/** Emotes */ EMOTE_ABSENTMINDED_TARGET (entity a, entity t) { emote_absentminded_target [&EMT&$a$ forgot, $t$.] } EMOTE_ABSENTMINDED_NOBODY (entity a) { emote_absentminded_nobody [&EMT&$a$ seems like s/he is about to do something, but isn't sure what.] } EMOTE_ABSENTMINDED_SELF (entity a) { emote_absentminded_self [&EMT&$a$ forgot something. Just doesn't know what.] } EMOTE_ADVENTUROUS_TARGET (entity a, entity t) { emote_adventurous_target [&EMT&$a$ wants to go adventuring with $t$.] } EMOTE_ADVENTUROUS_NOBODY (entity a) { emote_adventurous_nobody [&EMT&$a$ needs someone to adventure with!] } EMOTE_ADVENTUROUS_SELF (entity a) { emote_adventurous_self [&EMT&$a$ is off on another adventure!] } EMOTE_AGGRESSIVE_TARGET (entity a, entity t) { emote_aggressive_target [&EMT&$a$ gets in $t$'s face.] } EMOTE_AGGRESSIVE_NOBODY (entity a) { emote_aggressive_nobody [&EMT&$a$ looks ready to start something.] } EMOTE_AGGRESSIVE_SELF (entity a) { emote_aggressive_self [&EMT&$a$ isn't in the mood to back down.] } EMOTE_AGREE_TARGET (entity a, entity t) { emote_agree_target [&EMT&$a$ agrees with $t$.] } EMOTE_AGREE_NOBODY (entity a) { emote_agree_nobody [&EMT&$a$ appears to be agreeable.] } EMOTE_AGREE_SELF (entity a) { emote_agree_self [&EMT&$a$ agrees with him/herself, so there's no argument.] } EMOTE_ALERT_TARGET (entity a, entity t) { emote_alert_target [&EMT&$a$ alerts $t$.] } EMOTE_ALERT_NOBODY (entity a) { emote_alert_nobody [&EMT&$a$ puts everyone on alert.] } EMOTE_ALERT_SELF (entity a) { emote_alert_self [&EMT&$a$ notifies him/herself of something important.] } EMOTE_ALTRUIST_TARGET (entity a, entity t) { emote_altruist_target [&EMT&$a$ is impressed at $t$'s generous nature.] } EMOTE_ALTRUIST_NOBODY (entity a) { emote_altruist_nobody [&EMT&$a$ provides for everyone.] } EMOTE_ALTRUIST_SELF (entity a) { emote_altruist_self [&EMT&$a$ shares liberally without taking any for him/herself.] } EMOTE_AMAZED_TARGET (entity a, entity t) { emote_amazed_target [&EMT&$a$ finds $t$ never fails to amaze.] } EMOTE_AMAZED_NOBODY (entity a) { emote_amazed_nobody [&EMT&$a$ looks around, amazed.] } EMOTE_AMAZED_SELF (entity a) { emote_amazed_self [&EMT&$a$ ends up amazing him/herself.] } EMOTE_AMBIVALENT_TARGET (entity a, entity t) { emote_ambivalent_target [&EMT&$a$ indicates to $t$ it doesn't really matter.] } EMOTE_AMBIVALENT_NOBODY (entity a) { emote_ambivalent_nobody [&EMT&$a$ doesn't have a preference.] } EMOTE_AMBIVALENT_SELF (entity a) { emote_ambivalent_self [&EMT&$a$ could go either way.] } EMOTE_AMUSED_TARGET (entity a, entity t) { emote_amused_target [&EMT&$a$ finds $t$ amusing.] } EMOTE_AMUSED_NOBODY (entity a) { emote_amused_nobody [&EMT&$a$ is amused.] } EMOTE_AMUSED_SELF (entity a) { emote_amused_self [&EMT&$a$ amuses him/herself.] } EMOTE_ANGRY_TARGET (entity a, entity t) { emote_angry_target [&EMT&$a$ is quite angry at $t$.] } EMOTE_ANGRY_NOBODY (entity a) { emote_angry_nobody [&EMT&$a$ frowns, clearly angry.] } EMOTE_ANGRY_SELF (entity a) { emote_angry_self [&EMT&$a$ can't believe s/he did that, and is so angry at him/herself.] } EMOTE_ANNOYED_TARGET (entity a, entity t) { emote_annoyed_target [&EMT&$a$ is annoyed at $t$.] } EMOTE_ANNOYED_NOBODY (entity a) { emote_annoyed_nobody [&EMT&$a$ is annoyed.] } EMOTE_ANNOYED_SELF (entity a) { emote_annoyed_self [&EMT&$a$ annoys everyone, including him/herself.] } EMOTE_APATHETIC_TARGET (entity a, entity t) { emote_apathetic_target [&EMT&$a$ knows how $t$ feels, just doesn't seem to care much.] } EMOTE_APATHETIC_NOBODY (entity a) { emote_apathetic_nobody [&EMT&$a$ doesn't care.] } EMOTE_APATHETIC_SELF (entity a) { emote_apathetic_self [&EMT&$a$ attempts to muster up a bit of care, and fails.] } EMOTE_APPROVE_TARGET (entity a, entity t) { emote_approve_target [&EMT&$a$ gives $t$ his/her approval.] } EMOTE_APPROVE_NOBODY (entity a) { emote_approve_nobody [&EMT&$a$ approves. Thumbs up!] } EMOTE_APPROVE_SELF (entity a) { emote_approve_self [&EMT&$a$ gives him/herself a seal of approval.] } EMOTE_ARROGANT_TARGET (entity a, entity t) { emote_arrogant_target [&EMT&$a$ detects a bit of arrogance in $t$, perhaps?] } EMOTE_ARROGANT_NOBODY (entity a) { emote_arrogant_nobody [&EMT&$a$ can't believe people can be so arrogant.] } EMOTE_ARROGANT_SELF (entity a) { emote_arrogant_self [&EMT&$a$ is unstoppable.] } EMOTE_ASHAMED_TARGET (entity a, entity t) { emote_ashamed_target [&EMT&$a$ is ashamed of $t$.] } EMOTE_ASHAMED_NOBODY (entity a) { emote_ashamed_nobody [&EMT&$a$ is ashamed of all of you!] } EMOTE_ASHAMED_SELF (entity a) { emote_ashamed_self [&EMT&$a$ is ashamed of him/herself.] } EMOTE_BELLIGERENT_TARGET (entity a, entity t) { emote_belligerent_target [&EMT&$a$ is wearied by $t$'s belligerent disposition] } EMOTE_BELLIGERENT_NOBODY (entity a) { emote_belligerent_nobody [&EMT&$a$ looks ready for a fight.] } EMOTE_BELLIGERENT_SELF (entity a) { emote_belligerent_self [&EMT&$a$ is in obvious disagreement with him/herself.] } EMOTE_BITTER_TARGET (entity a, entity t) { emote_bitter_target [&EMT&$a$ isn't bitter, $t$, why do you ask?] } EMOTE_BITTER_NOBODY (entity a) { emote_bitter_nobody [&EMT&$a$ is bitter.] } EMOTE_BITTER_SELF (entity a) { emote_bitter_self [&EMT&$a$ smiles bitterly.] } EMOTE_BLOODTHIRSTY_TARGET (entity a, entity t) { emote_bloodthirsty_target [&EMT&$a$ wonders when $t$ got bloodthirsty.] } EMOTE_BLOODTHIRSTY_NOBODY (entity a) { emote_bloodthirsty_nobody [&EMT&$a$ charges.] } EMOTE_BLOODTHIRSTY_SELF (entity a) { emote_bloodthirsty_self [&EMT&$a$ isn't afraid of a little blood, in fact, prefers it.] } EMOTE_BORED_TARGET (entity a, entity t) { emote_bored_target [&EMT&$a$ considers $t$ boring.] } EMOTE_BORED_NOBODY (entity a) { emote_bored_nobody [&EMT&$a$ is bored] } EMOTE_BORED_SELF (entity a) { emote_bored_self [&EMT&$a$ is bored with what s/he is doing.] } EMOTE_BOW_TARGET (entity a, entity t) { emote_bow_target [&EMT&$a$ bows to $t$.] } EMOTE_BOW_NOBODY (entity a) { emote_bow_nobody [&EMT&$a$ bows respectfully.] } EMOTE_BOW_SELF (entity a) { emote_bow_self [&EMT&$a$ bows at no one in particular, but ends up touching his/her toes.] } EMOTE_BRAVE_TARGET (entity a, entity t) { emote_brave_target [&EMT&$a$ thinks $t$ is very brave.] } EMOTE_BRAVE_NOBODY (entity a) { emote_brave_nobody [&EMT&$a$ gives everyone a speech, encouraging them to be brave.] } EMOTE_BRAVE_SELF (entity a) { emote_brave_self [&EMT&$a$ gathers up all his/her courage.] } EMOTE_RICE_TARGET (entity a, entity t) { emote_rice_target [&EMT&$a$ tosses rice at $t$.] } EMOTE_RICE_NOBODY (entity a) { emote_rice_nobody [&EMT&$a$ tosses rice in celebration.] } EMOTE_RICE_SELF (entity a) { emote_rice_self [&EMT&$a$ sprinkles rice over him/herself to celebrate.] } EMOTE_BUBBLY_TARGET (entity a, entity t) { emote_bubbly_target [&EMT&$a$ is amused at how bubbly $t$ is.] } EMOTE_BUBBLY_NOBODY (entity a) { emote_bubbly_nobody [&EMT&$a$ bubbles over with enthusiasm, which seems catching.] } EMOTE_BUBBLY_SELF (entity a) { emote_bubbly_self [&EMT&$a$ pours bubbly on him/herself. Oops.] } EMOTE_BURP_TARGET (entity a, entity t) { emote_burp_target [&EMT&$a$ excuses $t$. That was a loud one!] } EMOTE_BURP_NOBODY (entity a) { emote_burp_nobody [&EMT&$a$ burps loudly.] } EMOTE_BURP_SELF (entity a) { emote_burp_self [&EMT&$a$ burps.] } EMOTE_CALM_TARGET (entity a, entity t) { emote_calm_target [&EMT&$a$ tries to calm $t$.] } EMOTE_CALM_NOBODY (entity a) { emote_calm_nobody [&EMT&$a$ radiates serenity.] } EMOTE_CALM_SELF (entity a) { emote_calm_self [&EMT&$a$ is perfectly tranquil and calm.] } EMOTE_CALMDOWN_TARGET (entity a, entity t) { emote_calmdown_target [&EMT&$a$ looks concerned at $t$ and tells them to calm down.] } EMOTE_CALMDOWN_NOBODY (entity a) { emote_calmdown_nobody [&EMT&$a$ attempts to calm everyone down.] } EMOTE_CALMDOWN_SELF (entity a) { emote_calmdown_self [&EMT&$a$ calms down. No sense getting worked up.] } EMOTE_CAREFUL_TARGET (entity a, entity t) { emote_careful_target [&EMT&$a$ warns $t$ to be careful.] } EMOTE_CAREFUL_NOBODY (entity a) { emote_careful_nobody [&EMT&$a$ thinks caution is needed here.] } EMOTE_CAREFUL_SELF (entity a) { emote_careful_self [&EMT&$a$ proceeds, carefully.] } EMOTE_CARELESS_TARGET (entity a, entity t) { emote_careless_target [&EMT&$a$ wants to know how $t$ could be so careless.] } EMOTE_CARELESS_NOBODY (entity a) { emote_careless_nobody [&EMT&$a$ thinks someone was careless, but isn't naming names.] } EMOTE_CARELESS_SELF (entity a) { emote_careless_self [&EMT&$a$ shrugs carelessly.] } EMOTE_CASUAL_TARGET (entity a, entity t) { emote_casual_target [&EMT&$a$ asks $t$ what's up.] } EMOTE_CASUAL_NOBODY (entity a) { emote_casual_nobody [&EMT&$a$ looks around casually.] } EMOTE_CASUAL_SELF (entity a) { emote_casual_self [&EMT&$a$ hangs out.] } EMOTE_CHAOTIC_TARGET (entity a, entity t) { emote_chaotic_target [&EMT&$a$ wonders if $t$ finds things just as chaotic as s/he does.] } EMOTE_CHAOTIC_NOBODY (entity a) { emote_chaotic_nobody [&EMT&$a$ finds all of this rather chaotic.] } EMOTE_CHAOTIC_SELF (entity a) { emote_chaotic_self [&EMT&$a$ revels in the chaos s/he has made.] } EMOTE_CHEER_TARGET (entity a, entity t) { emote_cheer_target [&EMT&$a$ cheers $t$ on. Go $t$!] } EMOTE_CHEER_NOBODY (entity a) { emote_cheer_nobody [&EMT&$a$ cheers everyone on.] } EMOTE_CHEER_SELF (entity a) { emote_cheer_self [&EMT&$a$ cheers. Yay!] } EMOTE_CLINICAL_TARGET (entity a, entity t) { emote_clinical_target [&EMT&$a$ observes $t$, taking notes.] } EMOTE_CLINICAL_NOBODY (entity a) { emote_clinical_nobody [&EMT&$a$ surveys the scene with a clinical air.] } EMOTE_CLINICAL_SELF (entity a) { emote_clinical_self [&EMT&$a$ examines him/herself.] } EMOTE_COLD_TARGET (entity a, entity t) { emote_cold_target [&EMT&$a$ eyes $t$ coldly.] } EMOTE_COLD_NOBODY (entity a) { emote_cold_nobody [&EMT&$a$ stares coldly.] } EMOTE_COLD_SELF (entity a) { emote_cold_self [&EMT&$a$ is cold as ice.] } EMOTE_COMPASSIONATE_TARGET (entity a, entity t) { emote_compassionate_target [&EMT&$a$ shows great compassion to $t$.] } EMOTE_COMPASSIONATE_NOBODY (entity a) { emote_compassionate_nobody [&EMT&$a$ smiles sympathetically.] } EMOTE_COMPASSIONATE_SELF (entity a) { emote_compassionate_self [&EMT&$a$ takes care of him/herself.] } EMOTE_CONDESCENDING_TARGET (entity a, entity t) { emote_condescending_target [&EMT&$a$ speaks very slowly at $t$.] } EMOTE_CONDESCENDING_NOBODY (entity a) { emote_condescending_nobody [&EMT&$a$ glances around, feeling superior.] } EMOTE_CONDESCENDING_SELF (entity a) { emote_condescending_self [&EMT&$a$ doesn't like condescending people.] } EMOTE_CONFIDENT_TARGET (entity a, entity t) { emote_confident_target [&EMT&$a$ has full confidence in $t$.] } EMOTE_CONFIDENT_NOBODY (entity a) { emote_confident_nobody [&EMT&$a$ struts about confidently.] } EMOTE_CONFIDENT_SELF (entity a) { emote_confident_self [&EMT&$a$ has all the confidence s/he needs.] } EMOTE_CONFUSED_TARGET (entity a, entity t) { emote_confused_target [&EMT&$a$ admits $t$ has him/her confused.] } EMOTE_CONFUSED_NOBODY (entity a) { emote_confused_nobody [&EMT&$a$ ponders for a while, but ends up confused regardless.] } EMOTE_CONFUSED_SELF (entity a) { emote_confused_self [&EMT&$a$ has managed to confuse him/herself.] } EMOTE_CONTEMPTUOUS_TARGET (entity a, entity t) { emote_contemptuous_target [&EMT&$a$ holds $t$ in bitter contempt.] } EMOTE_CONTEMPTUOUS_NOBODY (entity a) { emote_contemptuous_nobody [&EMT&$a$ scowls contemptuously.] } EMOTE_CONTEMPTUOUS_SELF (entity a) { emote_contemptuous_self [&EMT&$a$ holds everything in contempt.] } EMOTE_CONTENT_TARGET (entity a, entity t) { emote_content_target [&EMT&$a$ sighs contentedly at $t$.] } EMOTE_CONTENT_NOBODY (entity a) { emote_content_nobody [&EMT&$a$ is content.] } EMOTE_CONTENT_SELF (entity a) { emote_content_self [&EMT&$a$ relaxes, and wouldn't change a thing.] } EMOTE_COURAGEOUS_TARGET (entity a, entity t) { emote_courageous_target [&EMT&$a$ is inspired by the courageousness of $t$.] } EMOTE_COURAGEOUS_NOBODY (entity a) { emote_courageous_nobody [&EMT&$a$ goes first, as an example of courage.] } EMOTE_COURAGEOUS_SELF (entity a) { emote_courageous_self [&EMT&$a$ summons up all his/her courage.] } EMOTE_COURTLY_TARGET (entity a, entity t) { emote_courtly_target [&EMT&$a$ flourishes at $t$ in a most courtly bow.] } EMOTE_COURTLY_NOBODY (entity a) { emote_courtly_nobody [&EMT&$a$ bows deeply.] } EMOTE_COURTLY_SELF (entity a) { emote_courtly_self [&EMT&$a$ proceeds in a regal fashion.] } EMOTE_COWARD_TARGET (entity a, entity t) { emote_coward_target [&EMT&$a$ calls $t$ a coward.] } EMOTE_COWARD_NOBODY (entity a) { emote_coward_nobody [&EMT&$a$ isn't a coward.] } EMOTE_COWARD_SELF (entity a) { emote_coward_self [&EMT&$a$ trembles, and looks for something to hide behind.] } EMOTE_CRAZY_TARGET (entity a, entity t) { emote_crazy_target [&EMT&$a$ believes $t$ is crazy.] } EMOTE_CRAZY_NOBODY (entity a) { emote_crazy_nobody [&EMT&$a$ goes crazy.] } EMOTE_CRAZY_SELF (entity a) { emote_crazy_self [&EMT&$a$ is crazy, but everyone knows it.] } EMOTE_CRUDE_TARGET (entity a, entity t) { emote_crude_target [&EMT&$a$ makes a crude gesture at $t$.] } EMOTE_CRUDE_NOBODY (entity a) { emote_crude_nobody [&EMT&$a$ makes a crude gesture to everyone.] } EMOTE_CRUDE_SELF (entity a) { emote_crude_self [&EMT&$a$ makes a few crude comments to him/herself.] } EMOTE_CRUEL_TARGET (entity a, entity t) { emote_cruel_target [&EMT&$a$ taunts $t$ cruelly.] } EMOTE_CRUEL_NOBODY (entity a) { emote_cruel_nobody [&EMT&$a$ narrows his/her eyes, unleashing an unusual amount of cruelty.] } EMOTE_CRUEL_SELF (entity a) { emote_cruel_self [&EMT&$a$ teases, torments, and taunts. How cruel!] } EMOTE_CURIOUS_TARGET (entity a, entity t) { emote_curious_target [&EMT&$a$ is curious of $t$.] } EMOTE_CURIOUS_NOBODY (entity a) { emote_curious_nobody [&EMT&$a$ is curious.] } EMOTE_CURIOUS_SELF (entity a) { emote_curious_self [&EMT&$a$ wonders about him/herself sometimes.] } EMOTE_CYNICAL_TARGET (entity a, entity t) { emote_cynical_target [&EMT&$a$ doesn't quite trust $t$.] } EMOTE_CYNICAL_NOBODY (entity a) { emote_cynical_nobody [&EMT&$a$ generally has a low opinion of the nature of homins.] } EMOTE_CYNICAL_SELF (entity a) { emote_cynical_self [&EMT&$a$ reaches new levels of cynicism.] } EMOTE_DAINTY_TARGET (entity a, entity t) { emote_dainty_target [&EMT&$a$ wonders how a dainty creature like $t$ can kill something so big.] } EMOTE_DAINTY_NOBODY (entity a) { emote_dainty_nobody [&EMT&$a$ only looks dainty, trust him/her.] } EMOTE_DAINTY_SELF (entity a) { emote_dainty_self [&EMT&$a$ fusses about in a dainty fashion.] } EMOTE_DANCE_TARGET (entity a, entity t) { emote_dance_target [&EMT&$a$ extends a hand. Would $t$ like to dance?] } EMOTE_DANCE_NOBODY (entity a) { emote_dance_nobody [&EMT&$a$ gets this party started!] } EMOTE_DANCE_SELF (entity a) { emote_dance_self [&EMT&$a$ is poetry in motion.] } EMOTE_DEFENSIVE_TARGET (entity a, entity t) { emote_defensive_target [&EMT&$a$ gets defensive at $t$.] } EMOTE_DEFENSIVE_NOBODY (entity a) { emote_defensive_nobody [&EMT&$a$ is put on the defensive.] } EMOTE_DEFENSIVE_SELF (entity a) { emote_defensive_self [&EMT&$a$ defends him/herself.] } EMOTE_DEPRESSED_TARGET (entity a, entity t) { emote_depressed_target [&EMT&$a$ asks $t$ if s/he is depressed.] } EMOTE_DEPRESSED_NOBODY (entity a) { emote_depressed_nobody [&EMT&$a$ is depressed.] } EMOTE_DEPRESSED_SELF (entity a) { emote_depressed_self [&EMT&$a$ could use a good listener.] } EMOTE_DESIRE_TARGET (entity a, entity t) { emote_desire_target [&EMT&$a$ knows what s/he wants, and it happens to be $t$.] } EMOTE_DESIRE_NOBODY (entity a) { emote_desire_nobody [&EMT&$a$ figures out what s/he wants.] } EMOTE_DESIRE_SELF (entity a) { emote_desire_self [&EMT&$a$ knows what s/he wants, and isn't afraid to go get it.] } EMOTE_DESPAIRED_TARGET (entity a, entity t) { emote_despaired_target [&EMT&$a$ lets $t$ know things are hopeless.] } EMOTE_DESPAIRED_NOBODY (entity a) { emote_despaired_nobody [&EMT&$a$ is filled with despair.] } EMOTE_DESPAIRED_SELF (entity a) { emote_despaired_self [&EMT&$a$ despairs; things couldn't get worse.] } EMOTE_DESTRUCTIVE_TARGET (entity a, entity t) { emote_destructive_target [&EMT&$a$ warns $t$ to stay back.] } EMOTE_DESTRUCTIVE_NOBODY (entity a) { emote_destructive_nobody [&EMT&$a$ looks ready to destroy something.] } EMOTE_DESTRUCTIVE_SELF (entity a) { emote_destructive_self [&EMT&$a$ throws things around, raises a fuss, and is in a destructive mood.] } EMOTE_DIE_TARGET (entity a, entity t) { emote_die_target [&EMT&$a$ checks $t$'s expiration date.] } EMOTE_DIE_NOBODY (entity a) { emote_die_nobody [&EMT&$a$ faces certain death. Onward!] } EMOTE_DIE_SELF (entity a) { emote_die_self [&EMT&$a$ wants to have a little fun before s/he dies.] } EMOTE_DIGNIFIED_TARGET (entity a, entity t) { emote_dignified_target [&EMT&$a$ notes the dignified manner $t$ carries him/herself and acts accordingly.] } EMOTE_DIGNIFIED_NOBODY (entity a) { emote_dignified_nobody [&EMT&$a$ maintains composure.] } EMOTE_DIGNIFIED_SELF (entity a) { emote_dignified_self [&EMT&$a$ acts dignified, regardless of the situation at hand.] } EMOTE_DIPLOMATIC_TARGET (entity a, entity t) { emote_diplomatic_target [&EMT&$a$ engages in diplomatic relations with $t$.] } EMOTE_DIPLOMATIC_NOBODY (entity a) { emote_diplomatic_nobody [&EMT&$a$ believes some diplomacy would help here.] } EMOTE_DIPLOMATIC_SELF (entity a) { emote_diplomatic_self [&EMT&$a$ engages in diplomacy with him/herself. Surprisingly, all parties come to an agreement.] } EMOTE_DISAPPOINTED_TARGET (entity a, entity t) { emote_disappointed_target [&EMT&$a$ lowers his/her head, disappointed at $t$.] } EMOTE_DISAPPOINTED_NOBODY (entity a) { emote_disappointed_nobody [&EMT&$a$ is clearly disappointed.] } EMOTE_DISAPPOINTED_SELF (entity a) { emote_disappointed_self [&EMT&$a$ is disappointed in him/herself, and sighs.] } EMOTE_DISCREET_TARGET (entity a, entity t) { emote_discreet_target [&EMT&$a$ asks $t$ to be discreet.] } EMOTE_DISCREET_NOBODY (entity a) { emote_discreet_nobody [&EMT&$a$ looks about discreetly.] } EMOTE_DISCREET_SELF (entity a) { emote_discreet_self [&EMT&$a$ is the very soul of discretion.] } EMOTE_DISDAINFUL_TARGET (entity a, entity t) { emote_disdainful_target [&EMT&$a$ glares at $t$ distainfully.] } EMOTE_DISDAINFUL_NOBODY (entity a) { emote_disdainful_nobody [&EMT&$a$ rolls his/her eyes.] } EMOTE_DISDAINFUL_SELF (entity a) { emote_disdainful_self [&EMT&$a$ knows you all are beneath him/her.] } EMOTE_DISGRUNTLED_TARGET (entity a, entity t) { emote_disgruntled_target [&EMT&$a$ is disgruntled at $t$.] } EMOTE_DISGRUNTLED_NOBODY (entity a) { emote_disgruntled_nobody [&EMT&$a$ is just plain disgruntled.] } EMOTE_DISGRUNTLED_SELF (entity a) { emote_disgruntled_self [&EMT&$a$ grumbles a lot, but proceeds.] } EMOTE_DISGUSTED_TARGET (entity a, entity t) { emote_disgusted_target [&EMT&$a$ is disgusted at $t$.] } EMOTE_DISGUSTED_NOBODY (entity a) { emote_disgusted_nobody [&EMT&$a$ is disgusted.] } EMOTE_DISGUSTED_SELF (entity