class missions_editor name missions_editor_1 alias 456720789 audience solo class mission_tree giver_primitive test_compilateur_gn.primitive mission_description "Hello, ceci est la description de la mission avec $giver$ dedans" DESC mission_giver $vendor@fullname$ mission_icon the_icon mission_title "Mission de test pour le générateur de script. donné par $giver$" TITLE name TEST_COMPILATION non_abandonnable true replayable true class alias name alias class variables name variables class var_text text "C'est la phrase numéro 1, elle vient d'une variable nommée phrase_1" PHRASE_TEST_VARIABLE_1 var_name phrase_1 class var_text text "C'est la phrase numéro 2, elle vient d'une variable nommée phrase_2.\n En plus la c'est vraiment que une variable, pour voir ce que ca fait tout seul.\n Le tout dans un linear_dyn_chat_skippable pour plus de fun." PHRASE_TEST_VARIABLE_2 var_name phrase_2 class var_npc npc_name innocent_victim var_name npc_a_tuer class var_npc npc_function fct_mission_giver npc_name good_guy var_name vendor class var_creature creature_sheet chdfa1 var_name creature_1 class var_creature creature_sheet chdfa2 var_name creature_2 class var_group group_name group_to_kill_group var_name group_1 class var_item item_sheet m0246dxacb01 var_name MP_to_forage_1 class var_quantity quantity 1 var_name MP_to_forage_quantity_1 class var_quality quality 10 var_name MP_to_forage_quality_1 class var_item item_sheet m0014dxacb01 var_name MP_to_forage_2 class var_quantity quantity 3 var_name MP_to_forage_quantity_2 class var_quality quality 10 var_name MP_to_forage_quality_2 class var_item item_sheet m0151chdfa01 var_name item_to_loot_2 class var_quantity quantity 2 var_name item_to_loot_quantity_1 class var_quality quality 10 var_name item_to_loot_quality_1 class var_item item_sheet m0290chdfa01 var_name item_to_loot_1 class var_quantity quantity 2 var_name item_to_loot_quantity_2 class var_quality quality 10 var_name item_to_loot_quality_2 class var_item item_sheet ictm1pd var_name item_to_craft_1 class var_quantity quantity 1 var_name item_to_craft_quantity_1 class var_quality quality 10 var_name item_to_craft_quality_1 class var_item item_sheet ictm1ss var_name item_to_craft_2 class var_quantity quantity 1 var_name item_to_craft_quantity_2 class var_quality quality 10 var_name item_to_craft_quality_2 class var_place place_name the_place_to_be var_name place_1 class var_faction faction_name tribe_green_seed var_name faction_1 class var_npc npc_name good_guy var_name forgeron_2 class var_npc npc_function fct_forager npc_name toto_the_forager var_name npc_with_function class var_npc npc_name popol var_name popol_var class var_special_item item_action abm_ml_fire_00140 item_sheet ic_code_item no_drop true phrase_item_name ITEM_NAME properties/values Durability 0.5 Speed 1 SapBuff 1500 req_skill_level 10 var_name the_special_item class var_special_item item_sheet ic_code_item phrase_item_name "La super massue" ITEM2_NAME properties/values Durability 0.5 req_skill_level 20 var_name the_special_item_2 class var_group group_name les_bastards var_name the_group class var_race race ragus var_name the_race class var_sphrase sphrase_sheet amb0001 var_name the_phrase class var_sbrick sbrick_sheet brk001 var_name the_brick class var_creature creature_sheet caaa var_name creature_a class var_creature creature_sheet cbbb var_name creature_b class pre_requisite name pre_requisite require_brick_knowledge BMDHTMP00005 require_encyclo_thema REQ_THEMA_1 require_event_faction REQ_EVT_FACTION_1 require_faction/fame $faction_1$ 10 tryker 5 ricard 10 require_guild_grade member require_guild_membership true require_mission_done DONE_MISSION require_mission_not_done NOT_DONE_MISSION require_mission_not_running NOT_RUNNING_MISSION require_mission_running RUNNING_MISSION require_own_item ictm1pd require_season winter require_skill/min_level/max_level SM 0 100 require_team_size 1 class step_failure name step_failure_debut class actions name actions amount -100000 class recv_money class linear_dyn_chat_fail name linear_dyn_chat_fail_brief phrase "Faudra tuer le npc $npc_a_tuer$ dont le nom vient de la variable npc_a_tuer.\n C'est un texte complexe avec une phrase littérale en même temps.