliminate the animals infected by the goo before the plague spreads all over $region$] (random = 5) template_task_kill_species_5_title_5 [$giver$ needs someone to kill the animals infected by the goo before the plague spreads all over $region$] (random = 6) template_task_kill_species_5_title_6 [$giver$ needs someone to hunt down the animals infected by the goo before the plague spreads all over $region$] (random = 7) template_task_kill_species_5_title_7 [$giver$ needs someone to wipe out the animals infected by the goo before the plague spreads all over $region$] (random = 8) template_task_kill_species_5_title_8 [$giver$ needs someone to get rid of some animals infected by the goo before the plague spreads all over $region$] (random = 9) template_task_kill_species_5_title_9 [$giver$ wants to wipe out the animals infected by the goo before the plague spreads all over $region$] template_task_kill_species_5_title_10 [$giver$ wants to get rid of some animals infected by the goo before the plague spreads all over $region$] } // HASH_VALUE 2B0AAE7F55781C45 TEMPLATE_TASK_KILL_SPECIES_6_TITLE (bot giver, place region, int random, faction f) { //captain / degen, welcomer / degen, patrolman / degen, tribe / degen, hunter / degen, Kami / degen, Karavan / degen (random = 1) template_task_kill_species_6_title_1 [Kill the primitive beings in $region$ who keep attacking travelers] (random = 2) template_task_kill_species_6_title_2 [Hunt down the primitive beings in $region$ who keep attacking travelers] (random = 3) template_task_kill_species_6_title_3 [Wipe out the primitive beings in $region$ who keep attacking travelers] (random = 4) template_task_kill_species_6_title_4 [Eliminate the primitive beings in $region$ who keep attacking travelers] (random = 5) template_task_kill_species_6_title_5 [$giver$ needs someone to kill the primitive beings in $region$ who keep attacking travelers] (random = 6) template_task_kill_species_6_title_6 [$giver$ needs someone to hunt down the primitive beings in $region$ who keep attacking travelers] (random = 7) template_task_kill_species_6_title_7 [$giver$ needs someone to wipe out the primitive beings in $region$ who keep attacking travelers] (random = 8) template_task_kill_species_6_title_8 [$giver$ needs someone to get rid of the primitive beings in $region$ who keep attacking travelers] (random = 9) template_task_kill_species_6_title_9 [$giver$ wants to wipe out the primitive beings in $region$ who keep attacking travelers] template_task_kill_species_6_title_10 [$giver$ wants to get rid of the primitive beings in $region$ who keep attacking travelers] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_1 (bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_1_money [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_1_money_timed [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_1_fame_timed [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_1_fame [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_1 (bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_1_money [Kill $qt1$ $r1$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_1_money_timed [Kill $qt1$ $r1$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_kill_species_intro_1_fame_timed [Kill $qt1$ $r1$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_kill_species_intro_1_fame [Kill $qt1$ $r1$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE D84F8F1FFDB969C1 TEMPLATE_TASK_KILL_SPECIES_INTRO_1 (bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_1_money [Tuez $qt1$ $r1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_1_money_timed [Tuez $qt1$ $r1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_1_fame_timed [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_1_fame [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_2 (bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_2_money [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_2_money_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_2_fame_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_2_fame [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_2 (bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_2_money [Kill $qt1$ $r1$ and $qt2$ $r2$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_2_money_timed [Kill $qt1$ $r1$ and $qt2$ $r2$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_kill_species_intro_2_fame_timed [Kill $qt1$ $r1$ and $qt2$ $r2$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_kill_species_intro_2_fame [Kill $qt1$ $r1$ and $qt2$ $r2$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 15A1FEE6FB210277 TEMPLATE_TASK_KILL_SPECIES_INTRO_2 (bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_2_money [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_2_money_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_2_fame_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_2_fame [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_3 (bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_3_money [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_3_money_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_3_fame_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_3_fame [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_3 (bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_3_money [Kill $qt1$ $r1$, $qt2$ $r2$ and $qt3$ $r3$ and I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_3_money_timed [Kill $qt1$ $r1$, $qt2$ $r2$ and $qt3$ $r3$ and I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_kill_species_intro_3_fame_timed [Kill $qt1$ $r1$, $qt2$ $r2$ and $qt3$ $r3$ and $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_kill_species_intro_3_fame [Kill $qt1$ $r1$, $qt2$ $r2$ and $qt3$ $r3$ and $f.mda$ $f.member$ will be grateful to you] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 4891B56233B5852C TEMPLATE_TASK_KILL_SPECIES_INTRO_3 (bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_3_money [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_3_money_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_3_fame_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_3_fame [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants] } // HASH_VALUE B73FE99A91834BFE TEMPLATE_TASK_LOOT_GIVE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_loot_give_0_title_1 [Collect some animal raw materials] (random = 2) template_task_loot_give_0_title_2 [Head off on the hunt to gather some raw materials] (random = 3) template_task_loot_give_0_title_3 [Provide $giver$ with some animal raw materials] (random = 4) template_task_loot_give_0_title_4 [Special order for animal raw materials] (random = 5) template_task_loot_give_0_title_5 [An order for animal raw materials] (random = 6) template_task_loot_give_0_title_6 [Forage some animal raw materials] (random = 7) template_task_loot_give_0_title_7 [$giver$ needs some animal raw materials] (random = 8) template_task_loot_give_0_title_8 [$giver$ is looking for someone to supply animal raw materials] (random = 9) template_task_loot_give_0_title_9 [$giver$ needs a hunter to replenish the stock of raw materials] template_task_loot_give_0_title_10 [$giver$ wants to build up the stock of animal raw materials] } // HASH_VALUE 06CCAA0F55E593D4 TEMPLATE_TASK_LOOT_GIVE_10_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_loot_give_10_title_1 [Collect some kitin raw materials for the Karavan] (random = 2) template_task_loot_give_10_title_2 [Head off on the hunt and collect some kitin morsels for the Karavan] (random = 3) template_task_loot_give_10_title_3 [Supply the Karavan with some kitin raw materials] (random = 4) template_task_loot_give_10_title_4 [Special order for kitin morsels for the Karavan] (random = 5) template_task_loot_give_10_title_5 [An order for kitin raw materials for the Karavan] (random = 6) template_task_loot_give_10_title_6 [Collect up some kitin raw materials for the Karavan] (random = 7) template_task_loot_give_10_title_7 [The Karavan need some kitin morsels] (random = 8) template_task_loot_give_10_title_8 [The Karavan are looking for someone to supply kitin raw materials] (random = 9) template_task_loot_give_10_title_9 [The Karavan need a hunter to replenish the stock of kitin morsels] template_task_loot_give_10_title_10 [The Karavan want to build up the stock of kitin raw materials] } // HASH_VALUE 3AB322873B2B8B3E TEMPLATE_TASK_LOOT_GIVE_11_TITLE (bot giver, int random, faction f) { //ambassador / bone, welcomer / bone, scout / bone (random = 1) template_task_loot_give_11_title_1 [Collect some bones] (random = 2) template_task_loot_give_11_title_2 [Head off on the hunt and collect some bones] (random = 3) template_task_loot_give_11_title_3 [Supply $giver$ with some bones] (random = 4) template_task_loot_give_11_title_4 [Special order for bones] (random = 5) template_task_loot_give_11_title_5 [An order for bones] (random = 6) template_task_loot_give_11_title_6 [Collect up some bones] (random = 7) template_task_loot_give_11_title_7 [$giver$ needs bones] (random = 8) template_task_loot_give_11_title_8 [$giver$ is looking for a supplier of bones] (random = 9) template_task_loot_give_11_title_9 [$giver$ needs a hunter to replenish the stock of bones] template_task_loot_give_11_title_10 [$giver$ wants to build up the stock of bones] } // HASH_VALUE F93A3A1D78CF678F TEMPLATE_TASK_LOOT_GIVE_12_TITLE (bot giver, int random, faction f) { //hunter / bone (random = 1) template_task_loot_give_12_title_1 [Help $giver$ to collect some bones] (random = 2) template_task_loot_give_12_title_2 [Head off on the hunt to help $giver$ gather some bones] (random = 3) template_task_loot_give_12_title_3 [Lend a hand to $giver$ in collecting up some bones] (random = 4) template_task_loot_give_12_title_4 [Help $giver$ complete a special order for bones] (random = 5) template_task_loot_give_12_title_5 [$giver$ is asking for a hand in gathering some bones] (random = 6) template_task_loot_give_12_title_6 [Help $giver$ forage for some bones] (random = 7) template_task_loot_give_12_title_7 [$giver$ needs some help to collect some bones] (random = 8) template_task_loot_give_12_title_8 [$giver$ needs a hand in gathering up some bones] (random = 9) template_task_loot_give_12_title_9 [$giver$ is asking for help in collecting up some bones] template_task_loot_give_12_title_10 [$giver$ needs some help to build up the stock of bones] } // HASH_VALUE F329CB95CF43F777 TEMPLATE_TASK_LOOT_GIVE_13_TITLE (bot giver, int random, faction f) { //tribe / bone (random = 1) template_task_loot_give_13_title_1 [Collect some bones for $f.mda$ $f.member$] (random = 2) template_task_loot_give_13_title_2 [Head off on the hunt and collect some bones for $f.mda$ $f.member$] (random = 3) template_task_loot_give_13_title_3 [Supply $f.member$ with some bones] (random = 4) template_task_loot_give_13_title_4 [Special order for bones for $f.mda$ $f.member$] (random = 5) template_task_loot_give_13_title_5 [An order for bones for $f.mda$ $f.member$] (random = 6) template_task_loot_give_13_title_6 [Collect up some bones for $f.mda$ $f.member$] (random = 7) template_task_loot_give_13_title_7 [$f.mda$ $f.member$ need bones] (random = 