//////////////////////////////////////////////////////////////////////////////////// // these sentences are used during harvest/loot //////////////////////////////////////////////////////////////////////////////////// HARVEST_NOTHING_TO_QUARTER(entity e) { harvest_nothing_to_quarter [&ITMF&There is nothing to quarter on $e.da$ $e$.] } HARVEST_NOTHING_TO_LOOT(entity e) { harvest_nothing_to_loot [&ITMF&There is nothing to loot on $e.da$ $e$.] } YOU_NOT_HAVE_LOOT_RIGHT() { you_not_have_loot_right [&CHK&Vous n'avez pas le droit de looter ce corps pour le moment. ] } YOU_NOT_HAVE_QUARTER_RIGHT() { you_not_have_quarter_right [&CHK&Vous n'avez pas le droit de dépecer ce corps pour le moment. ] } AUTO_LOOT_LEVEL_TOO_LOW() { auto_loot_level_too_low [&ITMF&For your mission, you need a material of higher quality.] } 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] } 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 $quality$.] } 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 $quality$.] } //R2LOOT_SUCCESS (int nb, literal lit, int quality) //{ // (nb > 1) // r2loot_success_pl [&ITM&You obtain $nb$ $lit$ of quality $quality$.] // (nb = 1) // r2loot_success_1 [&ITM&You obtain one $lit$ of quality $quality$.] //} 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 $quality$.] } 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 $quality$.] } 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 $harvester$.] } HARVEST_QUARTER_ALREADY_IN_PROGRESS_SELF(entity e) { harvest_quarter_already_in_progress_self [&CHK&You are already quartering $e.da$ $e$.] } 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 $harvester$.] } EGS_ITEM_ALREADY_BEING_LOOTED_E (entity e) { [&CHK&This bag is already being looted by $e$.] } EGS_LOOT_MONEY (money m) { [&ITM&You loot $m$ dappers.] }