a) { emote_disgusted_self [&EMT&$a$ tsks, disgusted.] } EMOTE_DISILLUSIONED_TARGET (entity a, entity t) { emote_disillusioned_target [&EMT&$a$ has his/her illusions shattered by $t$.] } EMOTE_DISILLUSIONED_NOBODY (entity a) { emote_disillusioned_nobody [&EMT&$a$ isn't quite as hopeful as s/he used to be.] } EMOTE_DISILLUSIONED_SELF (entity a) { emote_disillusioned_self [&EMT&$a$ is completely disillusioned.] } EMOTE_DISMAYED_TARGET (entity a, entity t) { emote_dismayed_target [&EMT&$a$ looks dismayed at $t$.] } EMOTE_DISMAYED_NOBODY (entity a) { emote_dismayed_nobody [&EMT&$a$ is dismayed. This wasn't how things were supposed to go.] } EMOTE_DISMAYED_SELF (entity a) { emote_dismayed_self [&EMT&$a$ is dismayed at him/herself. This was not what s/he was expecting.] } EMOTE_DISORIENTED_TARGET (entity a, entity t) { emote_disoriented_target [&EMT&$a$ finds $t$'s instructions a bit disorienting.] } EMOTE_DISORIENTED_NOBODY (entity a) { emote_disoriented_nobody [&EMT&$a$ turns 'round and 'round and..] } EMOTE_DISORIENTED_SELF (entity a) { emote_disoriented_self [&EMT&$a$ looks every direction, but is lost.] } EMOTE_DISTRACTED_TARGET (entity a, entity t) { emote_distracted_target [&EMT&$a$ is distracted by $t$.] } EMOTE_DISTRACTED_NOBODY (entity a) { emote_distracted_nobody [&EMT&$a$ gazes off into the middle distance.] } EMOTE_DISTRACTED_SELF (entity a) { emote_distracted_self [&EMT&$a$ isn't paying attention right now, can you come back later?] } EMOTE_DOUBTFUL_TARGET (entity a, entity t) { emote_doubtful_target [&EMT&$a$ doesn't believe $t$.] } EMOTE_DOUBTFUL_NOBODY (entity a) { emote_doubtful_nobody [&EMT&$a$ doubts it.] } EMOTE_DOUBTFUL_SELF (entity a) { emote_doubtful_self [&EMT&$a$ isn't quite sure about things.] } EMOTE_DRAMATIC_TARGET (entity a, entity t) { emote_dramatic_target [&EMT&$a$ puts on a show for $t$.] } EMOTE_DRAMATIC_NOBODY (entity a) { emote_dramatic_nobody [&EMT&$a$ strikes a pose.] } EMOTE_DRAMATIC_SELF (entity a) { emote_dramatic_self [&EMT&$a$ would make a great actor/actress, don't you think?] } EMOTE_DREAMY_TARGET (entity a, entity t) { emote_dreamy_target [&EMT&$a$ gazes dreamily at $t$.] } EMOTE_DREAMY_NOBODY (entity a) { emote_dreamy_nobody [&EMT&$a$ stares off into the distance.] } EMOTE_DREAMY_SELF (entity a) { emote_dreamy_self [&EMT&$a$ has a dreamy look about him/her.] } EMOTE_DRUNK_TARGET (entity a, entity t) { emote_drunk_target [&EMT&$a$ hands $t$ another drink.] } EMOTE_DRUNK_NOBODY (entity a) { emote_drunk_nobody [&EMT&$a$ hiccups and gets another drink.] } EMOTE_DRUNK_SELF (entity a) { emote_drunk_self [&EMT&$a$ staggers around, possibly drunk.] } EMOTE_DUTIFUL_TARGET (entity a, entity t) { emote_dutiful_target [&EMT&$a$ follows $t$, as is his/her duty.] } EMOTE_DUTIFUL_NOBODY (entity a) { emote_dutiful_nobody [&EMT&$a$ will do his/her duty.] } EMOTE_DUTIFUL_SELF (entity a) { emote_dutiful_self [&EMT&$a$ is unswavering in dedication to his/her duty.] } EMOTE_EAGER_TARGET (entity a, entity t) { emote_eager_target [&EMT&$a$ nods eagerly at $t$.] } EMOTE_EAGER_NOBODY (entity a) { emote_eager_nobody [&EMT&$a$ is eager and ready!] } EMOTE_EAGER_SELF (entity a) { emote_eager_self [&EMT&$a$ is self motivated.] } EMOTE_EARNEST_TARGET (entity a, entity t) { emote_earnest_target [&EMT&$a$ eyes $t$ seriously.] } EMOTE_EARNEST_NOBODY (entity a) { emote_earnest_nobody [&EMT&$a$ looks intent.] } EMOTE_EARNEST_SELF (entity a) { emote_earnest_self [&EMT&$a$ expresses the importance of being earnest.] } EMOTE_ECSTATIC_TARGET (entity a, entity t) { emote_ecstatic_target [&EMT&$a$ is so very happy for $t$!] } EMOTE_ECSTATIC_NOBODY (entity a) { emote_ecstatic_nobody [&EMT&$a$ couldn't be happier.] } EMOTE_ECSTATIC_SELF (entity a) { emote_ecstatic_self [&EMT&$a$ is so happy with him/herself!] } EMOTE_EGOISTIC_TARGET (entity a, entity t) { emote_egoistic_target [&EMT&$a$ pumps up $t$'s ego, not that s/he needs it.] } EMOTE_EGOISTIC_NOBODY (entity a) { emote_egoistic_nobody [&EMT&$a$ watches his/her ego soar.] } EMOTE_EGOISTIC_SELF (entity a) { emote_egoistic_self [&EMT&$a$ believes in him/herself, and his/her ego.] } EMOTE_EMBARRASSED_TARGET (entity a, entity t) { emote_embarrassed_target [&EMT&$a$ is embarrassed by $t$.] } EMOTE_EMBARRASSED_NOBODY (entity a) { emote_embarrassed_nobody [&EMT&$a$ blushes, embarassed.] } EMOTE_EMBARRASSED_SELF (entity a) { emote_embarrassed_self [&EMT&$a$ embarasses him/herself.] } EMOTE_EMOTIONAL_TARGET (entity a, entity t) { emote_emotional_target [&EMT&$a$ tries to comfort $t$.] } EMOTE_EMOTIONAL_NOBODY (entity a) { emote_emotional_nobody [&EMT&$a$ is overcome with emotion.] } EMOTE_EMOTIONAL_SELF (entity a) { emote_emotional_self [&EMT&$a$ could use some comfort.] } EMOTE_EMOTIONLESS_TARGET (entity a, entity t) { emote_emotionless_target [&EMT&$a$ looks vacantly at $t$.] } EMOTE_EMOTIONLESS_NOBODY (entity a) { emote_emotionless_nobody [&EMT&$a$ shows no emotion.] } EMOTE_EMOTIONLESS_SELF (entity a) { emote_emotionless_self [&EMT&$a$ remains emotionless. There's nothing to be said or done.] } EMOTE_EMPHATIC_TARGET (entity a, entity t) { emote_emphatic_target [&EMT&$a$ empathizes with $t$. "I know just how you feel."] } EMOTE_EMPHATIC_NOBODY (entity a) { emote_emphatic_nobody [&EMT&$a$ looks ready to listen.] } EMOTE_EMPHATIC_SELF (entity a) { emote_emphatic_self [&EMT&$a$ is willing to lend an empahatic ear, knowing how you feel.] } EMOTE_ENCOURAGING_TARGET (entity a, entity t) { emote_encouraging_target [&EMT&$a$ encourages $t$.] } EMOTE_ENCOURAGING_NOBODY (entity a) { emote_encouraging_nobody [&EMT&$a$ finds the situation encouraging.] } EMOTE_ENCOURAGING_SELF (entity a) { emote_encouraging_self [&EMT&$a$ is encouraged.] } EMOTE_ENRAGED_TARGET (entity a, entity t) { emote_enraged_target [&EMT&$a$ seethes with rage at $t$.] } EMOTE_ENRAGED_NOBODY (entity a) { emote_enraged_nobody [&EMT&$a$ is furious, watch out.] } EMOTE_ENRAGED_SELF (entity a) { emote_enraged_self [&EMT&$a$ fumes, enraged.] } EMOTE_ENTHUSIASTIC_TARGET (entity a, entity t) { emote_enthusiastic_target [&EMT&$a$ agrees enthusiastically with $t$.] } EMOTE_ENTHUSIASTIC_NOBODY (entity a) { emote_enthusiastic_nobody [&EMT&$a$ looks enthusiastic.] } EMOTE_ENTHUSIASTIC_SELF (entity a) { emote_enthusiastic_self [&EMT&$a$ is enthusiastic.] } EMOTE_ENVIOUS_TARGET (entity a, entity t) { emote_envious_target [&EMT&$a$ wants to be just like you, $t$.] } EMOTE_ENVIOUS_NOBODY (entity a) { emote_envious_nobody [&EMT&$a$ seethes with envy.] } EMOTE_ENVIOUS_SELF (entity a) { emote_envious_self [&EMT&$a$ is probably the envy of everyone right now.] } EMOTE_EVIL_TARGET (entity a, entity t) { emote_evil_target [&EMT&$a$ grins evilly at $t$.] } EMOTE_EVIL_NOBODY (entity a) { emote_evil_nobody [&EMT&$a$ rubs his/her hands together evilly.] } EMOTE_EVIL_SELF (entity a) { emote_evil_self [&EMT&$a$ considers him/herself evil.] } EMOTE_EXCITED_TARGET (entity a, entity t) { emote_excited_target [&EMT&$a$ gets excited at $t$.] } EMOTE_EXCITED_NOBODY (entity a) { emote_excited_nobody [&EMT&$a$ smiles, excited.] } EMOTE_EXCITED_SELF (entity a) { emote_excited_self [&EMT&$a$ is so excited!] } EMOTE_EXERCISE_TARGET (entity a, entity t) { emote_exercise_target [&EMT&$a$ encourages $t$ to exercise.] } EMOTE_EXERCISE_NOBODY (entity a) { emote_exercise_nobody [&EMT&$a$ exercises. One, two..] } EMOTE_EXERCISE_SELF (entity a) { emote_exercise_self [&EMT&$a$ engages in a complete workout.] } EMOTE_EXHAUSTED_TARGET (entity a, entity t) { emote_exhausted_target [&EMT&$a$ thinks $t$ is exhausted and should take a break.] } EMOTE_EXHAUSTED_NOBODY (entity a) { emote_exhausted_nobody [&EMT&$a$ should probably take a break.] } EMOTE_EXHAUSTED_SELF (entity a) { emote_exhausted_self [&EMT&$a$ is extremely exhausted and needs to rest.] } EMOTE_EXUBERANT_TARGET (entity a, entity t) { emote_exuberant_target [&EMT&$a$ dances with $t$, extremely pleased.] } EMOTE_EXUBERANT_NOBODY (entity a) { emote_exuberant_nobody [&EMT&$a$ has happiness in abundance.] } EMOTE_EXUBERANT_SELF (entity a) { emote_exuberant_self [&EMT&$a$ dances about, joyously unrestrained and enthusiastic.] } EMOTE_FAITHFUL_TARGET (entity a, entity t) { emote_faithful_target [&EMT&$a$ is faithful to $t$, and $t$ alone.] } EMOTE_FAITHFUL_NOBODY (entity a) { emote_faithful_nobody [&EMT&$a$ is faithful to no one.] } EMOTE_FAITHFUL_SELF (entity a) { emote_faithful_self [&EMT&$a$ is faithful only to his/herself.] } EMOTE_FANATICAL_TARGET (entity a, entity t) { emote_fanatical_target [&EMT&$a$ has unswerving devotion to $t$, and $t$ alone.] } EMOTE_FANATICAL_NOBODY (entity a) { emote_fanatical_nobody [&EMT&$a$ strongly believes in what s/he does.] } EMOTE_FANATICAL_SELF (entity a) { emote_fanatical_self [&EMT&$a$ is a homin with a cause. To the death!] } EMOTE_FASTIDIOUS_TARGET (entity a, entity t) { emote_fastidious_target [&EMT&$a$ fastidiously brushes a bit of dirt off $t$.] } EMOTE_FASTIDIOUS_NOBODY (entity a) { emote_fastidious_nobody [&EMT&$a$ fastidiously makes sure everything is in its place.] } EMOTE_FASTIDIOUS_SELF (entity a) { emote_fastidious_self [&EMT&$a$ brushes him/herself off.] } EMOTE_FBT_TARGET (entity a, entity t) { emote_fbt_target [.] } EMOTE_FBT_NOBODY (entity a) { emote_fbt_nobody [.] } EMOTE_FBT_SELF (entity a) { emote_fbt_self [.] } EMOTE_FEARFUL_TARGET (entity a, entity t) { emote_fearful_target [&EMT&$a$ fears $t$.] } EMOTE_FEARFUL_NOBODY (entity a) { emote_fearful_nobody [&EMT&$a$ looks around, eyes wide with fear.] } EMOTE_FEARFUL_SELF (entity a) { emote_fearful_self [&EMT&$a$ fears no one but possibly him/herself.] } EMOTE_FIRM_TARGET (entity a, entity t) { emote_firm_target [&EMT&$a$ is firm on this, $t$.] } EMOTE_FIRM_NOBODY (entity a) { emote_firm_nobody [&EMT&$a$ stands firm.] } EMOTE_FIRM_SELF (entity a) { emote_firm_self [&EMT&$a$ is unbending.] } EMOTE_FORGIVE_TARGET (entity a, entity t) { emote_forgive_target [&EMT&$a$ forgives $t$.] } EMOTE_FORGIVE_NOBODY (entity a) { emote_forgive_nobody [&EMT&$a$ is in a forgiving mood.] } EMOTE_FORGIVE_SELF (entity a) { emote_forgive_self [&EMT&$a$ decides to act first, and ask for forgiveness later.] } EMOTE_FRATERNAL_TARGET (entity a, entity t) { emote_fraternal_target [&EMT&$a$ consider $t$ like a brother.] } EMOTE_FRATERNAL_NOBODY (entity a) { emote_fraternal_nobody [&EMT&$a$ considers everyone here family.] } EMOTE_FRATERNAL_SELF (entity a) { emote_fraternal_self [&EMT&$a$ is glad to be treated like family here.] } EMOTE_FRIENDLY_TARGET (entity a, entity t) { emote_friendly_target [&EMT&$a$ is friendly to $t$.] } EMOTE_FRIENDLY_NOBODY (entity a) { emote_friendly_nobody [&EMT&$a$ is friendly to everyone.] } EMOTE_FRIENDLY_SELF (entity a) { emote_friendly_self [&EMT&$a$ is considered friendly.] } EMOTE_FRUSTRATED_TARGET (entity a, entity t) { emote_frustrated_target [&EMT&$a$ is frustrated with $t$. Grrr.] } EMOTE_FRUSTRATED_NOBODY (entity a) { emote_frustrated_nobody [&EMT&$a$ is visibly frustrated.] } EMOTE_FRUSTRATED_SELF (entity a) { emote_frustrated_self [&EMT&$a$ is frustrated with him/herself.] } EMOTE_FUNNY_TARGET (entity a, entity t) { emote_funny_target [&EMT&$a$ tells $t$ how funny s/he is.] } EMOTE_FUNNY_NOBODY (entity a) { emote_funny_nobody [&EMT&$a$ tells a joke.] } EMOTE_FUNNY_SELF (entity a) { emote_funny_self [&EMT&$a$ laughs at him/herself.] } EMOTE_GENEROUS_TARGET (entity a, entity t) { emote_generous_target [&EMT&$a$ shares generously with $t$.] } EMOTE_GENEROUS_NOBODY (entity a) { emote_generous_nobody [&EMT&$a$ shares with everyone!] } EMOTE_GENEROUS_SELF (entity a) { emote_generous_self [&EMT&$a$ distributes things not-so-evenly. One for you, one for me, two for you, one, two for me…] } EMOTE_GIMME5_TARGET (entity a, entity t) { emote_gimme5_target [&EMT&$a$ gives $t$ a high-five.] } EMOTE_GIMME5_NOBODY (entity a) { emote_gimme5_nobody [&EMT&$a$ says, "Gimme 5!"] } EMOTE_GIMME5_SELF (entity a) { emote_gimme5_self [&EMT&$a$ wonders if giving him/herself a high-five results in a clapping sound.] } EMOTE_GLOOMY_TARGET (entity a, entity t) { emote_gloomy_target [&EMT&$a$ mopes at $t$.] } EMOTE_GLOOMY_NOBODY (entity a) { emote_gloomy_nobody [&EMT&$a$ looks gloomy.] } EMOTE_GLOOMY_SELF (entity a) { emote_gloomy_self [&EMT&$a$ mutters something about doom, gloom, and certain destruction.] } EMOTE_GOOFY_TARGET (entity a, entity t) { emote_goofy_target [&EMT&$a$ smiles goofily at $t$.] } EMOTE_GOOFY_NOBODY (entity a) { emote_goofy_nobody [&EMT&$a$ lets out a goofy laugh.] } EMOTE_GOOFY_SELF (entity a) { emote_goofy_self [&EMT&$a$ acts pretty goofy sometimes. This is one of those times.] } EMOTE_GREAT_TARGET (entity a, entity t) { emote_great_target [&EMT&$a$ tells $t$ how great s/he is.] } EMOTE_GREAT_NOBODY (entity a) { emote_great_nobody [&EMT&$a$ grins. This is great!] } EMOTE_GREAT_SELF (entity a) { emote_great_self [&EMT&$a$ is great. You?] } EMOTE_GRIN_TARGET (entity a, entity t) { emote_grin_target [&EMT&$a$ grins at $t$.] } EMOTE_GRIN_NOBODY (entity a) { emote_grin_nobody [&EMT&$a$ grins widely.] } EMOTE_GRIN_SELF (entity a) { emote_grin_self [&EMT&$a$ grins at him/herself, making everyone wonder.] } EMOTE_GRUMPY_TARGET (entity a, entity t) { emote_grumpy_target [&EMT&$a$ grumps at $t$.] } EMOTE_GRUMPY_NOBODY (entity a) { emote_grumpy_nobody [&EMT&$a$ scowls, grumpy.] } EMOTE_GRUMPY_SELF (entity a) { emote_grumpy_self [&EMT&$a$ isn't in a great mood. Are you sure you want to proceed?] } EMOTE_GUILTY_TARGET (entity a, entity t) { emote_guilty_target [&EMT&$a$ looks guilty at $t$.] } EMOTE_GUILTY_NOBODY (entity a) { emote_guilty_nobody [&EMT&$a$ did it.] } EMOTE_GUILTY_SELF (entity a) { emote_guilty_self [&EMT&$a$ confesses. "I did it."] } EMOTE_HAPPY_TARGET (entity a, entity t) { emote_happy_target [&EMT&$a$ is happy for $t$.] } EMOTE_HAPPY_NOBODY (entity a) { emote_happy_nobody [&EMT&$a$ is happy.] } EMOTE_HAPPY_SELF (entity a) { emote_happy_self [&EMT&$a$ looks very happy with him/herself.] } EMOTE_HARDSILENCE_TARGET (entity a, entity t) { emote_hardsilence_target [&EMT&$a$ is giving $t$ the silent treatment.] } EMOTE_HARDSILENCE_NOBODY (entity a) { emote_hardsilence_nobody [&EMT&$a$ gazes around in stony silence.] } EMOTE_HARDSILENCE_SELF (entity a) { emote_hardsilence_self [&EMT&$a$ is finding it hard to be silent.] } EMOTE_HAUGHTY_TARGET (entity a, entity t) { emote_haughty_target [&EMT&$a$ puts his/her nose up at $t$.] } EMOTE_HAUGHTY_NOBODY (entity a) { emote_haughty_nobody [&EMT&$a$ puts on haughty airs.] } EMOTE_HAUGHTY_SELF (entity a) { emote_haughty_self [&EMT&$a$ isn't going to lower his/herself to your level.] } EMOTE_HELPFUL_TARGET (entity a, entity t) { emote_helpful_target [&EMT&$a$ tries to be helpful to $t$.] } EMOTE_HELPFUL_NOBODY (entity a) { emote_helpful_nobody [&EMT&$a$ is here to be helpful.] } EMOTE_HELPFUL_SELF (entity a) { emote_helpful_self [&EMT&$a$ helps him/herself.] } EMOTE_HEROIC_TARGET (entity a, entity t) { emote_heroic_target [&EMT&$a$ claims $t$ is a hero.] } EMOTE_HEROIC_NOBODY (entity a) { emote_heroic_nobody [&EMT&$a$ strikes a heroic pose.] } EMOTE_HEROIC_SELF (entity a) { emote_heroic_self [&EMT&$a$ rescues him/herself, true hero style.] } EMOTE_HIHA_TARGET (entity a, entity t) { emote_hiha_target [&EMT&$a$ says to $t$, "Hi! How are you?"] } EMOTE_HIHA_NOBODY (entity a) { emote_hiha_nobody [&EMT&$a$ says hi.] } EMOTE_HIHA_SELF (entity a) { emote_hiha_self [&EMT&$a$ waves. Hiya!] } EMOTE_HONEST_TARGET (entity a, entity t) { emote_honest_target [&EMT&$a$ has been nothing but honest with $t$.] } EMOTE_HONEST_NOBODY (entity a) { emote_honest_nobody [&EMT&$a$ is honest, trustworthy and true.] } EMOTE_HONEST_SELF (entity a) { emote_honest_self [&EMT&$a$ is always honest with him/herself.] } EMOTE_HOPEFUL_TARGET (entity a, entity t) { emote_hopeful_target [&EMT&$a$ looks hopefully at $t$.] } EMOTE_HOPEFUL_NOBODY (entity a) { emote_hopeful_nobody [&EMT&$a$ is hopeful.] } EMOTE_HOPEFUL_SELF (entity a) { emote_hopeful_self [&EMT&$a$ holds on to hope.] } EMOTE_HOPELESS_TARGET (entity a, entity t) { emote_hopeless_target [&EMT&$a$ thinks $t$ is hopeless.] } EMOTE_HOPELESS_NOBODY (entity a) { emote_hopeless_nobody [&EMT&$a$ has no hope.] } EMOTE_HOPELESS_SELF (entity a) { emote_hopeless_self [&EMT&$a$ wails. Things are doomed, it's hopeless!] } EMOTE_HUMBLE_TARGET (entity a, entity t) { emote_humble_target [&EMT&$a$ has been unquestionably humbled by $t$.] } EMOTE_HUMBLE_NOBODY (entity a) { emote_humble_nobody [&EMT&$a$ looks about modestly.] } EMOTE_HUMBLE_SELF (entity a) { emote_humble_self [&EMT&$a$ is too humble to say how modest s/he is.] } EMOTE_HUNGRY_TARGET (entity a, entity t) { emote_hungry_target [&EMT&$a$ looks at $t$ like lunch.] } EMOTE_HUNGRY_NOBODY (entity a) { emote_hungry_nobody [&EMT&$a$ could use some food.] } EMOTE_HUNGRY_SELF (entity a) { emote_hungry_self [&EMT&$a$ is hungry enough to eat his/her equipment.] } EMOTE_HURRIED_TARGET (entity a, entity t) { emote_hurried_target [&EMT&$a$ is fairly hurried as is, $t$.] } EMOTE_HURRIED_NOBODY (entity a) { emote_hurried_nobody [&EMT&$a$ moves around in a hurried state.] } EMOTE_HURRIED_SELF (entity a) { emote_hurried_self [&EMT&$a$ is already hurrying.] } EMOTE_HURRY_TARGET (entity a, entity t) { emote_hurry_target [&EMT&$a$ asks $t$ is to hurry up.] } EMOTE_HURRY_NOBODY (entity a) { emote_hurry_nobody [&EMT&$a$ doesn't have time to waste.] } EMOTE_HURRY_SELF (entity a) { emote_hurry_self [&EMT&$a$ hurries up, since people are waiting.] } EMOTE_HYSTERICAL_TARGET (entity a, entity t) { emote_hysterical_target [&EMT&$a$ slaps $t$, who has become hysterical.] } EMOTE_HYSTERICAL_NOBODY (entity a) { emote_hysterical_nobody [&EMT&$a$ laughs hysterically.] } EMOTE_HYSTERICAL_SELF (entity a) { emote_hysterical_self [&EMT&$a$ goes into hysterics.] } EMOTE_IMPLORING_TARGET (entity a, entity t) { emote_imploring_target [&EMT&$a$ implores $t$ to stop.] } EMOTE_IMPLORING_NOBODY (entity a) { emote_imploring_nobody [&EMT&$a$ is begging.] } EMOTE_IMPLORING_SELF (entity a) { emote_imploring_self [&EMT&$a$ isn't too proud to beg.] } EMOTE_INDIFFERENT_TARGET (entity a, entity t) { emote_indifferent_target [&EMT&$a$ tells $t$ things are neither good nor bad.] } EMOTE_INDIFFERENT_NOBODY (entity a) { emote_indifferent_nobody [&EMT&$a$ shrugs, indifferently.] } EMOTE_INDIFFERENT_SELF (entity a) { emote_indifferent_self [&EMT&$a$ is impartial.] } EMOTE_INDIGNANT_TARGET (entity a, entity t) { emote_indignant_target [&EMT&$a$ can't believe you said that, $t$.] } EMOTE_INDIGNANT_NOBODY (entity a) { emote_indignant_nobody [&EMT&$a$ storms around indignantly.] } EMOTE_INDIGNANT_SELF (entity a) { emote_indignant_self [&EMT&$a$ became indignant at the topic.] } EMOTE_INDULGENT_TARGET (entity a, entity t) { emote_indulgent_target [&EMT&$a$ indulges $t$, because its fun.] } EMOTE_INDULGENT_NOBODY (entity a) { emote_indulgent_nobody [&EMT&$a$ smiles indulgently.] } EMOTE_INDULGENT_SELF (entity a) { emote_indulgent_self [&EMT&$a$ indulges grandly.] } EMOTE_INNOCENT_TARGET (entity a, entity t) { emote_innocent_target [&EMT&$a$ looks at $t$ innocently.] } EMOTE_INNOCENT_NOBODY (entity a) { emote_innocent_nobody [&EMT&$a$ is innocent.] } EMOTE_INNOCENT_SELF (entity a) { emote_innocent_self [&EMT&$a$ adjusts his/her halo.] } EMOTE_INSECURE_TARGET (entity a, entity t) { emote_insecure_target [&EMT&$a$ feels so insecure around $t$.] } EMOTE_INSECURE_NOBODY (entity a) { emote_insecure_nobody [&EMT&$a$ could use assurance.] } EMOTE_INSECURE_SELF (entity a) { emote_insecure_self [&EMT&$a$ isn't too sure about him/herself.] } EMOTE_INTERESTED_TARGET (entity a, entity t) { emote_interested_target [&EMT&$a$ is interested in what $t$ has to say.] } EMOTE_INTERESTED_NOBODY (entity a) { emote_interested_nobody [&EMT&$a$ pays full attention.] } EMOTE_INTERESTED_SELF (entity a) { emote_interested_self [&EMT&$a$ is interested in him/herself.] } EMOTE_JEALOUS_TARGET (entity a, entity t) { emote_jealous_target [&EMT&$a$ is jealous of $t$.] } EMOTE_JEALOUS_NOBODY (entity a) { emote_jealous_nobody [&EMT&$a$ is deep green with jealousy.] } EMOTE_JEALOUS_SELF (entity a) { emote_jealous_self [&EMT&$a$ burns with jealousy.] } EMOTE_JOYFUL_TARGET (entity a, entity t) { emote_joyful_target [&EMT&$a$ is overjoyed for $t$.] } EMOTE_JOYFUL_NOBODY (entity a) { emote_joyful_nobody [&EMT&$a$ makes a joyful noise.] } EMOTE_JOYFUL_SELF (entity a) { emote_joyful_self [&EMT&$a$ is overcome with joy.] } EMOTE_KIND_TARGET (entity a, entity t) { emote_kind_target [&EMT&$a$ smiles kindly at $t$.] } EMOTE_KIND_NOBODY (entity a) { emote_kind_nobody [&EMT&$a$ is kind to everyone. Why not?] } EMOTE_KIND_SELF (entity a) { emote_kind_self [&EMT&$a$ remembers kindness starts with being kind to yourself.] } EMOTE_LAZY_TARGET (entity a, entity t) { emote_lazy_target [&EMT&$a$ calls $t$ lazy.] } EMOTE_LAZY_NOBODY (entity a) { emote_lazy_nobody [&EMT&$a$ lounges about.] } EMOTE_LAZY_SELF (entity a) { emote_lazy_self [&EMT&$a$ is being lazy at the moment, try later.] } EMOTE_LOATHING_TARGET (entity a, entity t) { emote_loathing_target [&EMT&$a$ regards $t$ with utter contempt and loathing.] } EMOTE_LOATHING_NOBODY (entity a) { emote_loathing_nobody [&EMT&$a$ hates you all.] } EMOTE_LOATHING_SELF (entity a) { emote_loathing_self [&EMT&$a$ can't stand him/herself.] } EMOTE_LOGICAL_TARGET (entity a, entity t) { emote_logical_target [&EMT&$a$ finds $t$ to be very logical.] } EMOTE_LOGICAL_NOBODY (entity a) { emote_logical_nobody [&EMT&$a$ looks for the logic here.] } EMOTE_LOGICAL_SELF (entity a) { emote_logical_self [&EMT&$a$ makes perfect and logical sense to him/herself.] } EMOTE_LONELY_TARGET (entity a, entity t) { emote_lonely_target [&EMT&$a$ keeps $t$ from being lonely.] } EMOTE_LONELY_NOBODY (entity a) { emote_lonely_nobody [&EMT&$a$ could use some company.] } EMOTE_LONELY_SELF (entity a) { emote_lonely_self [&EMT&$a$ is so lonely s/he is talking to her/himself.] } EMOTE_LOUD_TARGET (entity a, entity t) { emote_loud_target [&EMT&$a$ says $t$ is too loud.] } EMOTE_LOUD_NOBODY (entity a) { emote_loud_nobody [&EMT&$a$ gets loud and proud.] } EMOTE_LOUD_SELF (entity a) { emote_loud_self [&EMT&$a$ pumps up the volume.] } EMOTE_LOVE_TARGET (entity a, entity t) { emote_love_target [&EMT&$a$ loves $t$.] } EMOTE_LOVE_NOBODY (entity a) { emote_love_nobody [&EMT&$a$ is in love.] } EMOTE_LOVE_SELF (entity a) { emote_love_self [&EMT&$a$ checks a mirror. Perfectly loveable.] } EMOTE_LOYAL_TARGET (entity a, entity t) { emote_loyal_target [&EMT&$a$ is 100% loyal to $t$.] } EMOTE_LOYAL_NOBODY (entity a) { emote_loyal_nobody [&EMT&$a$ is loyal, brave and true.] } EMOTE_LOYAL_SELF (entity a) { emote_loyal_self [&EMT&$a$ is loyal to no one but him/herself.] } EMOTE_LUSTFUL_TARGET (entity a, entity t) { emote_lustful_target [&EMT&$a$ gives $t$ a look up and down of pure lust.] } EMOTE_LUSTFUL_NOBODY (entity a) { emote_lustful_nobody [&EMT&$a$ has a lusty look about him/her.] } EMOTE_LUSTFUL_SELF (entity a) { emote_lustful_self [&EMT&$a$ lusts after him/herself, which helps his/her ego.] } EMOTE_MALEVOLENT_TARGET (entity a, entity t) { emote_malevolent_target [&EMT&$a$ studies $t$ malevolently.] } EMOTE_MALEVOLENT_NOBODY (entity a) { emote_malevolent_nobody [&EMT&$a$ carries an expression of intense hatred.] } EMOTE_MALEVOLENT_SELF (entity a) { emote_malevolent_self [&EMT&$a$ is quite capable of evil.] } EMOTE_MALICIOUS_TARGET (entity a, entity t) { emote_malicious_target [&EMT&$a$ taunts $t$ maliciously.] } EMOTE_MALICIOUS_NOBODY (entity a) { emote_malicious_nobody [&EMT&$a$ seeks to cause trouble.] } EMOTE_MALICIOUS_SELF (entity a) { emote_malicious_self [&EMT&$a$ really means to be that malicious.] } EMOTE_MEAN_TARGET (entity a, entity t) { emote_mean_target [&EMT&$a$ is mean to $t$.] } EMOTE_MEAN_NOBODY (entity a) { emote_mean_nobody [&EMT&$a$ is so mean.] } EMOTE_MEAN_SELF (entity a) { emote_mean_self [&EMT&$a$ is the meanest homin around.] } EMOTE_MEGALOMANIAC_TARGET (entity a, entity t) { emote_megalomaniac_target [&EMT&$a$ claims $t$ is a megalomaniac.] } EMOTE_MEGALOMANIAC_NOBODY (entity a) { emote_megalomaniac_nobody [&EMT&$a$ is the best, without doubt.] } EMOTE_MEGALOMANIAC_SELF (entity a) { emote_megalomaniac_self [&EMT&$a$ says, "I'm just the best. No doubt about it."] } EMOTE_MERCIFUL_TARGET (entity a, entity t) { emote_merciful_target [&EMT&$a$ shows $t$ some mercy.] } EMOTE_MERCIFUL_NOBODY (entity a) { emote_merciful_nobody [&EMT&$a$ is merciful.] } EMOTE_MERCIFUL_SELF (entity a) { emote_merciful_self [&EMT&$a$ takes mercy on him/herself.] } EMOTE_MISCHIEVOUS_TARGET (entity a, entity t) { emote_mischievous_target [&EMT&$a$ smiles mischieviously at $t$.] } EMOTE_MISCHIEVOUS_NOBODY (entity a) { emote_mischievous_nobody [&EMT&$a$ is up to something.] } EMOTE_MISCHIEVOUS_SELF (entity a) { emote_mischievous_self [&EMT&$a$ has trouble in mind, and a plan at hand.] } EMOTE_MOCKING_TARGET (entity a, entity t) { emote_mocking_target [&EMT&$a$ starts mocking $t$, doing everything s/he does.] } EMOTE_MOCKING_NOBODY (entity a) { emote_mocking_nobody [&EMT&$a$ mocks the people around him/her.] } EMOTE_MOCKING_SELF (entity a) { emote_mocking_self [&EMT&$a$ mocks him/herself, doing a perfect imitation.] } EMOTE_NERVOUS_TARGET (entity a, entity t) { emote_nervous_target [&EMT&$a$ tells $t$ s/he is making him/her nervous.] } EMOTE_NERVOUS_NOBODY (entity a) { emote_nervous_nobody [&EMT&$a$ paces nervously.] } EMOTE_NERVOUS_SELF (entity a) { emote_nervous_self [&EMT&$a$ makes him/herself nervous.] } EMOTE_NEUTRAL_TARGET (entity a, entity t) { emote_neutral_target [&EMT&$a$ is neutral in this matter, $t$.] } EMOTE_NEUTRAL_NOBODY (entity a) { emote_neutral_nobody [&EMT&$a$ is neutral.] } EMOTE_NEUTRAL_SELF (entity a) { emote_neutral_self [&EMT&$a$ refuses to take sides.] } EMOTE_NICE_TARGET (entity a, entity t) { emote_nice_target [&EMT&$a$ tells $t$ how nice s/he is.] } EMOTE_NICE_NOBODY (entity a) { emote_nice_nobody [&EMT&$a$ is nice.] } EMOTE_NICE_SELF (entity a) { emote_nice_self [&EMT&$a$ is one of the nicest homins s/he knows.] } EMOTE_NOCLUE_TARGET (entity a, entity t) { emote_noclue_target [&EMT&$a$ shrugs at $t$, because s/he has no clue.] } EMOTE_NOCLUE_NOBODY (entity a) { emote_noclue_nobody [&EMT&$a$ hasn't a clue.] } EMOTE_NOCLUE_SELF (entity a) { emote_noclue_self [&EMT&$a$ is clueless.] } EMOTE_NONE_TARGET (entity a, entity t) { emote_none_target [&EMT&$a$ is in no mood for $t$'s antics.] } EMOTE_NONE_NOBODY (entity a) { emote_none_nobody [&EMT&$a$ isn't in the mood to do anything.] } EMOTE_NONE_SELF (entity a) { emote_none_self [&EMT&$a$ hasn't decided what to do.] } EMOTE_NOSTALGIC_TARGET (entity a, entity t) { emote_nostalgic_target [&EMT&$a$ reminices with $t$.] } EMOTE_NOSTALGIC_NOBODY (entity a) { emote_nostalgic_nobody [&EMT&$a$ gets nostalgic and wants to tell a story.] } EMOTE_NOSTALGIC_SELF (entity a) { emote_nostalgic_self [&EMT&$a$ reminices quietly to him/herself.] } EMOTE_OBNOXIOUS_TARGET (entity a, entity t) { emote_obnoxious_target [&EMT&$a$ finds $t$ obnoxious.] } EMOTE_OBNOXIOUS_NOBODY (entity a) { emote_obnoxious_nobody [&EMT&$a$ gets obnoxious] } EMOTE_OBNOXIOUS_SELF (entity a) { emote_obnoxious_self [&EMT&$a$ is so obnoxious, s/he can barely stand him/herself.] } EMOTE_OBSCURE_TARGET (entity a, entity t) { emote_obscure_target [&EMT&$a$ impresses $t$ with obscure facts.] } EMOTE_OBSCURE_NOBODY (entity a) { emote_obscure_nobody [&EMT&$a$ has a mind for the obscure.] } EMOTE_OBSCURE_SELF (entity a) { emote_obscure_self [&EMT&$a$ knows some really obscure stuff.] } EMOTE_OBSESSED_TARGET (entity a, entity t) { emote_obsessed_target [&EMT&$a$ is obsessed with $t$.] } EMOTE_OBSESSED_NOBODY (entity a) { emote_obsessed_nobody [&EMT&$a$ obsesses quietly over something.. Or someone.] } EMOTE_OBSESSED_SELF (entity a) { emote_obsessed_self [&EMT&$a$ looks preoccupied, probably obsessed with something or other.] } EMOTE_OFFENDED_TARGET (entity a, entity t) { emote_offended_target [&EMT&$a$ is so offended because of $t$.] } EMOTE_OFFENDED_NOBODY (entity a) { emote_offended_nobody [&EMT&$a$ is definitely offended at the goings on here.] } EMOTE_OFFENDED_SELF (entity a) { emote_offended_self [&EMT&$a$ will probably be offended.] } EMOTE_OPTIMISTIC_TARGET (entity a, entity t) { emote_optimistic_target [&EMT&$a$ tells $t$ things could always be worse] } EMOTE_OPTIMISTIC_NOBODY (entity a) { emote_optimistic_nobody [&EMT&$a$ remains optimistic.] } EMOTE_OPTIMISTIC_SELF (entity a) { emote_optimistic_self [&EMT&$a$ thinks things will work.] } EMOTE_OVER_TARGET (entity a, entity t) { emote_over_target [&EMT&$a$ is over $t$.] } EMOTE_OVER_NOBODY (entity a) { emote_over_nobody [&EMT&$a$ says, "Get over it."] } EMOTE_OVER_SELF (entity a) { emote_over_self [&EMT&$a$ tells him/herself to get over it.] } EMOTE_PACIFIC_TARGET (entity a, entity t) { emote_pacific_target [&EMT&$a$ tells $t$ to "Chill out, man. Watch the waves, fer sure."] } EMOTE_PACIFIC_NOBODY (entity a) { emote_pacific_nobody [&EMT&$a$ catches a wave. Surf's up, dudes!] } EMOTE_PACIFIC_SELF (entity a) { emote_pacific_self [&EMT&$a$ looks for a beach.] } EMOTE_PAINFUL_TARGET (entity a, entity t) { emote_painful_target [&EMT&$a$ realizes this is painful, $t$.] } EMOTE_PAINFUL_NOBODY (entity a) { emote_painful_nobody [&EMT&$a$ ouches.] } EMOTE_PAINFUL_SELF (entity a) { emote_painful_self [&EMT&$a$ is very wounded, and yes, it hurts.] } EMOTE_PANIC_TARGET (entity a, entity t) { emote_panic_target [&EMT&$a$ panics, right in front of $t$.] } EMOTE_PANIC_NOBODY (entity a) { emote_panic_nobody [&EMT&$a$ panics.] } EMOTE_PANIC_SELF (entity a) { emote_panic_self [&EMT&$a$ puts him/herself into a panic.] } EMOTE_PATIENT_TARGET (entity a, entity t) { emote_patient_target [&EMT&$a$ is patient with $t$.] } EMOTE_PATIENT_NOBODY (entity a) { emote_patient_nobody [&EMT&$a$ waits patiently.] } EMOTE_PATIENT_SELF (entity a) { emote_patient_self [&EMT&$a$ shows the patience worthy of a Jena disciple.] } EMOTE_PATRIOTIC_TARGET (entity a, entity t) { emote_patriotic_target [&EMT&$a$ wonders if $t$ has any patrotism these days.] } EMOTE_PATRIOTIC_NOBODY (entity a) { emote_patriotic_nobody [&EMT&$a$ shows devotion to his/her home city.] } EMOTE_PATRIOTIC_SELF (entity a) { emote_patriotic_self [&EMT&$a$ waves a flag.] } EMOTE_PEDANTIC_TARGET (entity a, entity t) { emote_pedantic_target [&EMT&$a$ lectures $t$ pedantically.] } EMOTE_PEDANTIC_NOBODY (entity a) { emote_pedantic_nobody [&EMT&$a$ refuses to use his/her imagination.] } EMOTE_PEDANTIC_SELF (entity a) { emote_pedantic_self [&EMT&$a$ keeps a narrow view, and likes it that way.] } EMOTE_PERTURBED_TARGET (entity a, entity t) { emote_perturbed_target [&EMT&$a$ is perturbed at $t$.] } EMOTE_PERTURBED_NOBODY (entity a) { emote_perturbed_nobody [&EMT&$a$ has a peturbed scowl.] } EMOTE_PERTURBED_SELF (entity a) { emote_perturbed_self [&EMT&$a$ is just not pleased.] } EMOTE_PESSIMISTIC_TARGET (entity a, entity t) { emote_pessimistic_target [&EMT&$a$ doesn't think it'll work, $t$.] } EMOTE_PESSIMISTIC_NOBODY (entity a) { emote_pessimistic_nobody [&EMT&$a$ is everything but optimistic.] } EMOTE_PESSIMISTIC_SELF (entity a) { emote_pessimistic_self [&EMT&$a$ knows it isn't going to work.] } EMOTE_PETULANT_TARGET (entity a, entity t) { emote_petulant_target [&EMT&$a$ goes on at $t$ petuantly over the topic.] } EMOTE_PETULANT_NOBODY (entity a) { emote_petulant_nobody [&EMT&$a$ gets insolent.] } EMOTE_PETULANT_SELF (entity a) { emote_petulant_self [&EMT&$a$ is known for his/her ill sort of humor.] } EMOTE_PHILOSOPHICAL_TARGET (entity a, entity t) { emote_philosophical_target [&EMT&$a$ waxes philosophical with $t$.] } EMOTE_PHILOSOPHICAL_NOBODY (entity a) { emote_philosophical_nobody [&EMT&$a$ contemplates the meaning of many things.] } EMOTE_PHILOSOPHICAL_SELF (entity a) { emote_philosophical_self [&EMT&$a$ comes up with a few theories.] } EMOTE_PITYING_TARGET (entity a, entity t) { emote_pitying_target [&EMT&$a$ gives $t$ a pitying look.] } EMOTE_PITYING_NOBODY (entity a) { emote_pitying_nobody [&EMT&$a$ pities you all.] } EMOTE_PITYING_SELF (entity a) { emote_pitying_self [&EMT&$a$ is in a self-pitying mood, don't mind him/her.] } EMOTE_PLAYFUL_TARGET (entity a, entity t) { emote_playful_target [&EMT&$a$ eyes $t$ playfully.] } EMOTE_PLAYFUL_NOBODY (entity a) { emote_playful_nobody [&EMT&$a$ is in a playful mood.] } EMOTE_PLAYFUL_SELF (entity a) { emote_playful_self [&EMT&$a$ toys with random objects idly.] } EMOTE_PLEASED_TARGET (entity a, entity t) { emote_pleased_target [&EMT&$a$ is pleased with $t$.] } EMOTE_PLEASED_NOBODY (entity a) { emote_pleased_nobody [&EMT&$a$ smiles, pleased.] } EMOTE_PLEASED_SELF (entity a) { emote_pleased_self [&EMT&$a$ is clearly pleased with him/herself.] } EMOTE_POINT_TARGET (entity a, entity t) { emote_point_target [&EMT&$a$ points at $t$.] } EMOTE_POINT_NOBODY (entity a) { emote_point_nobody [&EMT&$a$ points.] } EMOTE_POINT_SELF (entity a) { emote_point_self [&EMT&$a$ points at him/herself. "Me."] } EMOTE_POINTBACK_TARGET (entity a, entity t) { emote_pointback_target [&EMT&$a$ points behind him/herself. "Back there, $t$."] } EMOTE_POINTBACK_NOBODY (entity a) { emote_pointback_nobody [&EMT&$a$ points back there.] } EMOTE_POINTBACK_SELF (entity a) { emote_pointback_self [&EMT&$a$ points behind him/herself. "I was just over there."] } EMOTE_POINTFRONT_TARGET (entity a, entity t) { emote_pointfront_target [&EMT&$a$ points right in front of him/herself. "Straight ahead, $t$."] } EMOTE_POINTFRONT_NOBODY (entity a) { emote_pointfront_nobody [&EMT&$a$ points straight ahead.] } EMOTE_POINTFRONT_SELF (entity a) { emote_pointfront_self [&EMT&$a$ points straight ahead. "I'm going there."] } EMOTE_POINTLEFT_TARGET (entity a, entity t) { emote_pointleft_target [&EMT&$a$ points left. "That way, $t$."] } EMOTE_POINTLEFT_NOBODY (entity a) { emote_pointleft_nobody [&EMT&$a$ points left. That way.] } EMOTE_POINTLEFT_SELF (entity a) { emote_pointleft_self [&EMT&$a$ points left. "I'm going that way."] } EMOTE_POINTRIGHT_TARGET (entity a, entity t) { emote_pointright_target [&EMT&$a$ points right. "This way, $t$."] } EMOTE_POINTRIGHT_NOBODY (entity a) { emote_pointright_nobody [&EMT&$a$ points right. This way.] } EMOTE_POINTRIGHT_SELF (entity a) { emote_pointright_self [&EMT&$a$ points right. "I'm going this way."] } EMOTE_POLITE_TARGET (entity a, entity t) { emote_polite_target [&EMT&$a$ smiles politely at $t$.] } EMOTE_POLITE_NOBODY (entity a) { emote_polite_nobody [&EMT&$a$ waits politely.] } EMOTE_POLITE_SELF (entity a) { emote_polite_self [&EMT&$a$ is much too polite to do anything to anyone.] } EMOTE_POMPOUS_TARGET (entity a, entity t) { emote_pompous_target [&EMT&$a$ calls $t$ a pompous showoff.] } EMOTE_POMPOUS_NOBODY (entity a) { emote_pompous_nobody [&EMT&$a$ struts about pompously.] } EMOTE_POMPOUS_SELF (entity a) { emote_pompous_self [&EMT&$a$ puffs up, thinking him/herself the greatest there is.] } EMOTE_POWERFUL_TARGET (entity a, entity t) { emote_powerful_target [&EMT&$a$ knows $t$ is powerful.] } EMOTE_POWERFUL_NOBODY (entity a) { emote_powerful_nobody [&EMT&$a$ radiates power.] } EMOTE_POWERFUL_SELF (entity a) { emote_powerful_self [&EMT&$a$ is the most powerful in the area!] } EMOTE_PRAYING_TARGET (entity a, entity t) { emote_praying_target [&EMT&$a$ seeks Jena's enlightenment for $t$.] } EMOTE_PRAYING_NOBODY (entity a) { emote_praying_nobody [&EMT&$a$ looks to Jena for guidance.] } EMOTE_PRAYING_SELF (entity a) { emote_praying_self [&EMT&$a$ appears to need divine intervention.] } EMOTE_PROUD_TARGET (entity a, entity t) { emote_proud_target [&EMT&$a$ is so proud of $t$.] } EMOTE_PROUD_NOBODY (entity a) { emote_proud_nobody [&EMT&$a$ stands proud and beams.] } EMOTE_PROUD_SELF (entity a) { emote_proud_self [&EMT&$a$ looks proud of him/herself.] } EMOTE_PROVOCATIVE_TARGET (entity a, entity t) { emote_provocative_target [&EMT&$a$ attempts to provoke $t$.] } EMOTE_PROVOCATIVE_NOBODY (entity a) { emote_provocative_nobody [&EMT&$a$ strikes a provocative pose.] } EMOTE_PROVOCATIVE_SELF (entity a) { emote_provocative_self [&EMT&$a$ is fairly easy to provoke at the moment.] } EMOTE_PUZZLED_TARGET (entity a, entity t) { emote_puzzled_target [&EMT&$a$ eyes $t$ with a puzzled look.] } EMOTE_PUZZLED_NOBODY (entity a) { emote_puzzled_nobody [&EMT&$a$ is trying to figure something out.] } EMOTE_PUZZLED_SELF (entity a) { emote_puzzled_self [&EMT&$a$ occasionally manages to even puzzle him/herself.] } EMOTE_QUIET_TARGET (entity a, entity t) { emote_quiet_target [&EMT&$a$ needs $t$ to be quiet.] } EMOTE_QUIET_NOBODY (entity a) { emote_quiet_nobody [&EMT&$a$ gets quiet.] } EMOTE_QUIET_SELF (entity a) { emote_quiet_self [&EMT&$a$ stays quiet.] } EMOTE_READY_TARGET (entity a, entity t) { emote_ready_target [&EMT&$a$ turns to $t$. "Ready?"] } EMOTE_READY_NOBODY (entity a) { emote_ready_nobody [&EMT&$a$ is ready for anything.] } EMOTE_READY_SELF (entity a) { emote_ready_self [&EMT&$a$ lets everyone know s/he is ready.] } EMOTE_REASSURED_TARGET (entity a, entity t) { emote_reassured_target [&EMT&$a$ nods to $t$, reassured.] } EMOTE_REASSURED_NOBODY (entity a) { emote_reassured_nobody [&EMT&$a$ finds the situation reassuring.] } EMOTE_REASSURED_SELF (entity a) { emote_reassured_self [&EMT&$a$ has no worries, and is reassured.] } EMOTE_REBELLIOUS_TARGET (entity a, entity t) { emote_rebellious_target [&EMT&$a$ tries to get $t$ to rebel.] } EMOTE_REBELLIOUS_NOBODY (entity a) { emote_rebellious_nobody [&EMT&$a$ looks to incite a rebellion.] } EMOTE_REBELLIOUS_SELF (entity a) { emote_rebellious_self [&EMT&$a$ decides to become a rebel, perhaps with a cause.] } EMOTE_RECKLESS_TARGET (entity a, entity t) { emote_reckless_target [&EMT&$a$ proceeds, without regard to $t$.] } EMOTE_RECKLESS_NOBODY (entity a) { emote_reckless_nobody [&EMT&$a$ charges onward recklessly.] } EMOTE_RECKLESS_SELF (entity a) { emote_reckless_self [&EMT&$a$ goes full speed ahead, without any thought.] } EMOTE_REGRETFUL_TARGET (entity a, entity t) { emote_regretful_target [&EMT&$a$ knows $t$ is going to regret it.] } EMOTE_REGRETFUL_NOBODY (entity a) { emote_regretful_nobody [&EMT&$a$ knows