\n En plus c'est un linear_dyn_chat_fail, si vous ne faites rien ca va faire fail." TEST_LITTERAL_1 phrase_yes "hyper d'accord" AKNO_1 class linear_dyn_chat_continue name linear_dyn_chat_continue_brief_1 phrase "C'est une phrase en littéral. Mais c'est quand même dans un linear_dyn_chat_continue pour voir." TEST_LITTERAL_2 phrase_yes "à donf'" AKNO_2 class linear_dyn_chat_continue name linear_dyn_chat_continue_brief_2 phrase $phrase_2$ phrase_yes "mais grave" AKNO_3 class linear_dyn_chat_retry name linear_dyn_chat_retry_brief_fin phrase "Phrase littérale histoire de tester le linear_dyn_chat_retry." TEST_LITTERAL_3 phrase_yes "Plus que jamais" AKNO_4 class step_failure name step_failure_post_brief class actions name actions amount 0 class recv_money class step name step_debut_mission class actions name pre_actions class system_msg msg_to_display "briefing passé, c'est maintenant que ca commence par un bon system_msg !" SYSTEM_MSG_START class mission_objectives name objectives class talk_to overload_objective "mais va parler à $giver$" TALK_TO_OBJ_OVERLOAD phrase "lui parler à ce $giver$" TALK_TO_MENU_OVERLOAD class actions name post_actions class system_msg msg_to_display "Bien, tu peut maintenant parler a $npc_a_tuer_name$" NAMED_BOT class step_if condition_type test_bricks_known name step_if_test_acid_damage test_parameters BMOETMA00003 class result_no name no class step name step_test_no class actions name pre_actions chat_type shout class bot_chat phrase "T'es trop une daube, reviens quand t'as le sort Acid Damage, sinon c'est meme pas la peine." SKILL_TEST_NO class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions chat_type tell class bot_chat phrase "Te revoila espece de looser ? J'espere que tu as le sort Acid Damage maintenant !" SKILL_TEST_RETRY alias 781170893 class jump_to target step_if_test_acid_damage class result_yes name yes class step name step_test_yes class actions name pre_actions chat_type shout class bot_chat name bot_chat giver phrase "Trop bon, t'as le sort Acid Damage !\n Tu va pouvoir faire la suite, prépares-toi elle va roxer des ours vu qu'il va falloi tuer ce blaireau de $npc_a_tuer$ et plein d'autres trucs délire !" SKILL_TEST_YES class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions class step_dyn_chat name step_dyn_chat npc_name giver phrase "Bon alors maintenant que tu as ce sort de gros naze, on va pouvoir commencer réellement. Tu va commencer à tripper assez vite, tu vas voir.\n Ca te va ou pas ?" STEP_DYN_CHAT_NPC_TALK class no_answer name no_answer class step name step_no_answer class actions name pre_actions chat_type shout class bot_chat phrase "NAN MAIS FAIS PAS STYLE TU M'AS PAS ENTENDU !! JE REPETE AU CAS OU TU SOIS SOURD !" SOURD class mission_objectives name objectives class actions name post_actions alias 781170894 class jump_to target step_dyn_chat class dyn_answer name dyn_answer_no phrase_answer "Rien à battre !" DYN_ANSWER_NO class step name step_1 class actions name pre_actions chat_type tell class bot_chat phrase "Alors t'as plus qu'à rentrer chez ta reum'!" DYN_CHAT_EXIT class fail class mission_objectives name objectives class actions name post_actions class dyn_answer name dyn_answer_ok phrase_answer "Gravement !" DYN_ANSWER_OK class step_ooo name step_ooo_test_target class actions name pre_actions amount 1000 class recv_money class mission_objectives name objectives class target faunas_to_target $creature_1$ $creature_2$ overload_objective "va targeter un $creature_1$" "va targeter un $creature_1$ et un $creature_2$" OBJ_OVERLOAD_TARGET_CREATURE class target faunas_to_target $creature_1$ $creature_2$ overload_objective "va targeter un $creature_1$" "va targeter un $creature_1$ et un $creature_2$" OBJ_OVERLOAD_TARGET_CREATURE_PLACE place the_place_to_be class target npcs_to_target $npc_a_tuer$ class target npcs_to_target $npc_a_tuer$ place the_place_to_be class target races_to_target goary clopper class target place the_place_to_be races_to_target goary clopper class actions name post_actions amount -1000 class recv_money class step_ooo name step_ooo_test_kill class actions name pre_actions class mission_objectives name objectives class kill faction/quantity $faction_1$ 5 name kill faction place region_majesticgarden class kill fauna/quantity $creature_1$ 3 $creature_2$ 3 name kill creatures class kill group $group_1$ name kill group overload_objective "Va tuer le groupe à tuer bon sang !" OBJ_KILL_OVERLOAD class kill name kill npc npc $npc_a_tuer$ class kill name kill race race/quantity dag 5 $the_race$ 10 class kill name kill npc by name npc_by_name/quantity the_named_npcs 10 place quelquepart class actions name post_actions class step_ooo name step_ooo_simple_objectives class actions name pre_actions class mission_objectives name objectives action BMOETMA00003 class cast overload_objective "Un objectif overloader dans un step OOO" IN_OOO_PHRASE class forage item/quantity/quality $MP_to_forage_1$ $MP_to_forage_quantity_1$ $MP_to_forage_quality_1$ $MP_to_forage_2$ $MP_to_forage_quantity_2$ $MP_to_forage_quality_2$ overload_objective "Un autre objectif overloader dans un step OOO, forage 1 item : $i1$" "Un autre objectif overloader dans un step OOO, forage 2 item : $i1$ et $i2$" IN_OOO_OTHER_PHRASE class loot item/quantity/quality $item_to_loot_1$ $item_to_loot_quantity_1$ $item_to_loot_quality_1$ $item_to_loot_2$ $item_to_loot_quantity_2$ $item_to_loot_quality_2$ class craft item/quantity/quality $item_to_craft_1$ $item_to_craft_quantity_1$ $item_to_craft_quality_1$ $item_to_craft_2$ $item_to_craft_quantity_2$ $item_to_craft_quality_2$ class sell item/quantity/quality $item_to_craft_1$ $item_to_craft_quantity_1$ $item_to_craft_quality_1$ $item_to_craft_2$ $item_to_craft_quantity_2$ $item_to_craft_quality_2$ npc_name giver class buy item/quantity/quality $item_to_craft_1$ $item_to_craft_quantity_1$ $item_to_craft_quality_1$ $item_to_craft_2$ $item_to_craft_quantity_2$ $item_to_craft_quality_2$ npc_name $vendor$ class give_item item/quantity/quality $item_to_loot_1$ $item_to_loot_quantity_1$ $item_to_loot_quality_1$ $item_to_loot_2$ $item_to_loot_quantity_2$ $item_to_loot_quality_2$ amount 1000 class give_money class visit place $place_1$ class visit items_worn $item_to_loot_1$ place $place_1$ selected class skill skill_name/level SF 10 class do_mission mission_names DONE_MISSION overload_objective "Refais la mission tête de lard" DO_MISSION_OBJ class actions name post_actions class step_any name step_any_test_step_any class actions name pre_actions class mission_objectives name objectives amount 10 class give_money overload_objective "Un objectif overloader dans un step any" IN_ANY_PHRASE class system_msg msg_to_display "Un message dans une action sous un obj sous un any" SUPER_UNDER class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase "In any step talk to phrase" TALK_TO_MENU_OVERLOAD class actions name post_actions class step name step_test_actions class actions name pre_actions amount 10000 class recv_money class recv_fame faction $faction_1$ value 1000 class recv_item item/quantity/quality $item_to_craft_1$ $item_to_craft_quantity_1$ $item_to_craft_quality_1$ actions abm_vampirism_00050 class learn_action npc_name giver brick abm_vampirism_00050 bricks BMOETMF00140 class learn_brick npc_name $giver$ class add_compass name add compass npc npc_to_add giver class add_compass place_to_add $place_1$ chat_type tell class teleport npc_name $giver$ phrase "testez moi !" TEST_TELEPORT world_position the_place_to_spawn chat_type tell class set_teleport name set_teleport phrase "Teleport me please" MENU_TP world_position the_place_to_tp class mission_objectives name objectives class actions name post_actions class step_failure name step_failure_constrains_1 class actions name actions class step name step_test_constrains_1 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions class step name step_test_constrains_2 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions class step_failure name step_failure_constrains_2 class actions name actions class step name step_test_constrains_3 class actions name pre_actions class set_constrains time_period 0 0 ; 23 59 class set_constrains time_period winter class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions class set_constrains time_period none class set_constrains time_period 0 0 ; 0 0 class step name step_talk_to_test_fail class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase TALK_TO_MENU_OVERLOAD class actions name post_actions class step_dyn_chat name