2014-02-07 21:31:37 +00:00
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2014-02-07 20:54:02 +00:00
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////////////////////////////////////////////////////////////////////////////////////
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// these sentences are used during harvest/loot
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////////////////////////////////////////////////////////////////////////////////////
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HARVEST_NOTHING_TO_QUARTER(entity e)
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{
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harvest_nothing_to_quarter [&ITMF&There is nothing to quarter on $e.da$ $e$.]
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}
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HARVEST_NOTHING_TO_LOOT(entity e)
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{
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harvest_nothing_to_loot [&ITMF&There is nothing to loot on $e.da$ $e$.]
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}
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YOU_NOT_HAVE_LOOT_RIGHT()
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{
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you_not_have_loot_right [&CHK&Vous n'avez pas le droit de looter ce corps pour le moment. ]
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}
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YOU_NOT_HAVE_QUARTER_RIGHT()
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{
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2014-02-07 21:31:37 +00:00
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you_not_have_quarter_right [&CHK&Vous n'avez pas le droit de dépecer ce corps pour le moment. ]
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2014-02-07 20:54:02 +00:00
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}
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AUTO_LOOT_LEVEL_TOO_LOW()
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{
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auto_loot_level_too_low [&ITMF&For your mission, you need a material of higher quality.]
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}
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AUTO_LOOT_SUCCESS (int nb, item i, int level)
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{
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(nb > 1)
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auto_loot_success_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ for your mission]
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(nb = 1)
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auto_loot_success_1 [&ITM&You obtain one $i$ of quality $level$ for your mission]
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}
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LOOT_SUCCESS (int nb, item item, int quality)
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{
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(nb > 1)
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loot_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.]
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(nb = 1)
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loot_success_1 [&ITM&You obtain one $item$ of quality $quality$.]
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}
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LOOT_SUCCESS_OTHER (player p, int nb, item item, int quality)
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{
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(nb > 1)
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loot_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.]
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(nb = 1)
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loot_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.]
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}
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//R2LOOT_SUCCESS (int nb, literal lit, int quality)
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//{
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// (nb > 1)
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// r2loot_success_pl [&ITM&You obtain $nb$ $lit$ of quality $quality$.]
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// (nb = 1)
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// r2loot_success_1 [&ITM&You obtain one $lit$ of quality $quality$.]
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//}
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HARVEST_SUCCESS (int nb, item item, int quality)
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{
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(nb > 1)
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harvest_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.]
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(nb = 1)
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harvest_success_1 [&ITM&You obtain one $item$ of quality $quality$.]
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}
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HARVEST_SUCCESS_OTHER (player p, int nb, item item, int quality)
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{
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(nb > 1)
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harvest_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.]
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(nb = 1)
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harvest_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.]
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}
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HARVEST_QUARTER_ALREADY_IN_PROGRESS_OTHER(entity creature, entity harvester)
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{
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harvest_quarter_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being quartered by $harvester$.]
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}
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HARVEST_QUARTER_ALREADY_IN_PROGRESS_SELF(entity e)
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{
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harvest_quarter_already_in_progress_self [&CHK&You are already quartering $e.da$ $e$.]
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}
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HARVEST_LOOT_ALREADY_IN_PROGRESS_OTHER(entity creature, entity harvester)
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{
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harvest_loot_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being looted by $harvester$.]
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}
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EGS_ITEM_ALREADY_BEING_LOOTED_E (entity e)
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{
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[&CHK&This bag is already being looted by $e$.]
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}
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EGS_LOOT_MONEY (money m)
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{
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2016-03-03 18:47:31 +00:00
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[&ITM&You loot $m$ dins.]
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2014-02-07 20:54:02 +00:00
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}
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