s/he is going to regret this.] } EMOTE_REGRETFUL_SELF (entity a) { emote_regretful_self [&EMT&$a$ regrets what s/he did, immediately.] } EMOTE_RELAXED_TARGET (entity a, entity t) { emote_relaxed_target [&EMT&$a$ is relaxed and thinks $t$ needs to relax, too.] } EMOTE_RELAXED_NOBODY (entity a) { emote_relaxed_nobody [&EMT&$a$ is perfectly relaxed.] } EMOTE_RELAXED_SELF (entity a) { emote_relaxed_self [&EMT&$a$ always finds a way to relax.] } EMOTE_RELIEVED_TARGET (entity a, entity t) { emote_relieved_target [&EMT&$a$ sighs, relieved at $t$.] } EMOTE_RELIEVED_NOBODY (entity a) { emote_relieved_nobody [&EMT&$a$ is relieved.] } EMOTE_RELIEVED_SELF (entity a) { emote_relieved_self [&EMT&$a$ feels a wave of relief wash over him/her.] } EMOTE_RELUCTANT_TARGET (entity a, entity t) { emote_reluctant_target [&EMT&$a$ follows $t$ reluctantly.] } EMOTE_RELUCTANT_NOBODY (entity a) { emote_reluctant_nobody [&EMT&$a$ goes along, reluctantly.] } EMOTE_RELUCTANT_SELF (entity a) { emote_reluctant_self [&EMT&$a$ doesn't really want to do this, but is anyway.] } EMOTE_REMORSEFUL_TARGET (entity a, entity t) { emote_remorseful_target [&EMT&$a$ feels bad for $t$.] } EMOTE_REMORSEFUL_NOBODY (entity a) { emote_remorseful_nobody [&EMT&$a$ looks down, remorseful.] } EMOTE_REMORSEFUL_SELF (entity a) { emote_remorseful_self [&EMT&$a$ shows signs of remorse.] } EMOTE_RESIGNED_TARGET (entity a, entity t) { emote_resigned_target [&EMT&$a$ gives in to $t$.] } EMOTE_RESIGNED_NOBODY (entity a) { emote_resigned_nobody [&EMT&$a$ resigns.] } EMOTE_RESIGNED_SELF (entity a) { emote_resigned_self [&EMT&$a$ is resigned to the inevitable.] } EMOTE_RESPECTFUL_TARGET (entity a, entity t) { emote_respectful_target [&EMT&$a$ respects $t$.] } EMOTE_RESPECTFUL_NOBODY (entity a) { emote_respectful_nobody [&EMT&$a$ stays quiet, in a respectful fashion.] } EMOTE_RESPECTFUL_SELF (entity a) { emote_respectful_self [&EMT&$a$ stays quiet, in a respectful fashion.] } EMOTE_REVENGEFUL_TARGET (entity a, entity t) { emote_revengeful_target [&EMT&$a$ enacts his/her plan of revenge on $t$.] } EMOTE_REVENGEFUL_NOBODY (entity a) { emote_revengeful_nobody [&EMT&$a$ takes revenge.] } EMOTE_REVENGEFUL_SELF (entity a) { emote_revengeful_self [&EMT&$a$ will have his/her revenge! Just you wait!] } EMOTE_RIDICULE_TARGET (entity a, entity t) { emote_ridicule_target [&EMT&$a$ makes fun of $t$.] } EMOTE_RIDICULE_NOBODY (entity a) { emote_ridicule_nobody [&EMT&$a$ thinks things are getting ridiculous.] } EMOTE_RIDICULE_SELF (entity a) { emote_ridicule_self [&EMT&$a$ makes fun of him/herself before someone else does.] } EMOTE_RIGHTEOUS_TARGET (entity a, entity t) { emote_righteous_target [&EMT&$a$ unleashes a fury of righteousness on $t$.] } EMOTE_RIGHTEOUS_NOBODY (entity a) { emote_righteous_nobody [&EMT&$a$ walks along a path of righteousness.] } EMOTE_RIGHTEOUS_SELF (entity a) { emote_righteous_self [&EMT&$a$ is free from guilt or sin.] } EMOTE_ROMANTIC_TARGET (entity a, entity t) { emote_romantic_target [&EMT&$a$ composes an epic, romantic ode to $t$.] } EMOTE_ROMANTIC_NOBODY (entity a) { emote_romantic_nobody [&EMT&$a$ breaks out the candles, flowers, and liquor.] } EMOTE_ROMANTIC_SELF (entity a) { emote_romantic_self [&EMT&$a$ treats him/herself to something special.] } EMOTE_RUDE_TARGET (entity a, entity t) { emote_rude_target [&EMT&$a$ makes a rude gesture at $t$.] } EMOTE_RUDE_NOBODY (entity a) { emote_rude_nobody [&EMT&$a$ snorts rudely.] } EMOTE_RUDE_SELF (entity a) { emote_rude_self [&EMT&$a$ isn't paying attention to you. How rude.] } EMOTE_SAD_TARGET (entity a, entity t) { emote_sad_target [&EMT&$a$ shakes his/her head sadly at $t$.] } EMOTE_SAD_NOBODY (entity a) { emote_sad_nobody [&EMT&$a$ looks around sadly.] } EMOTE_SAD_SELF (entity a) { emote_sad_self [&EMT&$a$ could probably use some cheering up.] } EMOTE_SARCASTIC_TARGET (entity a, entity t) { emote_sarcastic_target [&EMT&$a$ wonders if $t$ was being sarcastic.] } EMOTE_SARCASTIC_NOBODY (entity a) { emote_sarcastic_nobody [&EMT&$a$ smiles sarcastically.] } EMOTE_SARCASTIC_SELF (entity a) { emote_sarcastic_self [&EMT&$a$ was being sarcastic.] } EMOTE_SCARED_TARGET (entity a, entity t) { emote_scared_target [&EMT&$a$ is scared of $t$.] } EMOTE_SCARED_NOBODY (entity a) { emote_scared_nobody [&EMT&$a$ trembles, just a bit scared.] } EMOTE_SCARED_SELF (entity a) { emote_scared_self [&EMT&$a$ scares him/herself. Boo!] } EMOTE_SCOLDING_TARGET (entity a, entity t) { emote_scolding_target [&EMT&$a$ scolds $t$. Bad $t$!] } EMOTE_SCOLDING_NOBODY (entity a) { emote_scolding_nobody [&EMT&$a$ looks ready to chew someone out.] } EMOTE_SCOLDING_SELF (entity a) { emote_scolding_self [&EMT&$a$ chastises him/herself. "Bad me."] } EMOTE_SEDATE_TARGET (entity a, entity t) { emote_sedate_target [&EMT&$a$ sedates $t$.] } EMOTE_SEDATE_NOBODY (entity a) { emote_sedate_nobody [&EMT&$a$ is quite sedate.] } EMOTE_SEDATE_SELF (entity a) { emote_sedate_self [&EMT&$a$ needs to be sedated.] } EMOTE_SELFISH_TARGET (entity a, entity t) { emote_selfish_target [&EMT&$a$ considers $t$ selfish.] } EMOTE_SELFISH_NOBODY (entity a) { emote_selfish_nobody [&EMT&$a$ thinks selfish thoughts.] } EMOTE_SELFISH_SELF (entity a) { emote_selfish_self [&EMT&$a$ is being selfish right now.] } EMOTE_SERIOUS_TARGET (entity a, entity t) { emote_serious_target [&EMT&$a$ tells $t$ to be serious.] } EMOTE_SERIOUS_NOBODY (entity a) { emote_serious_nobody [&EMT&$a$ gets serious.] } EMOTE_SERIOUS_SELF (entity a) { emote_serious_self [&EMT&$a$ straightens up and acts serious.] } EMOTE_SHAMELESS_TARGET (entity a, entity t) { emote_shameless_target [&EMT&$a$ wonders if $t$ has any shame whatsoever.] } EMOTE_SHAMELESS_NOBODY (entity a) { emote_shameless_nobody [&EMT&$a$ has no shame.] } EMOTE_SHAMELESS_SELF (entity a) { emote_shameless_self [&EMT&$a$ struts shamelessly.] } EMOTE_SHEEPISH_TARGET (entity a, entity t) { emote_sheepish_target [&EMT&$a$ looks sheepishly at $t$.] } EMOTE_SHEEPISH_NOBODY (entity a) { emote_sheepish_nobody [&EMT&$a$ looks suddenly sheepish.] } EMOTE_SHEEPISH_SELF (entity a) { emote_sheepish_self [&EMT&$a$ shuffles his/her foot and looks sheepish.] } EMOTE_SHIFTY_TARGET (entity a, entity t) { emote_shifty_target [&EMT&$a$ regards $t$ as shifty.] } EMOTE_SHIFTY_NOBODY (entity a) { emote_shifty_nobody [&EMT&$a$ shifts, perhaps suspiciously, or perhaps tectonically.] } EMOTE_SHIFTY_SELF (entity a) { emote_shifty_self [&EMT&$a$ looks around like a shifty sort.] } EMOTE_SHOCKED_TARGET (entity a, entity t) { emote_shocked_target [&EMT&$a$ looks shocked at $t$.] } EMOTE_SHOCKED_NOBODY (entity a) { emote_shocked_nobody [&EMT&$a$ is shocking.] } EMOTE_SHOCKED_SELF (entity a) { emote_shocked_self [&EMT&$a$ is too shocked to respond.] } EMOTE_SHUTUP_TARGET (entity a, entity t) { emote_shutup_target [&EMT&$a$ wants $t$ to shut up.] } EMOTE_SHUTUP_NOBODY (entity a) { emote_shutup_nobody [&EMT&$a$ is having problems thinking clearly. Could everyone please shut up?] } EMOTE_SHUTUP_SELF (entity a) { emote_shutup_self [&EMT&$a$ mutters that s/he should probably shut up now.] } EMOTE_SHY_TARGET (entity a, entity t) { emote_shy_target [&EMT&$a$ glances shyly at $t$] } EMOTE_SHY_NOBODY (entity a) { emote_shy_nobody [&EMT&$a$ is not saying much.] } EMOTE_SHY_SELF (entity a) { emote_shy_self [&EMT&$a$ mumbles quietly about being very shy.] } EMOTE_SIGH_TARGET (entity a, entity t) { emote_sigh_target [&EMT&$a$ sighs loudly at $t$.] } EMOTE_SIGH_NOBODY (entity a) { emote_sigh_nobody [&EMT&$a$ sighs.] } EMOTE_SIGH_SELF (entity a) { emote_sigh_self [&EMT&$a$ sighs softly to him/herself.] } EMOTE_SILENCE_TARGET (entity a, entity t) { emote_silence_target [&EMT&$a$ motions at $t$. Shh.] } EMOTE_SILENCE_NOBODY (entity a) { emote_silence_nobody [&EMT&$a$ calls for silence.] } EMOTE_SILENCE_SELF (entity a) { emote_silence_self [&EMT&$a$ hasn't said anything.] } EMOTE_SILLY_TARGET (entity a, entity t) { emote_silly_target [&EMT&$a$ calls $t$ silly.] } EMOTE_SILLY_NOBODY (entity a) { emote_silly_nobody [&EMT&$a$ finds this silly.] } EMOTE_SILLY_SELF (entity a) { emote_silly_self [&EMT&$a$ is silly, and knows it.] } EMOTE_SINCERELY_TARGET (entity a, entity t) { emote_sincerely_target [&EMT&$a$ nods sincerely to $t$.] } EMOTE_SINCERELY_NOBODY (entity a) { emote_sincerely_nobody [&EMT&$a$ means what s/he says.] } EMOTE_SINCERELY_SELF (entity a) { emote_sincerely_self [&EMT&$a$ is sincere.] } EMOTE_SLEEPY_TARGET (entity a, entity t) { emote_sleepy_target [&EMT&$a$ wonders if $t$ is sleepy.] } EMOTE_SLEEPY_NOBODY (entity a) { emote_sleepy_nobody [&EMT&$a$ is becoming sleepy.] } EMOTE_SLEEPY_SELF (entity a) { emote_sleepy_self [&EMT&$a$ yawns and stretches. Perhaps it's time for bed.] } EMOTE_SLY_TARGET (entity a, entity t) { emote_sly_target [&EMT&$a$ gives $t$ a sly glance.] } EMOTE_SLY_NOBODY (entity a) { emote_sly_nobody [&EMT&$a$ eyes the area, subtly.] } EMOTE_SLY_SELF (entity a) { emote_sly_self [&EMT&$a$ lets out a slow, sly smile. What is s/he up to?] } EMOTE_SMACK_TARGET (entity a, entity t) { emote_smack_target [&EMT&$a$ smacks $t$ around.] } EMOTE_SMACK_NOBODY (entity a) { emote_smack_nobody [&EMT&$a$ gets ready to smack someone.] } EMOTE_SMACK_SELF (entity a) { emote_smack_self [&EMT&$a$ smacks him/herself, then realizes that hurts and stops.] } EMOTE_SMUG_TARGET (entity a, entity t) { emote_smug_target [&EMT&$a$ smirks smugly at $t$.] } EMOTE_SMUG_NOBODY (entity a) { emote_smug_nobody [&EMT&$a$ looks smug.] } EMOTE_SMUG_SELF (entity a) { emote_smug_self [&EMT&$a$ smirks.] } EMOTE_SORRY_TARGET (entity a, entity t) { emote_sorry_target [&EMT&$a$ is sorry, $t$. Please forgive him/her?] } EMOTE_SORRY_NOBODY (entity a) { emote_sorry_nobody [&EMT&$a$ apologizes.] } EMOTE_SORRY_SELF (entity a) { emote_sorry_self [&EMT&$a$ is in a sorry mess.] } EMOTE_SPITEFUL_TARGET (entity a, entity t) { emote_spiteful_target [&EMT&$a$ does it to spite $t$.] } EMOTE_SPITEFUL_NOBODY (entity a) { emote_spiteful_nobody [&EMT&$a$ needs to get back at someone.] } EMOTE_SPITEFUL_SELF (entity a) { emote_spiteful_self [&EMT&$a$ is just being spiteful.] } EMOTE_SQUEAMISH_TARGET (entity a, entity t) { emote_squeamish_target [&EMT&$a$ squirms at $t$.] } EMOTE_SQUEAMISH_NOBODY (entity a) { emote_squeamish_nobody [&EMT&$a$ squirms at something.] } EMOTE_SQUEAMISH_SELF (entity a) { emote_squeamish_self [&EMT&$a$ is squeamish.] } EMOTE_STOP_TARGET (entity a, entity t) { emote_stop_target [&EMT&$a$ wants $t$ to stop.] } EMOTE_STOP_NOBODY (entity a) { emote_stop_nobody [&EMT&$a$ yells "Stop!"] } EMOTE_STOP_SELF (entity a) { emote_stop_self [&EMT&$a$ stops him/herself from doing something foolish.] } EMOTE_STRONG_TARGET (entity a, entity t) { emote_strong_target [&EMT&$a$ bets $t$ is really strong.] } EMOTE_STRONG_NOBODY (entity a) { emote_strong_nobody [&EMT&$a$ is the strongest in the area!] } EMOTE_STRONG_SELF (entity a) { emote_strong_self [&EMT&$a$ flexes.] } EMOTE_STUBBORN_TARGET (entity a, entity t) { emote_stubborn_target [&EMT&$a$ glares stubbornly at $t$.] } EMOTE_STUBBORN_NOBODY (entity a) { emote_stubborn_nobody [&EMT&$a$ glares around stubbornly.] } EMOTE_STUBBORN_SELF (entity a) { emote_stubborn_self [&EMT&$a$ is stubborn, and you're not changing his/her mind.] } EMOTE_SUFFERING_TARGET (entity a, entity t) { emote_suffering_target [&EMT&$a$ wants $t$ to know how much s/he makes him/her suffer.] } EMOTE_SUFFERING_NOBODY (entity a) { emote_suffering_nobody [&EMT&$a$ suffers, loudly.] } EMOTE_SUFFERING_SELF (entity a) { emote_suffering_self [&EMT&$a$ lets everyone know s/he is suffering.] } EMOTE_SURPRISED_TARGET (entity a, entity t) { emote_surprised_target [&EMT&$a$ is surprised by $t$.] } EMOTE_SURPRISED_NOBODY (entity a) { emote_surprised_nobody [&EMT&$a$ looks surprised.] } EMOTE_SURPRISED_SELF (entity a) { emote_surprised_self [&EMT&$a$ is surprised.] } EMOTE_SUSPICIOUS_TARGET (entity a, entity t) { emote_suspicious_target [&EMT&$a$ peers at $t$ suspiciously.] } EMOTE_SUSPICIOUS_NOBODY (entity a) { emote_suspicious_nobody [&EMT&$a$ looks at everyone suspiciously.] } EMOTE_SUSPICIOUS_SELF (entity a) { emote_suspicious_self [&EMT&$a$ ] } EMOTE_TAUNTING_TARGET (entity a, entity t) { emote_taunting_target [&EMT&$a$ taunts $t$.] } EMOTE_TAUNTING_NOBODY (entity a) { emote_taunting_nobody [&EMT&$a$ taunts the crowd.] } EMOTE_TAUNTING_SELF (entity a) { emote_taunting_self [&EMT&$a$ taunts him/herself and is appropriately intimidated.] } EMOTE_TERRIFIED_TARGET (entity a, entity t) { emote_terrified_target [&EMT&$a$ widens his/her eyes at $t$, visibly terrified.] } EMOTE_TERRIFIED_NOBODY (entity a) { emote_terrified_nobody [&EMT&$a$ recoils in horror, terrified.] } EMOTE_TERRIFIED_SELF (entity a) { emote_terrified_self [&EMT&$a$ tries to be terrifying to him/herself, and fails.] } EMOTE_THANKFUL_TARGET (entity a, entity t) { emote_thankful_target [&EMT&$a$ is thankful for $t$.] } EMOTE_THANKFUL_NOBODY (entity a) { emote_thankful_nobody [&EMT&$a$ is thankful.] } EMOTE_THANKFUL_SELF (entity a) { emote_thankful_self [&EMT&$a$ is thankful for being here.] } EMOTE_THIRSTY_TARGET (entity a, entity t) { emote_thirsty_target [&EMT&$a$ asks $t$ for something to drink.] } EMOTE_THIRSTY_NOBODY (entity a) { emote_thirsty_nobody [&EMT&$a$ is thirsty. Drinks, anyone?] } EMOTE_THIRSTY_SELF (entity a) { emote_thirsty_self [&EMT&$a$ swigs down a drink.] } EMOTE_THOUGHTFUL_TARGET (entity a, entity t) { emote_thoughtful_target [&EMT&$a$ looks thoughtfully at $t$.] } EMOTE_THOUGHTFUL_NOBODY (entity a) { emote_thoughtful_nobody [&EMT&$a$ mulls it over.] } EMOTE_THOUGHTFUL_SELF (entity a) { emote_thoughtful_self [&EMT&$a$ gave it a lot of thought.] } EMOTE_TIRED_TARGET (entity a, entity t) { emote_tired_target [&EMT&$a$ is really tired of $t$.] } EMOTE_TIRED_NOBODY (entity a) { emote_tired_nobody [&EMT&$a$ is tired of this.] } EMOTE_TIRED_SELF (entity a) { emote_tired_self [&EMT&$a$ is tired.] } EMOTE_TOLERANT_TARGET (entity a, entity t) { emote_tolerant_target [&EMT&$a$ tolerates $t$, to a point.] } EMOTE_TOLERANT_NOBODY (entity a) { emote_tolerant_nobody [&EMT&$a$ is extremely tolerant.] } EMOTE_TOLERANT_SELF (entity a) { emote_tolerant_self [&EMT&$a$ puts up with him/herself.] } EMOTE_TROUBLED_TARGET (entity a, entity t) { emote_troubled_target [&EMT&$a$ is troubled by $t$.] } EMOTE_TROUBLED_NOBODY (entity a) { emote_troubled_nobody [&EMT&$a$ appears troubled.] } EMOTE_TROUBLED_SELF (entity a) { emote_troubled_self [&EMT&$a$ is deeply troubled.] } EMOTE_UNCERTAIN_TARGET (entity a, entity t) { emote_uncertain_target [&EMT&$a$ shrugs uncertainly at $t$.] } EMOTE_UNCERTAIN_NOBODY (entity a) { emote_uncertain_nobody [&EMT&$a$ just doesn't know.] } EMOTE_UNCERTAIN_SELF (entity a) { emote_uncertain_self [&EMT&$a$ was sure, but is now not so certain.] } EMOTE_UNHAPPY_TARGET (entity a, entity t) { emote_unhappy_target [&EMT&$a$ is unhappy at $t$.] } EMOTE_UNHAPPY_NOBODY (entity a) { emote_unhappy_nobody [&EMT&$a$ looks unhappy.] } EMOTE_UNHAPPY_SELF (entity a) { emote_unhappy_self [&EMT&$a$ is unhappy with him/herself.] } EMOTE_UNWILLING_TARGET (entity a, entity t) { emote_unwilling_target [&EMT&$a$ is unwilling to comply with $t$.] } EMOTE_UNWILLING_NOBODY (entity a) { emote_unwilling_nobody [&EMT&$a$ stays put, unwilling.] } EMOTE_UNWILLING_SELF (entity a) { emote_unwilling_self [&EMT&$a$ is unwilling. Try someone else.] } EMOTE_VENGEFUL_TARGET (entity a, entity t) { emote_vengeful_target [&EMT&$a$ seeks vengence for $t$.] } EMOTE_VENGEFUL_NOBODY (entity a) { emote_vengeful_nobody [&EMT&$a$ is eager for revenge.] } EMOTE_VENGEFUL_SELF (entity a) { emote_vengeful_self [&EMT&$a$ seeks to avenge him/herself.] } EMOTE_WAIT_TARGET (entity a, entity t) { emote_wait_target [&EMT&$a$ wants to wait for $t$.] } EMOTE_WAIT_NOBODY (entity a) { emote_wait_nobody [&EMT&$a$ waits around.] } EMOTE_WAIT_SELF (entity a) { emote_wait_self [&EMT&$a$ yells, "Wait for me!"] } EMOTE_WARM_TARGET (entity a, entity t) { emote_warm_target [&EMT&$a$ gives $t$ a warm welcome.] } EMOTE_WARM_NOBODY (entity a) { emote_warm_nobody [&EMT&$a$ lets out a warm smile.] } EMOTE_WARM_SELF (entity a) { emote_warm_self [&EMT&$a$ warms up.] } EMOTE_WARY_TARGET (entity a, entity t) { emote_wary_target [&EMT&$a$ gives $t$ a wary look.] } EMOTE_WARY_NOBODY (entity a) { emote_wary_nobody [&EMT&$a$ peers about warily.] } EMOTE_WARY_SELF (entity a) { emote_wary_self [&EMT&$a$ looks at him/herself warily.] } EMOTE_WAVE_TARGET (entity a, entity t) { emote_wave_target [&EMT&$a$ waves at $t$.] } EMOTE_WAVE_NOBODY (entity a) { emote_wave_nobody [&EMT&$a$ attempts to start a wave. Everybody now!] } EMOTE_WAVE_SELF (entity a) { emote_wave_self [&EMT&$a$ waves her/his hands in the air like s/he just doesn't care.] } EMOTE_WHINE_TARGET (entity a, entity t) { emote_whine_target [&EMT&$a$ whines at $t$.] } EMOTE_WHINE_NOBODY (entity a) { emote_whine_nobody [&EMT&$a$ is whining.] } EMOTE_WHINE_SELF (entity a) { emote_whine_self [&EMT&$a$ whines to no one in particular, but knows it probably won't help.] } EMOTE_WICKED_TARGET (entity a, entity t) { emote_wicked_target [&EMT&$a$ thinks $t$ is positively wicked.] } EMOTE_WICKED_NOBODY (entity a) { emote_wicked_nobody [&EMT&$a$ has a wicked look.] } EMOTE_WICKED_SELF (entity a) { emote_wicked_self [&EMT&$a$ couldn't be more wicked if s/he tried.] } EMOTE_WISE_TARGET (entity a, entity t) { emote_wise_target [&EMT&$a$ considers $t$ wise.] } EMOTE_WISE_NOBODY (entity a) { emote_wise_nobody [&EMT&$a$ considers things, wisely.] } EMOTE_WISE_SELF (entity a) { emote_wise_self [&EMT&$a$ chooses wisely.] } EMOTE_WISTFUL_TARGET (entity a, entity t) { emote_wistful_target [&EMT&$a$ looks wistfully at $t$.] } EMOTE_WISTFUL_NOBODY (entity a) { emote_wistful_nobody [&EMT&$a$ looks wistfully into the distance.] } EMOTE_WISTFUL_SELF (entity a) { emote_wistful_self [&EMT&$a$ sighs wistfully, lost in thought.] } EMOTE_WORRIED_TARGET (entity a, entity t) { emote_worried_target [&EMT&$a$ worries about $t$.] } EMOTE_WORRIED_NOBODY (entity a) { emote_worried_nobody [&EMT&$a$ worries, generically.] } EMOTE_WORRIED_SELF (entity a) { emote_worried_self [&EMT&$a$ worries about him/herself sometimes.] } EMOTE_WOUNDED_TARGET (entity a, entity t) { emote_wounded_target [&EMT&$a$ has wounded $t$.] } EMOTE_WOUNDED_NOBODY (entity a) { emote_wounded_nobody [&EMT&$a$ staggers, wounded.] } EMOTE_WOUNDED_SELF (entity a) { emote_wounded_self [&EMT&$a$ has managed to wound his/herself. Heal?] } EMOTE_YAWN_TARGET (entity a, entity t) { emote_yawn_target [&EMT&$a$ yawns straight at $t$.] } EMOTE_YAWN_NOBODY (entity a) { emote_yawn_nobody [&EMT&$a$ yawns noticeably.] } EMOTE_YAWN_SELF (entity a) { emote_yawn_self [&EMT&$a$ yawns. Could be bored, could be tired.] } EMOTE_YOUANDME_TARGET (entity a, entity t) { emote_youandme_target [&EMT&$a$ says, "It's just you and me, $t$."] } EMOTE_YOUANDME_NOBODY (entity a) { emote_youandme_nobody [&EMT&$a$ knows its just you and him/her out here.] } EMOTE_YOUANDME_SELF (entity a) { emote_youandme_self [&EMT&$a$ wonders if "it's just you and me", where everyone went.] }