step_dyn_chat_test_fail npc_name giver phrase "bon, tu veux tester Fail ?" TEST_FAIL class no_answer name no_answer alias 781170895 class jump_to target step_talk_to_test_fail class dyn_answer name dyn_answer_go_end phrase_answer "Nan je préfère End !" DYN_ANSWER_GO_END class step name step_execute_end class actions name pre_actions class system_msg msg_to_display "Ca va quitter la mission avec succès ..." EXIT_SUCCESS class mission_objectives name objectives class actions name post_actions class dyn_answer name dyn_answer_go_to_step_non_executed phrase_answer "Ouais Fail ca assure !" DYN_ANSWER_GO_FAIL class step name step_to_non_executed class actions name pre_actions class system_msg msg_to_display "Ca va quitter la mission avec échec..." EXIT_FAILURE class fail class mission_objectives name objectives class actions name post_actions alias 781170896 class jump_to target step_not_executed class step name step_not_executed class actions name pre_actions actions abm_vampirism_00050 class learn_action group true class recv_item group true item/quantity/quality $item_to_craft_1$ $item_to_craft_quantity_1$ $item_to_craft_quality_1$ class ai_event event_number 0 group_name $group_1$ class mission_objectives name objectives class actions name post_actions class step name step_test_parametre_phrase class actions name pre_actions class set_desc mission_description "Hello george, comment tu vas ? Et quid $forgeron_2$ ?" SET_DESC name set_desc_1 class mission_objectives name objectives class talk_to npc_name $forgeron_2$ phrase "Parler a $forgeron_2$" MENU_TALK_TO_FORGERON_2 class actions name post_actions class system_msg msg_to_display EXISTING_MSG $forgeron_2$ $place_1$ class step name step_13 class actions name pre_actions class mission_objectives name objectives class talk_to npc_name $popol_var$ overload_objective "Vas parler a $popol_var$" TALK_TO_CST phrase "Salut $popol_var$!" TALK_TO_CST_MENU class actions name post_actions class step_any hide_obj true name step_any_14 overload_objective ANY_OVERLADED_OBJ class actions name pre_actions class recv_fame faction matis value -1234 class mission_objectives name objectives class visit hide_obj true place place1 class visit hide_obj true place place2 class visit hide_obj true place place3 class visit hide_obj true place place4 class actions name post_actions class recv_fame faction matis value 1234 class step name step_12 class actions name pre_actions class mission_objectives name objectives class talk_to npc_name $npc_with_function$ class actions name post_actions class step name step_15 class actions name pre_actions class system_msg msg_to_display "Salut $vendor$" SYSTEM_MSG class mission_objectives name objectives class actions name post_actions class recv_named_item item/quantity boss1_fyros_gloves 3 class step name step_18 class actions name pre_actions class system_msg msg_to_display "Test avec groupe : $the_group@quoted$" GROUP_SYS_MSG class system_msg msg_to_display "Test avec sphrase : $the_phrase$" PHRASE_SYS_MSG class system_msg msg_to_display "Test avec sbrick : $the_brick$" BRICK_SYS_MSG class system_msg msg_to_display "Test avec race : $the_race$" RACE_SYS_MSG class mission_objectives name objectives class wait_ai_msg msg_content the message from ia a long message in fact class target faunas_to_target ckfb1 alias 781170897 class jump_to target step_15 class actions name post_actions class step_dyn_chat name step_dyn_chat_19 class no_answer name no_answer alias 781170898 class jump_to target step_18 class dyn_answer name dyn_answer alias 781170899 class jump_to target step_18 class dyn_answer name dyn_answer_3 alias 781170900 class jump_to target step_15 class step name step_default_params class actions name pre_actions class mission_objectives name objectives class talk_to phrase "talk to $giver$ doit pas ajouter de param" TT_DEFAULT class kill fauna/quantity $creature_1$ 1 $creature_2$ 10 overload_objective "Il reste a tuer $q1$ $creature_1$." "Il faut tuer $q1$ $creature_1$ et $q2$ $creature_2$." OVER_STRANGE_PARAM class actions name post_actions ai_instances fyros route_gouffre class step_crash name step_crash class actions name actions amount -1000 class recv_money class jump_to target step_default_params class step name