8) template_task_loot_give_13_title_8 [$f.mda$ $f.member$ are looking for a supplier of bones] (random = 9) template_task_loot_give_13_title_9 [$f.mda$ $f.member$ need a hunter to replenish their stock of bones] template_task_loot_give_13_title_10 [$f.mda$ $f.member$ want to build up their stock of bones] } // HASH_VALUE AB21EF1C8A6DF646 TEMPLATE_TASK_LOOT_GIVE_18_TITLE (bot giver, int random, faction f) { //tribe / blood (random = 1) template_task_loot_give_18_title_1 [Collect some blood for $f.mda$ $f.member$] (random = 2) template_task_loot_give_18_title_2 [Head off on the hunt and collect some blood for $f.mda$ $f.member$] (random = 3) template_task_loot_give_18_title_3 [Supply $f.member$ with some blood] (random = 4) template_task_loot_give_18_title_4 [Special order for blood for $f.mda$ $f.member$] (random = 5) template_task_loot_give_18_title_5 [An order for blood for $f.mda$ $f.member$] (random = 6) template_task_loot_give_18_title_6 [Collect up some blood for $f.mda$ $f.member$] (random = 7) template_task_loot_give_18_title_7 [$f.mda$ $f.member$ need some blood] (random = 8) template_task_loot_give_18_title_8 [$f.mda$ $f.member$ are looking for a supplier of blood] (random = 9) template_task_loot_give_18_title_9 [$f.mda$ $f.member$ need a hunter to replenish their stock of blood] template_task_loot_give_18_title_10 [$f.mda$ $f.member$ want to build up their stock of blood] } // HASH_VALUE EB6316601EF62798 TEMPLATE_TASK_LOOT_GIVE_1_TITLE (bot giver, int random, faction f) { //ambassador / meat, welcomer / meat, scout / meat (random = 1) template_task_loot_give_1_title_1 [Collect some meat] (random = 2) template_task_loot_give_1_title_2 [Head off on the hunt to gather some meat] (random = 3) template_task_loot_give_1_title_3 [Supply $giver$ with some meat] (random = 4) template_task_loot_give_1_title_4 [Special order for meat] (random = 5) template_task_loot_give_1_title_5 [An order for meat] (random = 6) template_task_loot_give_1_title_6 [Fetch some meat] (random = 7) template_task_loot_give_1_title_7 [$giver$ needs some meat] (random = 8) template_task_loot_give_1_title_8 [$giver$ is looking for someone to supply meat] (random = 9) template_task_loot_give_1_title_9 [$giver$ needs a hunter to replenish the meat stocks] template_task_loot_give_1_title_10 [$giver$ wants to build up the meat stocks] } // HASH_VALUE DC824ABEB4300ED5 TEMPLATE_TASK_LOOT_GIVE_20_TITLE (bot giver, int random, faction f) { //Karavan / blood (random = 1) template_task_loot_give_20_title_1 [Collect some blood for the Karavan] (random = 2) template_task_loot_give_20_title_2 [Head off on the hunt and collect some blood for the Karavan] (random = 3) template_task_loot_give_20_title_3 [Supply the Karavan with some blood] (random = 4) template_task_loot_give_20_title_4 [Special order for blood for the Karavan] (random = 5) template_task_loot_give_20_title_5 [An order for blood for the Karavan] (random = 6) template_task_loot_give_20_title_6 [Collect up some blood for the Karavan] (random = 7) template_task_loot_give_20_title_7 [The Karavan need blood] (random = 8) template_task_loot_give_20_title_8 [The Karavan are looking for someone to supply blood] (random = 9) template_task_loot_give_20_title_9 [The Karavan need a hunter to replenish their stock of blood] template_task_loot_give_20_title_10 [The Karavan want to build up their stock of blood] } // HASH_VALUE 84F08CF6722BC633 TEMPLATE_TASK_LOOT_GIVE_21_TITLE (bot giver, int random, faction f) { //ambassador / fur, welcomer / fur, scout / fur (random = 1) template_task_loot_give_21_title_1 [Collect some fur] (random = 2) template_task_loot_give_21_title_2 [Head off on the hunt and collect some fur] (random = 3) template_task_loot_give_21_title_3 [Supply $giver$ with some fur] (random = 4) template_task_loot_give_21_title_4 [Special order for fur] (random = 5) template_task_loot_give_21_title_5 [An order for fur] (random = 6) template_task_loot_give_21_title_6 [Collect up some fur] (random = 7) template_task_loot_give_21_title_7 [$giver$ needs fur] (random = 8) template_task_loot_give_21_title_8 [$giver$ is looking for someone to supply fur] (random = 9) template_task_loot_give_21_title_9 [$giver$ needs a hunter to replenish the stock of fur] template_task_loot_give_21_title_10 [$giver$ wants to build up the stock of fur] } // HASH_VALUE 7BFCEFFF5489C2EF TEMPLATE_TASK_LOOT_GIVE_22_TITLE (bot giver, int random, faction f) { //hunter / fur (random = 1) template_task_loot_give_22_title_1 [Help $giver$ to collect some fur] (random = 2) template_task_loot_give_22_title_2 [Head off on the hunt to help $giver$ collect some fur] (random = 3) template_task_loot_give_22_title_3 [Lend a hand to $giver$ in collecting up some fur] (random = 4) template_task_loot_give_22_title_4 [Help $giver$ to complete a special order for fur] (random = 5) template_task_loot_give_22_title_5 [$giver$ is asking for a hand in gathering some fur] (random = 6) template_task_loot_give_22_title_6 [Help $giver$ to gather some fur] (random = 7) template_task_loot_give_22_title_7 [$giver$ needs some help in gathering some fur] (random = 8) template_task_loot_give_22_title_8 [$giver$ needs a hand to gather some fur] (random = 9) template_task_loot_give_22_title_9 [$giver$ is asking for help to gather some fur] template_task_loot_give_22_title_10 [$giver$ needs some help to build up the stock of fur] } // HASH_VALUE BD6F62FD68BBDE6A TEMPLATE_TASK_LOOT_GIVE_23_TITLE (bot giver, int random, faction f) { //tribe / fur (random = 1) template_task_loot_give_23_title_1 [Collect some fur for $f.mda$ $f.member$] (random = 2) template_task_loot_give_23_title_2 [Head off on the hunt and collect some fur for $f.mda$ $f.member$] (random = 3) template_task_loot_give_23_title_3 [Supply $f.member$ with some fur] (random = 4) template_task_loot_give_23_title_4 [Special order for fur for $f.mda$ $f.member$] (random = 5) template_task_loot_give_23_title_5 [An order for fur for $f.mda$ $f.member$] (random = 6) template_task_loot_give_23_title_6 [Collect up some fur for $f.mda$ $f.member$] (random = 7) template_task_loot_give_23_title_7 [$f.mda$ $f.member$ need fur] (random = 8) template_task_loot_give_23_title_8 [$f.mda$ $f.member$ are looking for a supplier of fur] (random = 9) template_task_loot_give_23_title_9 [$f.mda$ $f.member$ need a hunter to replenish their stock of fur] template_task_loot_give_23_title_10 [$f.mda$ $f.member$ want to build up the stock of fur] } // HASH_VALUE 1DCFE5B8D1EF27C9 TEMPLATE_TASK_LOOT_GIVE_27_TITLE (bot giver, int random, faction f) { //hunter / plant (random = 1) template_task_loot_give_27_title_1 [Help $giver$ to collect some pieces of intelligent plants] (random = 2) template_task_loot_give_27_title_2 [Head off on the hunt to help $giver$ to collect some pieces of intelligent plants] (random = 3) template_task_loot_give_27_title_3 [Lend a hand to $giver$ in collecting up some pieces of intelligent plants] (random = 4) template_task_loot_give_27_title_4 [Help $giver$ to complete a special order for pieces of intelligent plants] (random = 5) template_task_loot_give_27_title_5 [$giver$ is asking for a hand in gathering some pieces of intelligent plants] (random = 6) template_task_loot_give_27_title_6 [Help $giver$ collect some pieces of intelligent plants] (random = 7) template_task_loot_give_27_title_7 [$giver$ needs some help to gather some pieces of intelligent plants] (random = 8) template_task_loot_give_27_title_8 [$giver$ needs a hand to gather some pieces of intelligent plants] (random = 9) template_task_loot_give_27_title_9 [$giver$ is asking for help to gather some pieces of intelligent plants] template_task_loot_give_27_title_10 [$giver$ needs some help to rebuild the stock of pieces of intelligent plants] } // HASH_VALUE 1DAC94228793A756 TEMPLATE_TASK_LOOT_GIVE_28_TITLE (bot giver, int random, faction f) { //tribe / plant (random = 1) template_task_loot_give_28_title_1 [Collect some pieces of intelligent plants for $f.mda$ $f.member$] (random = 2) template_task_loot_give_28_title_2 [Head off on the hunt and collect some pieces of intelligent plants for $f.mda$ $f.member$] (random = 3) template_task_loot_give_28_title_3 [Supply $f.member$ with some pieces of intelligent plants] (random = 4) template_task_loot_give_28_title_4 [Special order for pieces of intelligent plants for $f.mda$ $f.member$] (random = 5) template_task_loot_give_28_title_5 [An order for pieces of intelligent plants for $f.mda$ $f.member$] (random = 6) template_task_loot_give_28_title_6 [Collect up some pieces of intelligent plants for $f.mda$ $f.member$] (random = 7) template_task_loot_give_28_title_7 [$f.mda$ $f.member$ need some pieces of intelligent plants] (random = 8) template_task_loot_give_28_title_8 [$f.mda$ $f.member$ are looking for a supplier of pieces of intelligent plants] (random = 9) template_task_loot_give_28_title_9 [$f.mda$ $f.member$ need a hunter to replenish their stock of pieces of intelligent plants] template_task_loot_give_28_title_10 [$f.mda$ $f.member$ want to rebuild their stock of pieces of intelligent plants] } // HASH_VALUE 5F63CE3345DAB393 TEMPLATE_TASK_LOOT_GIVE_2_TITLE (bot giver, int random, faction f) { //hunter / meat (random = 1) template_task_loot_give_2_title_1 [Help $giver$ to collect some meat] (random = 2) template_task_loot_give_2_title_2 [Head off on the hunt to help $giver$ gather some meat] (random = 3) template_task_loot_give_2_title_3 [Lend a hand to $giver$ in fetching some meat] (random = 4) template_task_loot_give_2_title_4 [Help $giver$ to complete a special order for meat] (random = 5) template_task_loot_give_2_title_5 [$giver$ is asking for a hand in gathering some meat] (random = 6) template_task_loot_give_2_title_6 [Help $giver$ gather up some meat] (random = 7) template_task_loot_give_2_title_7 [$giver$ needs some help in collecting some meat] (random = 8) template_task_loot_give_2_title_8 [$giver$ needs a hand to gather some meat] (random = 9) template_task_loot_give_2_title_9 [$giver$ is asking for help to gather some meat] template_task_loot_give_2_title_10 [$giver$ needs some help to rebuild the meat stocks] } // HASH_VALUE C43CB87B56722C70 TEMPLATE_TASK_LOOT_GIVE_31_TITLE (bot giver, int random, faction f) { //double fame hunter / meat (random = 1) template_task_loot_give_31_title_1 [Help collect some meat for $giver$'s $f$ friends] (random = 2) template_task_loot_give_31_title_2 [Head off on the hunt to help collect some meat for $giver$'s $f$ friends] (random = 3) template_task_loot_give_31_title_3 [Lend a hand to collect up some meat for $giver$'s $f$ friends] (random = 4) template_task_loot_give_31_title_4 [Help to complete a special order for meat for $giver$'s $f$ friends] (random = 5) template_task_loot_give_31_title_5 [$giver$ is asking for a hand in gathering some meat for some $f$ friends] (random = 6) template_task_loot_give_31_title_6 [Help gather some meat for $giver$'s $f$ friends] (random = 7) template_task_loot_give_31_title_7 [$giver$ needs some help to gather some meat for some $f$ friends] (random = 8) template_task_loot_give_31_title_8 [$giver$ needs a hand to collect up some meat for some $f$ friends] (random = 