//////////////////////////////////////////////////////////////////////////////////// // these sentences are used in the xp gain system //////////////////////////////////////////////////////////////////////////////////// PROGRESS_NO_GAIN(skill s) { progress_no_gain [&CHK&You don't gain experience in '$s$', this actions is too easy.] } //PROGRESS_LITTLE_GAIN(skill s) //{ // progress_little_gain [&XP&You gain a little experience in '$s$'.] //} PROGRESS_NORMAL_GAIN(skill s, int i) { (i > 1) progress_normal_gain_p [&XP&You gain $i$ experience points in '$s$'.] (i = 1) progress_normal_gain_1 [&XP&You gain 1 experience point in '$s$'.] progress_normal_gain_0 [&XP&You gain no experience in '$s$'.] } PROGRESS_DEATH_PENALTY_PAYBACK(int i, skill s, int j, int k) { progress_death_penalty_payback [&XP&You gain $i$ experience points in '$s$', which amounts to $j$ death penalty points. Your death penalty is now of $k$ points.] } PROGRESS_DEATH_PENALTY_COMPLETE() { progress_death_penalty_complete [&XP&You no longer have a death experience penalty !] } PROGRESS_FREE_TRIAL_LIMIT(skill s) { progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.] } //*PROGRESS_MUCH_GAIN(skill s) //{ // progress_much_gain [&XP&You gain much experience in '$s$'.] //} PROGRESS_MISSION_GAIN(skill s) { progress_mission_gain [&TSK&The success of this mission has given you experience for the '$s$' skill.] } PROGRESS_SKILL(skill s, int i) { progress_skill [&XP&Your '$s$' skill improves to $i$ points.] } PROGRESS_HP() { progress_hp [&XP&Your life force increases.] } PROGRESS_SAP() { progress_sap [&XP&Your Sap increases.] } PROGRESS_STA() { progress_sta [&XP&Your endurance increases.] } //PROGRESS_RESIST(??) //{ // progress_resist [&XP&] //} PROGRESS_UNLOCK_SKILL(skill s, int i) { progress_unlock_skill [&XP&Well done! You gain the new advanced skill '$s$' starting to $i$ points.] } PROGRESS_MAX_DAMAGE_TRANSFERED(entity e) { [&XP&The way you killed $e.da$ $e$ was too easy. You don't gain experience for that behaviour.] }