inventory_destroy_item_1 [&ITM&You have destroyed $item.ia$ $item$.]
(qty>1)
inventory_destroy_item_p [&ITM&You have destroyed $qty$ $item.p$.]
}
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.]
}
INVENTORY_EQUIP(item item, int qty)
{
(qty=1)
inventory_equip_item_1 [&SYS&You equip with your $item$.]
(qty>1)
inventory_equip_item_p [&SYS&You equip with your $item.p$.]
}
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 $item.p$.]
}
REQUIRED_EQUIP()
{
[&CHK&You haven't requipred characteristic for wear this item.]
}
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 $cost$ seeds.]
(qty>1 & fp=0)
inventory_buy_item_p [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.]
(qty=1 & fp>0 & cost>0)
inventory_buy_item_1fc [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds and $fp$ faction points.]
(qty>1 & fp>0 & cost>0)
inventory_buy_item_pfc [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds and $fp$ faction points.]
(qty=1 & fp>0 & cost=0)
inventory_buy_item_1f [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.]
(qty>1 & fp>0 & cost=0)
inventory_buy_item_pf [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.]
}
INVENTORY_BUY_ITEM_DAPPERS(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.]
}
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.]
}
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 $rrpLevel$.]
}
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).]
}
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 dappers.]
(qty>1)
item_sold_market_2 [&ITM&Your $qty$ $item.p$ are solded to market, reseller already give to you corresponding dappers.]
}
ITEM_CANT_BE_SOLD( item item, int qty, int qual )
{
(qty=1)
item_can_be_solded_1 [&CHK&Your $item$ of quality $qual$ can't be solded in market.]
(qty>1)
item_can_be_solded_2 [&CHK&Your $qty$ $item.p$ of quality $qual$ can't be solded in market.]
}
ITEM_SHOP_LIMIT_REACHED( int qty )
{
[&CHK&You can't put more items in reseller, you have reach the $qty$ items limits you can have in reseller in same time.]
}
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.]
}
ITEM_PUT_IN_RESELLER( item item, int qty, int basePrice, int sellPrice )
{
(qty=1)
[&ITM&You put $item$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our item.]
(qty>1)
[&ITM&You put $qty$ $item.p$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our items.]