9) template_task_loot_give_31_title_9 [$giver$ is asking for help to gather some meat for some $f$ friends] template_task_loot_give_31_title_10 [$giver$'s $f$ friends need help to rebuild their stock of meat] } // HASH_VALUE A2FF7F5445EC3656 TEMPLATE_TASK_LOOT_GIVE_32_TITLE (bot giver, int random, faction f) { //double fame hunter / kitin (random = 1) template_task_loot_give_32_title_1 [Help $giver$'s $f$ friends to collect some kitin morsels] (random = 2) template_task_loot_give_32_title_2 [Head off on the hunt to help $giver$'s $f$ friends to collect some kitin morsels] (random = 3) template_task_loot_give_32_title_3 [Lend a hand to $giver$'s $f$ friends in collecting up some kitin morsels] (random = 4) template_task_loot_give_32_title_4 [Help complete a special order for kitin raw materials for $giver$'s $f$ friends] (random = 5) template_task_loot_give_32_title_5 [$giver$'s $f$ friends are looking for a hand in gathering some kitin raw materials] (random = 6) template_task_loot_give_32_title_6 [Help collect some kitin raw materials for $giver$'s $f$ friends] (random = 7) template_task_loot_give_32_title_7 [$giver$ needs some help to gather some kitin raw materials for some $f$ friends] (random = 8) template_task_loot_give_32_title_8 [$giver$ needs a hand to gather some kitin morsels for some $f$ friends] (random = 9) template_task_loot_give_32_title_9 [$giver$ is asking for some help to gather some kitin raw materials for some $f$ friends] template_task_loot_give_32_title_10 [$giver$'s $f$ friends need some help to rebuild their stock of kitin morsels] } // HASH_VALUE 18382BFE40099A3D TEMPLATE_TASK_LOOT_GIVE_33_TITLE (bot giver, int random, faction f) { //double fame hunter / bone (random = 1) template_task_loot_give_33_title_1 [Help to collect some bones for $giver$'s $f$ friends] (random = 2) template_task_loot_give_33_title_2 [Head off on the hunt to help collect some bones for $giver$'s $f$ friends] (random = 3) template_task_loot_give_33_title_3 [Lend a hand to $giver$'s $f$ friends in collecting up some bones] (random = 4) template_task_loot_give_33_title_4 [Help complete a special order for bones for $giver$'s $f$ friends] (random = 5) template_task_loot_give_33_title_5 [$giver$ is asking for a hand in gathering some bones for some $f$ friends] (random = 6) template_task_loot_give_33_title_6 [Help gather up some bones for $giver$'s $f$ friends] (random = 7) template_task_loot_give_33_title_7 [$giver$ needs some help to gather some bones for some $f$ friends] (random = 8) template_task_loot_give_33_title_8 [$giver$ needs a hand to gather some bones for some $f$ friends] (random = 9) template_task_loot_give_33_title_9 [$giver$ is asking for help in collecting up some bones for some $f$ friends] template_task_loot_give_33_title_10 [$giver$'s $f$ friends need help to rebuild their stock of bones] } // HASH_VALUE 7A9A302C43A3DFF8 TEMPLATE_TASK_LOOT_GIVE_34_TITLE (bot giver, int random, faction f) { //double fame hunter / blood (random = 1) template_task_loot_give_34_title_1 [Help collect some blood for $giver$'s $f$ friends] (random = 2) template_task_loot_give_34_title_2 [Head off on the hunt to help collect some blood for $giver$'s $f$ friends] (random = 3) template_task_loot_give_34_title_3 [Lend a hand to collect up some blood for $giver$'s $f$ friends] (random = 4) template_task_loot_give_34_title_4 [Help complete a special order for blood for $giver$'s $f$ friends] (random = 5) template_task_loot_give_34_title_5 [$giver$ is asking for a hand in gathering some blood for some $f$ friends] (random = 6) template_task_loot_give_34_title_6 [Help collect up some blood for $giver$'s $f$ friends] (random = 7) template_task_loot_give_34_title_7 [$giver$ needs some help to gather some blood for some $f$ friends] (random = 8) template_task_loot_give_34_title_8 [$giver$ needs a hand to gather some blood for some $f$ friends] (random = 9) template_task_loot_give_34_title_9 [$giver$ is asking for help to gather some blood for some $f$ friends] template_task_loot_give_34_title_10 [$giver$'s $f$ friends need help to rebuild their stock of blood] } // HASH_VALUE 0FDCE9090702D59A TEMPLATE_TASK_LOOT_GIVE_35_TITLE (bot giver, int random, faction f) { //double fame hunter / fur (random = 1) template_task_loot_give_35_title_1 [Help collect some fur for $giver$'s $f$ friends] (random = 2) template_task_loot_give_35_title_2 [Head off on the hunt to help to collect some fur for $giver$'s $f$ friends] (random = 3) template_task_loot_give_35_title_3 [Lend a hand in collecting up some fur for $giver$'s $f$ friends] (random = 4) template_task_loot_give_35_title_4 [Help complete a special order for fur for $giver$'s $f$ friends] (random = 5) template_task_loot_give_35_title_5 [$giver$ is asking for a hand in gathering some fur for some $f$ friends] (random = 6) template_task_loot_give_35_title_6 [Help $giver$ to collect up some fur for some $f$ friends] (random = 7) template_task_loot_give_35_title_7 [$giver$ needs some help to gather some fur for some $f$ friends] (random = 8) template_task_loot_give_35_title_8 [$giver$ needs a hand to gather some fur for some $f$ friends] (random = 9) template_task_loot_give_35_title_9 [$giver$ is asking for help in collecting up some fur for some $f$ friends] template_task_loot_give_35_title_10 [$giver$'s $f$ friends need help to rebuild their stock of fur] } // HASH_VALUE 21B9D72B95F0C7C2 TEMPLATE_TASK_LOOT_GIVE_3_TITLE (bot giver, int random, faction f) { //tribe / meat (random = 1) template_task_loot_give_3_title_1 [Collect some meat for $f.mda$ $f.member$] (random = 2) template_task_loot_give_3_title_2 [Head off on the hunt and gather some meat for $f.mda$ $f.member$] (random = 3) template_task_loot_give_3_title_3 [Supply $f.member$ with some meat] (random = 4) template_task_loot_give_3_title_4 [Special order for meat for $f.mda$ $f.member$] (random = 5) template_task_loot_give_3_title_5 [An order for meat for $f.mda$ $f.member$] (random = 6) template_task_loot_give_3_title_6 [Collect up some meat for $f.mda$ $f.member$] (random = 7) template_task_loot_give_3_title_7 [$f.mda$ $f.member$ need some meat] (random = 8) template_task_loot_give_3_title_8 [$f.mda$ $f.member$ are looking for someone to provide meat] (random = 9) template_task_loot_give_3_title_9 [$f.mda$ $f.member$ need a hunter to replenish the meat stocks] template_task_loot_give_3_title_10 [$f.mda$ $f.member$ want someone to build up the meat stocks] } // HASH_VALUE B4F2017FA2EE60E5 TEMPLATE_TASK_LOOT_GIVE_6_TITLE (bot giver, int random, faction f) { //ambassador / kitin, welcomer / kitin, scout / kitin (random = 1) template_task_loot_give_6_title_1 [Collect some kitin raw materials] (random = 2) template_task_loot_give_6_title_2 [Head off on the hunt and collect some kitin morsels] (random = 3) template_task_loot_give_6_title_3 [Supply $giver$ with some kitin raw materials] (random = 4) template_task_loot_give_6_title_4 [Special order for kitin morsels] (random = 5) template_task_loot_give_6_title_5 [An order for kitin raw materials] (random = 6) template_task_loot_give_6_title_6 [Collect up some kitin raw materials] (random = 7) template_task_loot_give_6_title_7 [$giver$ needs some kitin morsels] (random = 8) template_task_loot_give_6_title_8 [$giver$ is looking for someone to supply kitin raw materials] (random = 9) template_task_loot_give_6_title_9 [$giver$ needs a hunter to replenish the stock of kitin morsels] template_task_loot_give_6_title_10 [$giver$ wants to build up the stock of kitin raw materials] } // HASH_VALUE 3B1E99FA886216FC TEMPLATE_TASK_LOOT_GIVE_8_TITLE (bot giver, int random, faction f) { //tribe / kitin (random = 1) template_task_loot_give_8_title_1 [Collect some kitin raw materials for $f.mda$ $f.member$] (random = 2) template_task_loot_give_8_title_2 [Head off on the hunt and collect some kitin morsels for $f.mda$ $f.member$] (random = 3) template_task_loot_give_8_title_3 [Supply $f.member$ with some kitin raw materials] (random = 4) template_task_loot_give_8_title_4 [Special order for kitin morsels for $f.mda$ $f.member$] (random = 5) template_task_loot_give_8_title_5 [An order for kitin raw materials for $f.mda$ $f.member$] (random = 6) template_task_loot_give_8_title_6 [Collect up some kitin raw materials for $f.mda$ $f.member$] (random = 7) template_task_loot_give_8_title_7 [$f.mda$ $f.member$ need some kitin morsels] (random = 8) template_task_loot_give_8_title_8 [$f.mda$ $f.member$ are looking for a supplier of kitin raw materials] (random = 9) template_task_loot_give_8_title_9 [$f.mda$ $f.member$ need a hunter to replenish their stock of kitin morsels] template_task_loot_give_8_title_10 [$f.mda$ $f.member$ want to build up their stock of kitin raw materials] } // HASH_VALUE C081A506500A546F TEMPLATE_TASK_LOOT_GIVE_9_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_loot_give_9_title_1 [Collect some kitin raw materials for the Kami] (random = 2) template_task_loot_give_9_title_2 [Head off on the hunt and collect some kitin morsels for the Kami] (random = 3) template_task_loot_give_9_title_3 [Supply the Kami with some kitin raw materials] (random = 4) template_task_loot_give_9_title_4 [Special order for kitin morsels for the Kami] (random = 5) template_task_loot_give_9_title_5 [An order for kitin raw materials for the Kami] (random = 6) template_task_loot_give_9_title_6 [Collect up some kitin raw materials for the Kami] (random = 7) template_task_loot_give_9_title_7 [The Kami need some kitin morsels] (random = 8) template_task_loot_give_9_title_8 [The Kami are looking for a supplier of kitin raw materials] (random = 9) template_task_loot_give_9_title_9 [The Kami need a hunter to provide them with some kitin morsels] template_task_loot_give_9_title_10 [The Kami are asking for some kitin raw materials] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_1_money [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_1_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_1_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_1_fame [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_1_money [I need $qt1$ $i1$ of quality $ql1$. If you bring some back for me, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_1_money_timed [I need $qt1$ $i1$ of quality $ql1$. If you bring some back for me, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_loot_give_intro_1_fame_timed [I need $qt1$ $i1$ of quality $ql1$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_loot_give_intro_1_fame [I need $qt1$ $i1$ of quality $ql1$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 2960EC60124B5D27 TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_1_money [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_1_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_1_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_1_fame [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_2_money [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_2_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_2_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_2_fame [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_2_money [I need $qt1$ $i1$ of quality $ql1$ and $qt2$ $i2$ of quality $ql2$. If you bring some back for me, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_2_money_timed [I need $qt1$ $i1$ of quality $ql1$ and $qt2$ $i2$ of quality $ql2$. If you bring some back for me, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_loot_give_intro_2_fame_timed [I need $qt1$ $i1$ of quality $ql1$ and $qt2$ $i2$ of quality $ql2$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_loot_give_intro_2_fame [I need $qt1$ $i1$ of quality $ql1$ and $qt2$ $i2$ of quality $ql2$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE AB20A0E24DDDDDC8 TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_2_money [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_2_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_2_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_2_fame [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_3_money [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_3_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_3_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_3_fame [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_3_money [I need $qt1$ $i1$ of quality $ql1$, $qt2$ $i2$ of quality $ql2$ and $qt3$ $i3$ of quality $ql3$. If you bring some back for me, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_3_money_timed [I need $qt1$ $i1$ of quality $ql1$, $qt2$ $i2$ of quality $ql2$ and $qt3$ $i3$ of quality $ql3$. If you bring some back for me, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_loot_give_intro_3_fame_timed [I need $qt1$ $i1$ of quality $ql1$, $qt2$ $i2$ of quality $ql2$ and $qt3$ $i3$ of quality $ql3$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_loot_give_intro_3_fame [I need $qt1$ $i1$ of quality $ql1$, $qt2$ $i2$ of quality $ql2$ and $qt3$ $i3$ of quality $ql3$. If you bring some back for me, $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE C2DBEEDEB8034831 TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_3_money [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_3_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_3_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_3_fame [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE E043557B5B561DC0 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_1 (item i1) { template_task_supply_buy_item_botchat_1 [For a good price I'll buy $i1.pda$ $i1$] } //-------------------------------------- Intro texts-------------------------------------------------- // HASH_VALUE F32C7C7F766BA3DB TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_10 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) { template_task_supply_buy_item_botchat_10 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n - $i10$\n ] } // HASH_VALUE 1D5DC409AD239291 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_2 (item i1, item i2) { template_task_supply_buy_item_botchat_2 [For a good price I'll buy :\n - $i1$\n - $i2$\n ] } // HASH_VALUE EA53FE572BA395C4 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_3 (item i1, item i2, item i3) { template_task_supply_buy_item_botchat_3 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n ] } // HASH_VALUE BF3A3955EFC664F3 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_4 (item i1, item i2, item i3, item i4) { template_task_supply_buy_item_botchat_4 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n ] } // HASH_VALUE 633E376B831A2052 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_5 (item i1, item i2, item i3, item i4, item i5) { template_task_supply_buy_item_botchat_5 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n ] } // HASH_VALUE B64E8CADCF1B9CE0 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_6 (item i1, item i2, item i3, item i4, item i5, item i6) { template_task_supply_buy_item_botchat_6 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n ] } // HASH_VALUE 358E93E1DC21D632 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_7 (item i1, item i2, item i3, item i4, item i5, item i6, item i7) { template_task_supply_buy_item_botchat_7 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n ] } // HASH_VALUE F8B16611F1182134 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_8 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) { template_task_supply_buy_item_botchat_8 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n ] } // HASH_VALUE 8C052671D66C2F46 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_9 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) { template_task_supply_buy_item_botchat_9 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n ] } /************************************************************************************************************************** TEMPLATE_TASK_SUPPLY_BUY_ITEM **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- // HASH_VALUE 40BA0589F9F06418 TEMPLATE_TASK_SUPPLY_BUY_ITEM_TITLE (bot giver) { //any template_task_supply_buy_item_title [What do you want to buy?] } // HASH_VALUE 356AE1A2C499689C TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_1 (item i1) { template_task_supply_sell_item_botchat_1 [I sell imported $i1.pia$ $i1$.] } //-------------------------------------- Intro texts-------------------------------------------------- // HASH_VALUE 96A088D2697CF105 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_10 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) { template_task_supply_sell_item_botchat_10 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n - $i10$\n ] } // HASH_VALUE 4FDE6E7E2A788841 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_2 (item i1, item i2) { template_task_supply_sell_item_botchat_2 [I sell these imported objects :\n - $i1$\n - $i2$\n ] } // HASH_VALUE ADC263608A4CDA8C TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_3 (item i1, item i2, item i3) { template_task_supply_sell_item_botchat_3 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n ] } // HASH_VALUE 7F96F1E8D798090D TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_4 (item i1, item i2, item i3, item i4) { template_task_supply_sell_item_botchat_4 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n ] } // HASH_VALUE 1DF60E150B5D0E4C TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_5 (item i1, item i2, item i3, item i4, item i5) { template_task_supply_sell_item_botchat_5 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n ] } // HASH_VALUE 575BC2E91E740ACA TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_6 (item i1, item i2, item i3, item i4, item i5, item i6) { template_task_supply_sell_item_botchat_6 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n ] } // HASH_VALUE F62F14347C6803B5 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_7 (item i1, item i2, item i3, item i4, item i5, item i6, item i7) { template_task_supply_sell_item_botchat_7 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n ] } // HASH_VALUE 847B43B54E4CB53A TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_8 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) { template_task_supply_sell_item_botchat_8 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n ] } // HASH_VALUE F84048F4EC3CC668 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_9 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) { template_task_supply_sell_item_botchat_9 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n ] } /************************************************************************************************************************** TEMPLATE_TASK_SUPPLY_SELL_ITEM **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- // HASH_VALUE 41C36F2237EED728 TEMPLATE_TASK_SUPPLY_SELL_ITEM_TITLE (bot giver) { //any template_task_supply_sell_item_title [What do you sell ?] } // HASH_VALUE 8DCA4E38ED991F75 TEMPLATE_TASK_TARGET_SPECIES_0_TITLE (bot giver, place region, int random, faction f) { //default text (random = 1) template_task_target_species_0_title_1 [Locate the animal population of $region$] (random = 2) template_task_target_species_0_title_2 [Make an inventory of the animal population of $region$] (random = 3) template_task_target_species_0_title_3 [Study the animal population of $region$] (random = 4) template_task_target_species_0_title_4 [Track down the animals of $region$] (random = 5) template_task_target_species_0_title_5 [Trail the animals of $region$] (random = 6) template_task_target_species_0_title_6 [$giver$ needs someone to locate the animal population of $region$] (random = 7) template_task_target_species_0_title_7 [$giver$ needs someone to make an inventory of the animal population of $region$] (random = 8) template_task_target_species_0_title_8 [$giver$ needs someone to study the animal population of $region$] (random = 9) template_task_target_species_0_title_9 [$giver$ needs someone to track down the animals of $region$] template_task_target_species_0_title_10 [$giver$ needs someone to trail the animals of $region$] } // HASH_VALUE 5377AEF92650F21E TEMPLATE_TASK_TARGET_SPECIES_1_TITLE (bot giver, place region, int random, faction f) { //captain / carnivore, patrolman / carnivore, hunter / carnivore, scout / carnivore (random = 1) template_task_target_species_1_title_1 [Locate the predators of $region$] (random = 2) template_task_target_species_1_title_2 [Make an inventory of the predators of $region$] (random = 3) template_task_target_species_1_title_3 [Study the predators of $region$] (random = 4) template_task_target_species_1_title_4 [Track down the predators of $region$] (random = 5) template_task_target_species_1_title_5 [Trail the predators of $region$] (random = 6) template_task_target_species_1_title_6 [$giver$ needs someone to locate the predators of $region$] (random = 7) template_task_target_species_1_title_7 [$giver$ needs someone to make an inventory of the predators of $region$] (random = 8) template_task_target_species_1_title_8 [$giver$ needs someone to study the predators of $region$] (random = 9) template_task_target_species_1_title_9 [$giver$ needs someone to track down the predators of $region$] template_task_target_species_1_title_10 [$giver$ needs someone to trail the predators of $region$] } // HASH_VALUE F679599164EDE890 TEMPLATE_TASK_TARGET_SPECIES_2_TITLE (bot giver, place region, int random, faction f) { //captain / herbivore, patrolman / herbivore, hunter / herbivore, scout / herbivore (random = 1) template_task_target_species_2_title_1 [Locate the herbivores of $region$] (random = 2) template_task_target_species_2_title_2 [Make an inventory of the herbivores of $region$] (random = 3) template_task_target_species_2_title_3 [Study the herbivores of $region$] (random = 4) template_task_target_species_2_title_4 [Track down the herbivores of $region$] (random = 5) template_task_target_species_2_title_5 [Trail the herbivores of $region$] (random = 6) template_task_target_species_2_title_6 [$giver$ needs someone to locate the herbivores of $region$] (random = 7) template_task_target_species_2_title_7 [$giver$ needs someone to make an inventory of the herbivores of $region$] (random = 8) template_task_target_species_2_title_8 [$giver$ needs someone to study the herbivores of $region$] (random = 9) template_task_target_species_2_title_9 [$giver$ needs someone