step_param_order class actions name pre_actions class system_msg msg_to_display THE_MSG_A_THEN_B $creature_a$ $creature_b$ class system_msg msg_to_display THE_MSG_B_THEN_A $creature_b$ $creature_a$ class mission_objectives name objectives class actions name post_actions class step name step_test_encyclo class actions name pre_actions album_thema album_1 class encyclo_unlock class mission_objectives name objectives class actions name post_actions class step name step_test_event_faction class actions name pre_actions class set_event_faction event_faction the_event_faction class mission_objectives name objectives class actions name post_actions class chain_mission giver_name toto mission_name NOT_DONE_MISSION amount itforage 10 0.5 class recv_money class remove_compass npc_to_remove toto place_to_remove the_place class step name step_test_talk_to class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective "Parlé à $giver$ $creature_1$" TALK_TO_OVLD phrase "Je viens de la part de $popol_var$" TALK_TO_TEXT class actions name post_actions class step_dyn_chat name step_dyn_chat_26 npc_name $giver$ talk_to_menu "Talk to menu du dyn chat to $giver$ $creature_1$" DYN_CHAT_TK_MN talk_to_overload_objective "Talk to overload dyn chat to $giver$ $creature_1$" DYN_CHAT_TK_OV class no_answer name no_answer class step name step_chat_26_no class actions name pre_actions class mission_objectives name objectives class actions name post_actions class dyn_answer name dyn_answer_2 class step name step_char_26_yes class actions name pre_actions class mission_objectives name objectives class actions name post_actions alias 13517030 automatic true class mission_tree giver_primitive test_compilateur_gn.primitive mission_description "Mission à faire avant de faire le test" MISSION_DESC mission_giver $vendor@fullname$ mission_title "MISSION TODO" MISSION_TITLE name DONE_MISSION not_in_journal true not_proposed true phrase_auto_menu "Take this mission !" AUTO_MENU replayable true class alias name alias class variables name variables class var_npc npc_function fct_mission_giver npc_name good_guy var_name vendor class pre_requisite name pre_requisite require_encyclo_thema_neg NEG_REG_THEMA_2 class step name step_3 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase "OUAAAAIIIS" PHRASE_TALK_TO class actions name post_actions class recv_item item/quantity/quality ictm1pd 1 50 alias 13660473 class mission_tree giver_primitive test_compilateur_gn.primitive mission_description "Mission à ne pas faire avant de faire le test" MISSION_DESC mission_giver $vendor@fullname$ mission_title "MISSION NOT TODO" MISSION_TITLE name NOT_DONE_MISSION replayable true class alias name alias class variables name variables class var_npc npc_function fct_mission_giver npc_name good_guy var_name vendor class pre_requisite name pre_requisite class step name step_3 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase "OUAAAAIIIS" PHRASE_TALK_TO class actions name post_actions alias 13702709 class mission_tree giver_primitive test_compilateur_gn.primitive mission_description "Mission à ne pas avoir running pour faire le test" MISSION_DESC mission_giver $vendor@fullname$ mission_title "MISSION NOT TO HAVE RUNNING" MISSION_TITLE name NOT_RUNNING_MISSION replayable true class alias name alias class variables name variables class var_npc npc_function fct_mission_giver npc_name good_guy var_name vendor class pre_requisite name pre_requisite class step name step_3 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase "OUAAAAIIIS" PHRASE_TALK_TO class actions name post_actions alias 13748441 class mission_tree giver_primitive test_compilateur_gn.primitive mission_description "Mission à avoir running pour faire le test" MISSION_DESC mission_giver $vendor@fullname$ mission_title "MISSION TO HAVE RUNNING" MISSION_TITLE name RUNNING_MISSION replayable true class alias name alias class variables name variables class var_npc npc_function fct_mission_giver npc_name good_guy var_name vendor class pre_requisite name pre_requisite class step name step_3 class actions name pre_actions class mission_objectives name objectives class talk_to overload_objective TALK_TO_OBJ_OVERLOAD phrase "OUAAAAIIIS" PHRASE_TALK_TO class actions name post_actions