//////////////////////////////////////////////////////////////////////////////////// // sentences related to Inventory/items management //////////////////////////////////////////////////////////////////////////////////// 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 $qty$ $item.p$.] } 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.] } ITEM_SERVICE_NOT_AVAILABLE(item service) { [&CHK&Achat refusé, $service.da$ $service$ n'est plus disponible.] } ITEM_SERVICE_CONSUMED(item service) { [&ITM&$service.da$ $service$ a été consommé.] } //INVENTORY_MOVE_TO(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 $item.p$.] //} BAG_FULL(int qty) { bag_full [&CHK&Your inventory is full, you have $qty$ items on it.] } ITEM_NOT_AVAILABLE() { item_not_available [&CHK&Item you want buy is no more available.] } ALTAR_RESTRICTION() { [&SYS& Votre allégeance ou votre niveau de renommée ne vous permet pas d'avoir accès aux pactes de cet autel.] }