to track down the herbivores of $region$] template_task_target_species_2_title_10 [$giver$ needs someone to trail the herbivores of $region$] } // HASH_VALUE 2BED1EB86C36BABE TEMPLATE_TASK_TARGET_SPECIES_3_TITLE (bot giver, place region, int random, faction f) { //captain / kitin, patrolman / kitin, hunter / kitin, scout / kitin (random = 1) template_task_target_species_3_title_1 [Locate the kitins of $region$] (random = 2) template_task_target_species_3_title_2 [Make an inventory of the kitins of $region$] (random = 3) template_task_target_species_3_title_3 [Study the kitins of $region$] (random = 4) template_task_target_species_3_title_4 [Track down the kitins of $region$] (random = 5) template_task_target_species_3_title_5 [Trail the kitins of $region$] (random = 6) template_task_target_species_3_title_6 [$giver$ needs someone to locate the kitins of $region$] (random = 7) template_task_target_species_3_title_7 [$giver$ needs someone to make an inventory of the kitins of $region$] (random = 8) template_task_target_species_3_title_8 [$giver$ needs someone to study the kitins of $region$] (random = 9) template_task_target_species_3_title_9 [$giver$ needs someone to track down the kitins of $region$] template_task_target_species_3_title_10 [$giver$ needs someone to trail the kitins of $region$] } // HASH_VALUE C4624FCB1ABA09C7 TEMPLATE_TASK_TARGET_SPECIES_4_TITLE (bot giver, place region, int random, faction f) { //captain / goo, patrolman / goo, hunter / goo, scout / goo (random = 1) template_task_target_species_4_title_1 [Locate the animal population infected by the goo in $region$] (random = 2) template_task_target_species_4_title_2 [Make an inventory of the animal population infected by the goo in $region$] (random = 3) template_task_target_species_4_title_3 [Study the animal population infected by the goo in $region$] (random = 4) template_task_target_species_4_title_4 [Track down the animal population infected by the goo in $region$] (random = 5) template_task_target_species_4_title_5 [Trail the animal population infected by the goo in $region$] (random = 6) template_task_target_species_4_title_6 [$giver$ needs someone to locate the animal population infected by the goo in $region$] (random = 7) template_task_target_species_4_title_7 [$giver$ needs someone to make an inventory of the animal population infected by the goo in $region$] (random = 8) template_task_target_species_4_title_8 [$giver$ needs someone to study the animal population infected by the goo in $region$] (random = 9) template_task_target_species_4_title_9 [$giver$ needs someone to track down the animal population infected by the goo in $region$] template_task_target_species_4_title_10 [$giver$ needs someone to trail the animal population infected by the goo in $region$] } // HASH_VALUE 06D504152FF45316 TEMPLATE_TASK_TARGET_SPECIES_5_TITLE (bot giver, place region, int random, faction f) { //captain / degen, patrolman / degen, hunter / degen, scout / degen (random = 1) template_task_target_species_5_title_1 [Locate the primitive beings in $region$] (random = 2) template_task_target_species_5_title_2 [Make an inventory of the primitive beings in $region$] (random = 3) template_task_target_species_5_title_3 [Study the primitive beings in $region$] (random = 4) template_task_target_species_5_title_4 [Track down the primitive beings in $region$] (random = 5) template_task_target_species_5_title_5 [Trail the primitive beings in $region$] (random = 6) template_task_target_species_5_title_6 [$giver$ needs someone to locate the primitive beings in $region$] (random = 7) template_task_target_species_5_title_7 [$giver$ needs someone to make an inventory of the primitive beings in $region$] (random = 8) template_task_target_species_5_title_8 [$giver$ needs someone to study the primitive beings in $region$] (random = 9) template_task_target_species_5_title_9 [$giver$ needs someone to track down the primitive beings in $region$] template_task_target_species_5_title_10 [$giver$ needs someone to trail the primitive beings in $region$] } // HASH_VALUE F6E161F6D9437C15 TEMPLATE_TASK_TARGET_SPECIES_6_TITLE (bot giver, place region, int random, faction f) { //captain / plant, patrolman / plant, hunter / plant, scout / plant (random = 1) template_task_target_species_6_title_1 [Locate the intelligent plants in $region$] (random = 2) template_task_target_species_6_title_2 [Make an inventory of the intelligent plants in $region$] (random = 3) template_task_target_species_6_title_3 [Study the intelligent plants in $region$] (random = 4) template_task_target_species_6_title_4 [Track the intelligent plants in $region$] (random = 5) template_task_target_species_6_title_5 [Trail intelligent plants in $region$] (random = 6) template_task_target_species_6_title_6 [$giver$ needs someone to locate the intelligent plants in $region$] (random = 7) template_task_target_species_6_title_7 [$giver$ needs someone to make an inventory of the intelligent plants in $region$] (random = 8) template_task_target_species_6_title_8 [$giver$ needs someone to study the intelligent plants in $region$] (random = 9) template_task_target_species_6_title_9 [$giver$ needs someone to track the intelligent plants in $region$] template_task_target_species_6_title_10 [$giver$ needs someone to trail the intelligent plants in $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_1 (bot giver, race r1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_1_money [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_1_money_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_1_fame_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_1_fame [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_1 (bot giver, race r1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_1_money [I need to know if there are any $r1.p$ in $region$. If you find any, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_1_money_timed [I need to know if there are any $r1.p$ in $region$. If you find any, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_target_species_intro_1_fame_timed [I need to know if there are any $r1.p$ in $region$. If you find any, $f.mda$ $f.member$ will be very grateful to you.\n But be quick, it's very urgent!] template_task_target_species_intro_1_fame [I need to know if there are any $r1.p$ in $region$. If you find any, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 3D2722FE85E44B75 TEMPLATE_TASK_TARGET_SPECIES_INTRO_1 (bot giver, race r1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_1_money [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_1_money_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_1_fame_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_1_fame [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_2 (bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_2_money [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_2_money_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_2_fame_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_2_fame [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_2 (bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_2_money [I need to know if there are any $r1.p$ and any $r2.p$ in $region$. If you find both types, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_2_money_timed [I need to know if there are any $r1.p$ and any $r2.p$ in $region$. If you find both types, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_target_species_intro_2_fame_timed [I need to know if there are any $r1.p$ and $r2.p$ in $region$. If you find both types, $f.mda$ $f.member$ will be very grateful to you.\n But be quick, it's very urgent!] template_task_target_species_intro_2_fame [I need to know if there are any $r1.p$ and $r2.p$ in $region$. If you find both types, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE B372F71FC3994D6F TEMPLATE_TASK_TARGET_SPECIES_INTRO_2 (bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_2_money [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_2_money_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_2_fame_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_2_fame [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_3 (bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_3_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_3_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_3_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_3_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_3 (bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_3_money [I need to know if there are any $r1.p$, any $r2.p$ and any $r3.p$ in $region$. If you find all of these types, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_3_money_timed [I need to know if there are any $r1.p$, any $r2.p$ and any $r3.p$ in $region$. If you find all of these types, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_target_species_intro_3_fame_timed [I need to know if there are any $r1.p$, any $r2.p$ and any $r3.p$ in $region$. If you find all of these types, $f.mda$ $f.member$ will be very grateful to you.\n But be quick, it's very urgent!] template_task_target_species_intro_3_fame [I need to know if there are any $r1.p$, any $r2.p$ and any $r3.p$ in $region$. If you find all of these types, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE E60D29550CA421B3 TEMPLATE_TASK_TARGET_SPECIES_INTRO_3 (bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_3_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_3_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_3_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_3_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_4 (bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_4_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_4_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_4_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_4_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_4 (bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_4_money [I need to know if there are any $r1.p$, any $r2.p$, any $r3.p$ and any $r4.p$ in $region$. If you find all of these types, I will pay you $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_4_money_timed [I need to know if there are any $r1.p$, any $r2.p$, any $r3.p$ and any $r4.p$ in $region$. If you find all of these types, I will pay you $reward$ dappers.\n But be quick, it's very urgent!] (timelimit > 0) template_task_target_species_intro_4_fame_timed [I need to know if there are any $r1.p$, any $r2.p$, any $r3.p$ and any $r4.p$ in $region$. If you find all of these types, $f.mda$ $f.member$ will be very grateful to you.\n But be quick, it's very urgent!] template_task_target_species_intro_4_fame [I need to know if there are any $r1.p$, any $r2.p$, any $r3.p$ and any $r4.p$ in $region$. If you find all of these types, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE A8406B1EDECF4B4D TEMPLATE_TASK_TARGET_SPECIES_INTRO_4 (bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_4_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_4_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_4_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_4_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } // HASH_VALUE 8B94412B51E615DC TEMPLATE_TASK_VISIT_PLACE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_visit_place_0_title_1 [Go on a tour of inspection for $giver$] (random = 2) template_task_visit_place_0_title_2 [Explore the territory for $giver$] (random = 3) template_task_visit_place_0_title_3 [Carry out some reconnaissance of the area for $giver$] (random = 4) template_task_visit_place_0_title_4 [Carry out explorations for $giver$] (random = 5) template_task_visit_place_0_title_5 [Head off on reconnaissance for $giver$] (random = 6) template_task_visit_place_0_title_6 [$giver$ needs someone to head off on reconnaissance] (random = 7) template_task_visit_place_0_title_7 [$giver$ needs someone for a tour of inspection] (random = 8) template_task_visit_place_0_title_8 [$giver$ needs someone to carry out some reconnaissance of the area] (random = 9) template_task_visit_place_0_title_9 [$giver$ needs someone to carry out explorations] template_task_visit_place_0_title_10 [$giver$ needs more information about the area] } // HASH_VALUE 8BA4452D11E619DE TEMPLATE_TASK_VISIT_PLACE_1_TITLE (bot giver, int random, faction f) { //patrolman, scout, welcomer (random = 1) template_task_visit_place_1_title_1 [Go on a tour of inspection for $giver$] (random = 2) template_task_visit_place_1_title_2 [Explore the territory for $giver$] (random = 3) template_task_visit_place_1_title_3 [Carry out some reconnaissance of the area for $giver$] (random = 4) template_task_visit_place_1_title_4 [Carry out explorations for $giver$] (random = 5) template_task_visit_place_1_title_5 [Head off on reconnaissance for $giver$] (random = 6) template_task_visit_place_1_title_6 [$giver$ needs someone to head off on reconnaissance] (random = 7) template_task_visit_place_1_title_7 [$giver$ needs someone for a tour of inspection] (random = 8) template_task_visit_place_1_title_8 [$giver$ needs someone to carry out some reconnaissance of the area] (random = 9) template_task_visit_place_1_title_9 [$giver$ needs someone to carry out explorations] template_task_visit_place_1_title_10 [$giver$ needs more information about the area] } // HASH_VALUE F49D23B939831424 TEMPLATE_TASK_VISIT_PLACE_2_TITLE (bot giver, int random, faction f) { //Kami (random = 1) template_task_visit_place_2_title_1 [Go on a tour of inspection for the Kami] (random = 2) template_task_visit_place_2_title_2 [Explore the territory for the Kami] (random = 3) template_task_visit_place_2_title_3 [Carry out some reconnaissance of the area for the Kami] (random = 4) template_task_visit_place_2_title_4 [Carry out explorations for the Kami] (random = 5) template_task_visit_place_2_title_5 [Head off on reconnaissance for the Kami] (random = 6) template_task_visit_place_2_title_6 [The Kami need someone to head off on reconnaissance] (random = 7) template_task_visit_place_2_title_7 [The Kami need someone for a tour of inspection] (random = 8) template_task_visit_place_2_title_8 [The Kami need someone to carry out some reconnaissance of the area] (random = 9) template_task_visit_place_2_title_9 [The Kami need someone to carry out some explorations] template_task_visit_place_2_title_10 [The Kami need more information about the area] } // HASH_VALUE A6A7F72C31DD0B2A TEMPLATE_TASK_VISIT_PLACE_3_TITLE (bot giver, int random, faction f) { //Karavan (random = 1) template_task_visit_place_3_title_1 [Go on a tour of inspection for the Karavan] (random = 2) template_task_visit_place_3_title_2 [Explore the territory for the Karavan] (random = 3) template_task_visit_place_3_title_3 [Carry out some reconnaissance of the area for the Karavan] (random = 4) template_task_visit_place_3_title_4 [Carry out explorations for the Karavan] (random = 5) template_task_visit_place_3_title_5 [Head off on reconnaissance for the Karavan] (random = 6) template_task_visit_place_3_title_6 [The Karavan need someone to head off on reconnaissance] (random = 7) template_task_visit_place_3_title_7 [The Karavan need someone to go on a tour of inspection] (random = 8) template_task_visit_place_3_title_8 [The Karavan need someone to carry out some reconnaissance of the area] (random = 9) template_task_visit_place_3_title_9 [The Karavan need someone to carry out some explorations] template_task_visit_place_3_title_10 [The Karavan need more information about the area] } // HASH_VALUE 92C0D2A6A00EEF66 TEMPLATE_TASK_VISIT_PLACE_4_TITLE (bot giver, int random, faction f) { //tribe (random = 1) template_task_visit_place_4_title_1 [Go on a tour of inspection for $f.mda$ $f.member$] (random = 2) template_task_visit_place_4_title_2 [Explore the territory for $f.mda$ $f.member$] (random = 3) template_task_visit_place_4_title_3 [Carry out some reconnaissance of the area for $f.mda$ $f.member$] (random = 4) template_task_visit_place_4_title_4 [Carry out explorations for $f.mda$ $f.member$] (random = 5) template_task_visit_place_4_title_5 [Head off on reconnaissance for $f.mda$ $f.member$] (random = 6) template_task_visit_place_4_title_6 [$f.mda$ $f.member$ need someone to head off on reconnaissance] (random = 7) template_task_visit_place_4_title_7 [$f.mda$ $f.member$ need someone to go on a tour of inspection] (random = 8) template_task_visit_place_4_title_8 [$f.mda$ $f.member$ need someone to carry out some reconnaissance of the area] (random = 9) template_task_visit_place_4_title_9 [$f.mda$ $f.member$ need someone to carry out some explorations] template_task_visit_place_4_title_10 [$f.mda$ $f.member$ need more information about the area] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_1_money [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_1_money_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_1_fame_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_1_fame [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_1_money [I need to find out what's going on in $op1$. If you go there, I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_1_money_timed [I need to find out what's going on in $op1$. If you go there, I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_visit_place_intro_1_fame_timed [I need to find out what's going on in $op1$. If you go there, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_visit_place_intro_1_fame [I need to find out what's going on in $op1$. If you go there, $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE CAC72AF69AB01535 TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_1_money [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_1_money_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_1_fame_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_1_fame [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_2_money [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_2_money_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_2_fame_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_2_fame [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_2_money [I need to find out what's going on in $op1$ and $op2$. If you go there, I will pay you $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_2_money_timed [I need to find out what's going on in $op1$ and $op2$. If you go there, I will pay you $reward$ dapper(s).\n But be quick, it's very urgent!] (timelimit > 0) template_task_visit_place_intro_2_fame_timed [I need to find out what's going on in $op1$ and $op2$. If you go there, $f.mda$ $f.member$ will be grateful to you.\n But be quick, it's very urgent!] template_task_visit_place_intro_2_fame [I need to find out what's going on in $op1$ and $op2$. If you go there, $f.mda$ $f.member$ will be grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE 15D3BF61A4B7011F TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_2_money [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_2_money_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_2_fame_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_2_fame [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_3_money [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_3_money_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_3_fame_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_3_fame [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_3_money [I need you to find out what's going on in $op1$, $op2$ and $op3$. If you go there, I will pay you$reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_3_money_timed [I need you to find out what's going on in $op1$, $op2$ and $op3$. If you go there, I will pay you$reward$ dapper(s).\n But do it quickly, cause it's really urgent!] (timelimit > 0) template_task_visit_place_intro_3_fame_timed [I need you to find out what's going on in $op1$, $op2$ and $op3$. If you go there, $f.mda$ $f.member$ will be very grateful to you.\n But do it quickly, cause it's really urgent!] template_task_visit_place_intro_3_fame [I need you to find out what's going on in $op1$, $op2$ and $op3$. If you go there, $f.mda$ $f.member$ will be very grateful to you.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // Clause 2 : text changed. // Clause 3 : text changed. // HASH_VALUE ADC84AE4BE1E4D27 TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_3_money [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_3_money_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_3_fame_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_3_fame [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 1E859A12467A735D TEST12_BRICK ( sbrick b ) { [ vous possedez $b$ ] } // HASH_VALUE DD59CFCE11A3752E TEST12_HIDE_OBJ () { [Le prochain objectif ( parler au bot ) n'apparait pas dans le journal. Une fois cela fiat, le bot proposera 2 teleportations. La 2eme a un texte particulier et ne peut etre prise qu'une fois] } // HASH_VALUE 4E4F85E198B8E6E9 TEST12_MISSION () { [ vous n'avez pas fait la mission auto ] } // HASH_VALUE 65130078715BB4B7 TEST12_PAS_BRICK ( sbrick b ) { [ vous ne possedez pas $b$ ] } // HASH_VALUE 4E4F85E198B8E6E9 TEST12_PAS_MISSION () { [ vous n'avez pas fait la mission auto ] } // HASH_VALUE 2F4DDD6BB0EA93EE TEST12_PAS_SKILL (skill s, int i) { [ vous n'avez pas $s$ à au moins $i$ ] } // HASH_VALUE 2C02DCBBA6C83A76 TEST12_SKILL (skill s, int i) { [ vous avez $s$ à au moins $i$ ] } // HASH_VALUE 98E57C33CC029C33 TEST_10_A1 () { [ retour au début de la mission(1) ] } // HASH_VALUE 98E57C330C029C33 TEST_10_A2 () { [ retour au début de la mission(2) ] } // HASH_VALUE 197C6C5FC4498350 TEST_10_A3 () { [ fin de la mission.] } // HASH_VALUE 98E57C33CC029C33 TEST_10_B1 () { [ retour au début de la mission(1) ] } // HASH_VALUE 8771C7E685052FC1 TEST_10_B2 () { [ Changement du texte de descriptionretour au début de la mission(2) ] } // HASH_VALUE CBEAE2BE50798611 TEST_10_B3 () { [On recoit un item avec les propriétés suivantes Attention : l'item a un nom custom: \n fiche : icmm2sa.sitem \n qualité : 16\n Durability : 1 \n Speed 10; \n Range 0.9 \n enchantement\n abm_ml_fire_00140\n ] } // HASH_VALUE 56E70967F6E1E020 TEST_10_DESC (bot dummy) { [ Mission faite pour tester dyn chat , items spéciaux et changement de description. Global replay timer de 300 ticks ] } // HASH_VALUE 6B4A9A2BACF5112A TEST_10_DESC_NEW ( bot b) { [$b$ est content : ceci est la nouvelle description.] } // HASH_VALUE 28F91B48CCFCC0C9 TEST_10_DYN () { [ Choisis une réponse il y en a 3 ] } // HASH_VALUE 5228D7FB2B65875A TEST_10_ITEM () { [Hache de la mort.] } ////TEST 10 // HASH_VALUE 217CA0F17FA3E7D2 TEST_10_TITLE (bot b) { [TEST10: dyn_chat / special items] } // HASH_VALUE E4E275C606280DF3 TEST_11_DESC (bot dummy) { [ On ne peut remplir le premier objectif que l'été de 17h30 à 23h30. On ne peut faire la mission qu'une fois et elle ne peut etre prise que par un joueur. Player replay timer de 300 ticks. Apres le 2eme objectif, la mission est un échec au bout de 20 secondes ] } // HASH_VALUE F4FB75CD546A5E8B TEST_11_TALK_TO_1 () { [ enleve contrainte de temps / saison ] } // HASH_VALUE AF1BB2EFC13F2A50 TEST_11_TALK_TO_2 () { [ apres il reste 20 secondes pour accomplir la mission sinon echec ] } // HASH_VALUE C0C9F01CC8A7CB66 TEST_11_TALK_TO_3 () { [ success de mission 11 ] } ////TEST 11 // HASH_VALUE C946CB0C9B760B1D TEST_11_TITLE (bot b) { [TEST11 : temporalité] } // HASH_VALUE 1CBB45DA4FDDB4D1 TEST_12_DESC (bot dummy) { [ au moment ou on prend la missionon a des messages sur l'état du joueur (skill /mission / brick). Verifier qu'ils sont vrais. changer skill /mission / brick pour voir si les messages changent quand on prend la mission ] } // HASH_VALUE CA7FFC896BA4043D TEST_12_TALK_TO_1 () { [ activer les teleports et le compass ] } // HASH_VALUE 6A659BDBDE90E0B4 TEST_12_TALK_TO_2 () { [ finir mission 12 ] } ////TEST 12 // HASH_VALUE 2B3AE934890A2F00 TEST_12_TITLE (bot b) { [TEST112 : conditions / teleportation / ojectif caché / compass] } /* OLD VALUE : [ TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) { [on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dappers ] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) { [on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dappers ] } ] */ // Clause 0 : text changed. // HASH_VALUE C0A712B7A50506FA TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) { [on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dins ] } // HASH_VALUE C0CFC8EE237B64D1 TEST_13_TALK_TO_1 () { [TEST 13 : cansel inside, trigger outside] } // HASH_VALUE 9FF767028402BA21 TEST_13_TALK_TO_2 () { [TEST 13 : cancel outside] } // HASH_VALUE 8CF3CE4BC18B4E01 TEST_13_TALK_TO_3 () { [TEST 13 : fin] } ////TEST 13 // HASH_VALUE 1C2D7C0A66EE2293 TEST_13_TITLE (bot b) { [TEST13 : inside / outside places] } // HASH_VALUE 6E88BEF9B137AC58 TEST_14_DESC (bot dummy, int i, int ql, int qu, item it) { [mission assignée à tout nouveau personnage] } // HASH_VALUE 0EE3A650819B4EF7 TEST_14_TALK_TO_1 () { [TEST 14 : end] } ////TEST 14 // HASH_VALUE 0416AFA01115431E TEST_14_TITLE (bot b) { [TEST14 : Newbie mission] } // HASH_VALUE 072BBA5AB27F2EF6 TEST_15_DESC (bot dummy, int i, int ql, int qu, item it) { [parler au bot pour acquérir automatiquement une mission. Lui reparler pour acquérir une autre mission et arreter cette mission] } // HASH_VALUE D4FF9BDD9A86C653 TEST_15_TALK_TO_1 () { [TEST 15 : spawner une autre mission] } // HASH_VALUE 11FC212B0E20ED41 TEST_15_TALK_TO_2 () { [TEST 15 : spawner une autre mission et réussir celle ci] } ////TEST 15 // HASH_VALUE 86C6D391916333F3 TEST_15_TITLE (bot b) { [TEST15 : missions chainées.] } // HASH_VALUE 2D94C1F88E07E9FA TEST_1_DESC ( bot dummy, item i, place p, skill s, race r, sbrick sb, faction f, bot b, creature_model cm, sphrase sp ) { [ item "$i$" \n place "$p$" \n skill "$s$" \n race "$r$"\n sbrick "$sb$"\n faction "$f$"\n bot "$b$"\n creature_model "$cm$"\n sphrase "$sp$"] } // HASH_VALUE FFB65B3CD29BF9D0 TEST_1_TALK_TO ( bot b, player p ) { [Hey $b$! Je suis $p$. Je veux te parler.] } ///////////// tests ////TEST 1 // HASH_VALUE AE452C9A065A2F33 TEST_1_TITLE (bot b1, bot b2, player p ) { [TEST1 : mission de test de titres / description : Salut $p$, je suis $b1$ ( I am also the mission_giver : $b2$ ). ] } // HASH_VALUE 46EFA0C3E51C272C TEST_2_DESC (bot dummy) { [TEST2 : ooo/ any /jump /failure /end ] } // HASH_VALUE BAD011256D083920 TEST_2_TALK_TO_1 () { [Il faut dire les 3 phrases pour avancer. 1ere phrase] } // HASH_VALUE C2D88C0E68D54B9F TEST_2_TALK_TO_10 () { [echec de la mission] } // HASH_VALUE E4F4C7B02594D75D TEST_2_TALK_TO_11 () { [succes de la mission] } // HASH_VALUE 79D015256D083920 TEST_2_TALK_TO_2 () { [Il faut dire les 3 phrases pour avancer. 2eme phrase] } // HASH_VALUE 79D019256D083920 TEST_2_TALK_TO_3 () { [Il faut dire les 3 phrases pour avancer. 3eme phrase] } // HASH_VALUE 7A5567F2FE278DCA TEST_2_TALK_TO_4 () { [Il faut dire une des 3 phrases pour avancer. 1ere phrase] } // HASH_VALUE 57EA9A6CE8D469F9 TEST_2_TALK_TO_5 () { [Il faut dire une des 3 phrases pour avancer. 2eme phrase] } // HASH_VALUE 57EA9A6CE8D46DF9 TEST_2_TALK_TO_6 () { [Il faut dire une des 3 phrases pour avancer. 3eme phrase] } // HASH_VALUE 2A2577BED775E7A6 TEST_2_TALK_TO_7 () { [retour au debut de la mission] } // HASH_VALUE 9EDD95C41503BE51 TEST_2_TALK_TO_8 () { [retour juste apres la premiere etape ( apres avoir dit les 3 phrases )] } // HASH_VALUE 41FE9E2532909E6A TEST_2_TALK_TO_9 () { [dire ceci permet de ne jamais échoué dans la mission mais de la recommencer en cas d'echec] } ////TEST 2 // HASH_VALUE FA3D9A9894B75848 TEST_2_TITLE (bot b) { [TEST2 : jump /failure /end ] } ////TEST 3 // HASH_VALUE DC0BA06209AA886A TEST_3_AUTO () { [test de mission auto] } // HASH_VALUE 397F90FFC3A9E524 TEST_3_BOT_1 () { [cette mission ne doit pas apparaitre dans le journal. parle moi pour la finir.] } // HASH_VALUE 6B19D4BAC7F962B7 TEST_3_TALK_TO_1 () { [finir mission auto] } // HASH_VALUE 0CCA3422DA2A482C TEST_4_DESC (bot dummy) { [Mission faite pour tester les objectifs de target / kill] } // HASH_VALUE 0F46851C53A64C53 TEST_4_KILL_GROUP () { [ kill people in the group nearby ( green seed tribe ) ] } ////TEST 4 // HASH_VALUE 363DDE8760135465 TEST_4_TITLE (bot b) { [TEST4 : kill / target ] } // HASH_VALUE 311DF984130C5195 TEST_5_DESC (bot dummy) { [ Mission faite pour tester des objectifs généraux ] } // HASH_VALUE D8410368F079BB81 TEST_5_MISSION_DONE () { [ Complete the auto mission ] } ////TEST 5 // HASH_VALUE 0A95EA82A8465F0C TEST_5_TITLE (bot b) { [TEST5 : misc objectives 1] } // HASH_VALUE 311DF984130C5195 TEST_6_DESC (bot dummy) { [ Mission faite pour tester des objectifs généraux ] } // HASH_VALUE 84C091F92048A8E9 TEST_6_TALK_TO () { [Test de talk to pour la mission TEST 6] } ////TEST 6 // HASH_VALUE 0A95EE82A846630C TEST_6_TITLE (bot b) { [TEST6 : misc objectives 2] } // HASH_VALUE D91F43825E74FA2F TEST_7_CHAT () { [TEST7 : je te réponds] } // HASH_VALUE 841FBB2C6CD51060 TEST_7_DESC (bot dummy) { [ Mission faite pour tester les actions. A chaque fois que l'on parle au bot une nouvelle action est déclenchée. Liste des actions : recv_item\n learn_action\n learn_brick\n recv_money : 10000\n recv_fame : tribe_green_seed 1000\n bot_chat : tell\n bot_chat : say\n bot_chat : shout\n system message\n add_compass_npc\n add_compass_place\n ] } // HASH_VALUE EC38046284D2BF66 TEST_7_NEXT () { [TEST7 : tester l'action suivante] } ////TEST 7 // HASH_VALUE 8B55A28C9C253416 TEST_7_TITLE (bot b) { [TEST7 : misc actions] } // HASH_VALUE FB0D03D830CF0D83 TEST_BIG_PHRASE () { [En la komenco Dio kreis la ielon kaj la teron. Kaj la tero estis senforma kaj dezerta, kaj mallumo estis super la abismo;{break}kaj la spirito de Dio vebis super la akvo. \n Kaj Dio diris: Estu lumo; kaj fariis lumo.{break}Kaj Dio vidis la lumon, ke i estas bona; kaj Dio apartigis la lumon de la mallumo. Kaj Dio nomis la lumon Tago, kaj la mallumon Li nomis Nokto.{break}Kaj estis vespero, kaj estis mateno, unu tago.Kaj Dio diris: Estu firmao inter la akvo, kaj i apartigu akvon de akvo.] } // HASH_VALUE 68D4AB596B455F6B TEST_BODYPART (bodypart b) { [The bodypart is $b$] } // HASH_VALUE 52E4466926702AA2 TEST_BOT_NAME (bot_name b) { [The bot name is '$b$'] } // HASH_VALUE 74EC0117C2D8E012 TEST_CHARAC (characteristic c) { [The characteristic is $c$] } // HASH_VALUE 09DDE4487F1AD830 TEST_CREATURE_MODEL (creature_model c) { [Le nom de la creature est '$c$'] } // HASH_VALUE C7ECDDECAA7B7C0C TEST_DYN_STRING (dyn_string_id m) { [La chaine dynamique est "$m$"] } // HASH_VALUE B1DBC82E9F8B79E2 TEST_ECO (ecosystem e) { [Voici le nom de l'ecosystem $e$] } // HASH_VALUE F12BB367FDA73095 TEST_ENTITY (entity e) { [Voici le nom de l'entité : '$e$'] } /** this file contains test phrases only. */ // HASH_VALUE D744E4AA48C34A11 TEST_ITEM (item i) { [Voici le nom de l'item $i$] } // HASH_VALUE 9E9B45D18AA5D01B TEST_LITERAL (literal s) { [The literal string is '$s$'] } // HASH_VALUE 0BFA74760B213F77 TEST_PLAYER (player p) { [Voici le nom du player : '$p$'] } // HASH_VALUE E66A36CD7072D31A TEST_POWER_TYPE (powertype p) { [The power type is '$p$'] } // HASH_VALUE 52E4908E6A6F5E56 TEST_RACE (race r) { [Voici le nom de la race $r$] } // HASH_VALUE 836094B62CB56E73 TEST_ROLE (role r) { [Voici le nom du role $r$] } // HASH_VALUE 5E20DD240A67FDDF TEST_SBRICK (sbrick b) { [Here is the name of the stanza $b$] } // HASH_VALUE D956845E64E5D70C TEST_SCORE (score s) { [The score is $s$] } // HASH_VALUE 19B4CCF55863DF5A TEST_SELF () { [Le nom self est $self$] } // HASH_VALUE 9868B4BB82C69610 TEST_SKILL (skill s) { [Voici le nom du skill $s$] } // HASH_VALUE 2AD917BD86AAE3C1 TEST_SPHRASE (sphrase s) { [The sphrase name is $s$] } // HASH_VALUE 2B7B7C0C68C4D3D1 TEST_STRING (string_id m) { [La chaine dynamique est $m$] } // HASH_VALUE 5D16B02394567661 TEST_TITLE (title t) { [The title is '$t$'] } // HASH_VALUE D104F0158CA1988B TEST_damagetype (damagetype d) { [The damage type is $d$] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_1 (player p) { (p.gender = male) text_intro_newbie_1_m [coi Oublieux .i lo .uil'i. ka cmene mi .i do zanvi'e] (p.gender = female) text_intro_newbie_1_f [coi Oublieuse .i lo .uil'i. ka cmene mi .i do zanvi'e] } ] */ // Parameter list changed. // Clause 0 : condition changed. // Clause 1 : condition changed. /* OLD VALUE : [ TEXT_INTRO_NEWBIE_1 (player p) { (p.gender = male) text_intro_newbie_1_m [coi Oublieux .i lo .uil'i. ka cmene mi .i do zanvi'e] (p.gender = female) text_intro_newbie_1_f [coi Oublieuse .i lo .uil'i. ka cmene mi .i do zanvi'e] } ] */ // Parameter list changed. // Clause 0 : condition changed. // Clause 1 : condition changed. // HASH_VALUE 1B3338BB4523DF87 TEXT_INTRO_NEWBIE_1 () { text_intro_newbie_1_m [coi Forgotting .i lo .uil'i. ka cmene mi .i do zanvi'e] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_2 (player p) { (p.gender = male) text_intro_newbie_2_m [*Remarque l'air perplexe et reprend*\n Bonjour Oublieux. On m'appelle Uil'i. Sois le bienvenu.] (p.gender = female) text_intro_newbie_2_f [*Remarque l'air perplexe et reprend*\n Bonjour Oublieuse. On m'appelle Uil'i. Sois la bienvenue.] } ] */ // Parameter list changed. // Clause 0 : condition changed. // Clause 1 : condition changed. /* OLD VALUE : [ TEXT_INTRO_NEWBIE_2 (player p) { text_intro_newbie_2 [*Notice the surprise and starts again*\n Hello, Forgotting. My name is Uil'i, welcome.] } ] */ // Parameter list changed. // Clause list changed. // HASH_VALUE EDE3D5B49608B101 TEXT_INTRO_NEWBIE_2 () { text_intro_newbie_2 [*Notice the surprise and starts again*\n Hello, Forgotting. My name is Uil'i, welcome.] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_3 (player p) { text_intro_newbie_3 [&bbl&Nous sommes dans le lirri'a, temps où tout est incertain. La réalité est mouvante, les Brumes changent tout d'un jour à l'autre.\n Avec quelques ras, je tente de maintenir une petite poche de stabilité ici. Autrefois, je travaillais au Dispensaire. Je tente de le faire revivre ici ; nombre d'Oublieux arrivent depuis les poches de Brumes dans la Jungle.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ TEXT_INTRO_NEWBIE_3 (player p) { text_intro_newbie_3 [&bbl&This is lirri'a, a time when nothing is certain. Reality is moving, Fogs change everything in a day.\n With some ra, I try to maintain a small stable area around here. There was a time I was working in the Dispensary. I try to make it alive here again ; some many Forgotting are coming from Fogs in the Jungle.] } ] */ // Clause 0 : text changed. // HASH_VALUE BF81952BB69E1BAB TEXT_INTRO_NEWBIE_3 (player p) { text_intro_newbie_3 [This is lirri'a, a time when nothing is certain. Reality is moving, Fogs change everything in a day.\n With some ra, I try to maintain a small stable area around here. There was a time I was working in the Dispensary. I try to make it alive here again ; some many Forgotting are coming from Fogs in the Jungle.] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_4 (player p) { text_intro_newbie_4 [&bbl&Ce minaret semble fonctionnel, ainsi que la borne de revif qui lui est associée. Mais ne prend pas de risque pour autant : rien n'est sûr. C'est le lirri'a?] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ TEXT_INTRO_NEWBIE_4 (player p) { text_intro_newbie_4 [&bbl&This minaret seems to work properly, as the reborn system associated to it. But don't take any risk, nothing is certain. This is lirri'a...] } ] */ // Clause 0 : text changed. // HASH_VALUE 428F3B0587D114AF TEXT_INTRO_NEWBIE_4 (player p) { text_intro_newbie_4 [This minaret seems to work properly, as the reborn system associated to it. But don't take any risk, nothing is certain. This is lirri'a...] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_5 (player p) { text_intro_newbie_5 [&bbl&Si tu as des questions? Je te conseille de trouver Caet, l'infirmière.\n Elle doit être quelque part par là? ] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ TEXT_INTRO_NEWBIE_5 (player p) { text_intro_newbie_5 [&bbl&If you have any questions... You should go and find Caet, the nurse.\n She should be around? ] } ] */ // Clause 0 : text changed. // HASH_VALUE 208AB3D4121E848A TEXT_INTRO_NEWBIE_5 (player p) { text_intro_newbie_5 [If you have any questions... You should go and find Caet, the nurse.\n She should be around…] } // HASH_VALUE E01C8654D93B4D04 TOO_ENCUMBERED () { too_encumbered [&CHK& You are too encumbered.] } // HASH_VALUE 8255561F8ED51AA4 TOO_ENCUMBERED_FOR_EXCHANGE () { [&CHK&You are too encumbered to make this exchange.] } /* OLD VALUE : [ TOXIC_CLOUD_DEFENDER_HIT (int damage) { toxic_cloud_defender_hit [&DMG&A toxic cloud hits you for $damage$ points of damage.] } ] */ // Parameter list changed. // HASH_VALUE 4A7E9BC32E9EC3D6 TOXIC_CLOUD_DEFENDER_HIT (int damage, int reduction) { toxic_cloud_defender_hit [&DMG&A toxic cloud hits you for $damage$ points of damage.] } // HASH_VALUE AED666CA77F138A5 TOXIC_CLOUD_SPECTATOR_HIT (entity defender, int damage) { toxic_cloud_spectator_hit [&SYS&A toxic cloud hits $defender$ for $damage$ damage.] } // HASH_VALUE 04875A8F88CF9E04 TP_FORBIDEN_IN_RING_INSTANCE () { [&CHK&You cannot use a TP ticket during a Ring Adventure or a Ring session.] } // HASH_VALUE 713204439861DA9B TRADE_FAME_TOO_LOW (bot b) { [&CHK&$b$ refuses to trade with you because of your bad reputation.] } // HASH_VALUE 6E9FFC1B57938B36 TRAITRE_CORSAIRE_ARRIVE () { [What are you doing here ?! Thief ! Leave that pearl where it is !] } // HASH_VALUE 7794DB943B2ADE0F UNEFFICENT_RANGE () { [&SYS&You can not hit your target from this distance] } // Clause 0 : text changed. // HASH_VALUE 724F1943EFA67F4E UNIVERSE_NOT_AVAILABLE_ON_RING () { [The universe chat channel is reserved for Ring animators and editors only.] } // HASH_VALUE 96648583383B79D4 UNKNOWN_CRAFTED_ITEM () { unknown_crafted_item [&CHK&Item crafted by sentence is unknown by server! Crafting action aborted! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 049E74F4313210F0 WEAPONS_ONLY_CAN_BEEN_ENCHANTED () { weapons_only_can_been_enchanted [&CHK&Only weapons can be enchanted.] } // HASH_VALUE 059E5001EF3220E3 WEAPONS_ONLY_CAN_BEEN_RECHARGED () { weapons_only_can_been_recharged [&CHK&Only weapons can be recharged.] } /* OLD VALUE : [ WELCOME_RA_1 () { welcome_ra_1 [&bbl&Méfiez-vous des expérimentations d'Osquallo et Deed, certaines sont mortelles..] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_1 () { welcome_ra_1 [&bbl&Beware of Osquallo and Deed tests, some of them are deadly...] } ] */ // Clause 0 : text changed. // HASH_VALUE FC3A5FCAB261A937 WELCOME_RA_1 () { welcome_ra_1 [Beware of Osquallo and Deed tests, some of them are deadly...] } /* OLD VALUE : [ WELCOME_RA_2 () { welcome_ra_2 [&bbl&Attention au fouet de Zat !] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_2 () { welcome_ra_2 [&bbl&Beware Zatalyz's whip!] } ] */ // Clause 0 : text changed. // HASH_VALUE F4EC04DCA6C757F7 WELCOME_RA_2 () { welcome_ra_2 [Beware Zatalyz's whip!] } /* OLD VALUE : [ WELCOME_RA_3 () { welcome_ra_3 [&bbl&Avez-vous goûté le thé de Lyne ?] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_3 () { welcome_ra_3 [&bbl&Have you tasted Lyne's tea?] } ] */ // Clause 0 : text changed. // HASH_VALUE F15300E7CBE823F4 WELCOME_RA_3 () { welcome_ra_3 [Have you tasted Lyne's tea?] } /* OLD VALUE : [ WELCOME_RA_4 () { welcome_ra_4 [&bbl&Donnez-moi une tarte aux klums ou je fais un malheur !] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_4 () { welcome_ra_4 [&bbl&Give me a klum pie or I'll break everything!] } ] */ // Clause 0 : text changed. // HASH_VALUE CB14BCA9159F22F3 WELCOME_RA_4 () { welcome_ra_4 [Give me a klum pie or I'll break everything!] } /* OLD VALUE : [ WELCOME_RA_5 () { chiang_5 [C'est le lirri'a?] } ] */ // Clause 0 : identifier changed. /* OLD VALUE : [ WELCOME_RA_5 () { welcome_ra_5 [This is lirri'a?] } ] */ // Clause 0 : text changed. // HASH_VALUE D6F33FCF6A98DF38 WELCOME_RA_5 () { welcome_ra_5 [This is lirri'a…] } /* OLD VALUE : [ WELCOME_RA_6 () { welcome_ra_6 [Seems to me I have seen a scoui running over there?] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_6 () { welcome_ra_6 [&bbl&Seems to me I have seen a scoui running over there?] } ] */ // Clause 0 : text changed. // HASH_VALUE 22CF950484AE84BF WELCOME_RA_6 () { welcome_ra_6 [Seems to me I have seen a scoui running over there…] } /* OLD VALUE : [ WELCOME_RA_7 () { welcome_ra_7 [&bbl&Et n'oubliez pas de passer le balai en fin de journée.] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_7 () { welcome_ra_7 [&bbl&Don't forget to clean with the broom for the evening.] } ] */ // Clause 0 : text changed. // HASH_VALUE C12D8E34CE848CEF WELCOME_RA_7 () { welcome_ra_7 [Don't forget to clean with the broom for the evening.] } /* OLD VALUE : [ WELCOME_RA_8 () { welcome_ra_8 [&bbl&Gloire à K ! Gloire à K ! Euh, au Khan !] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_8 () { welcome_ra_8 [&bbl& Glory to the K ! Glory to the K ! Ahem, to the Khan !] } ] */ // Clause 0 : text changed. // HASH_VALUE A13BB524F8AC5CD5 WELCOME_RA_8 () { welcome_ra_8 [Glory to the K ! Glory to the K ! Ahem, to the Khan !] } /* OLD VALUE : [ WELCOME_RA_WELCOME () { welcome_ra_welcome [WELCOME_RA_WELCOME !] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ WELCOME_RA_WELCOME () { welcome_ra_welcome [WELCOME_RA_WELCOME !] } ] */ // Clause 0 : text changed. // HASH_VALUE 134ADE9A59390962 WELCOME_RA_WELCOME () { welcome_ra_welcome [I am Uil'i, Fellow of the Dispensary, I take care of the Manret and the Reviv here.] } ////////////////////////////////////////////// NEWBIELAND GUARDS ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 01D60CE8C1CE9084 WHOAMI_NEWBGUARD (player p, bot b) { whoami_newbguard [Greetings, young homin. If you get into bother come and find me and I shall rally to your defense.] } ////////////////////////////////////////////// NEWBIELAND MERCHANTS /////////////////////////////////////////////////////////////////////////// // HASH_VALUE 72F2A9512D34544C WHOAMI_NEWBMERCHANT_WEAPON () { whoami_newbmerchant_weapon [Greetings, young newcomer ! I sell a terrific selection of hand weapons. You'll need a weapon to fight the dangerous animals roaming the area!] } // HASH_VALUE 5B155AAA53840B51 WHO_GM_INTRO () { [&SYS&Display online CSRs : ] } // HASH_VALUE 932127473B6D3BA7 WHO_GM_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE 61C0CEFB8C625FA3 WHO_G_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE B89CBE52554BE357 WHO_INVISIBLE_GM_INTRO () { [&SYS&Display invisible online CSRs : ] } // HASH_VALUE 1FA6BB21F479B822 WHO_NO_ANSWER () { [&SYS&No character found.] } // HASH_VALUE 5F0CB2DD67C80907 WHO_REGION_INTRO (place pl) { [&SYS&Displaying online characters in region "$pl$".] } // HASH_VALUE 500C9A65C5D42B62 WHO_REGION_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE A250CE50048D6365 WHO_SGM_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE DF547BA6F1923B7F WHO_SG_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE 9E0563713BB15FA9 WHO_VG_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE B838AF63A879480F WOS_HARVEST_FAILED () { [&CHK&You failed to take the ressources you were trying to harvest.] } // HASH_VALUE E4B64BD9B0E31B59 WOS_HARVEST_FOUND_MP () { [&SYS&You found resources.] } // HASH_VALUE 23E5805A7D908A1C WOS_HARVEST_FOUND_MP_S (item i) { [&ITM&You found $i$.] } // harvest messages // HASH_VALUE 12B498F88931505B WOS_HARVEST_FOUND_NOTHING () { [&CHK&You found nothing.] } // HASH_VALUE 14D38816237557E3 WOS_HARVEST_SEARCHING () { [&SYS&Looking for resources ...] } // HASH_VALUE 710AFD42C22F5784 XP_CATALYSER_ACTIVE (int i) { [&SYS&You activate an experience catalyst of level $i$.] } // HASH_VALUE 8B83C49CDC716D38 XP_CATALYSER_CONSUME (int i, int j) { [&SYS&You consume $i$ experience catalysts of level $j$.] } // HASH_VALUE 96DB1CCEA797518D XP_CATALYSER_NO_MORE_ACTIVE () { [&SYS&You don't have any active experience catalyst.] } // HASH_VALUE 0D6172AD9A19985E XP_CATALYSER_PROGRESS_NORMAL_GAIN (skill s, int i, int j) { [&XP&You gain $i$($j$) experience points in '$s$'.] } // HASH_VALUE 2C58543C2C58543C YES () { [Yes.] } // HASH_VALUE 79724D9B0C96A545 YOU_NOT_HAVE_LOOT_RIGHT () { you_not_have_loot_right [&CHK&You haven't the right to loot this carcass for the moment. ] } // HASH_VALUE 6568C3BD05AE41DD YOU_NOT_HAVE_QUARTER_RIGHT () { you_not_have_quarter_right [&CHK&You haven't the right to quarter this carcass for the moment.] } // Named Items /* OLD VALUE : [ ranger_vest_noob () { [Plastron Ranger] } ] */ // Clause 0 : text changed. /* OLD VALUE : [ ranger_vest_noob () { [Ranger Vest] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE 62E86F9722F3AC59 ranger_vest_noob () { [Ranger Vest] }