//////////////////////////////////////////////////////////////////////////////////// // these sentences are related to effects //////////////////////////////////////////////////////////////////////////////////// /** * DOT BLEED */ EFFECT_BLEED_BEGIN() { effect_bleed_begin [&DG&Your wounds are bleeding massively.] } EFFECT_BLEED_BEGIN_ACTOR(entity e) { effect_bleed_begin_actor [&SYS&$e.da$ $e$ wounds are bleeding massively.] } EFFECT_BLEED_LOSE_HP(int i) { effect_bleed_lose_hp [&DG&You are bleeding and lose $i$ hit points.] } EFFECT_BLEED_LOSE_HP_ACTOR(entity e, int i) { effect_bleed_lose_hp_actor [&SYS&$e.da$ $e$ is bleeding and loses $i$ hit points.] } EFFECT_BLEED_ENDED() { effect_bleed_ended [&DG&You are no longer bleeding.] } EFFECT_BLEED_ENDED_ACTOR(entity e) { effect_bleed_ended_actor [&SYS&$e.da$ $e$ is no longer bleeding.] } /** * DOT POISON */ EFFECT_POISON_BEGIN() { effect_poison_begin [&SPL&You are poisoned.] } EFFECT_POISON_BEGIN_CASTER(entity e) { effect_poison_begin_caster [&SYS&$e.da$ $e$ is poisoned.] } EFFECT_POISON_LOSE_HP(int i) { effect_poison_lose_hp [&DG&You lose $i$ hit points because of the poison flowing in your veins.] } EFFECT_POISON_LOSE_HP_CASTER(entity e, int i) { effect_poison_lose_hp_caster [&SYS&$e.da$ $e$ is suffering poison effects and loses $i$ hit points.] } EFFECT_POISON_ENDS() { effect_poison_ends [&SPL&You are no longer poisoned.] } EFFECT_POISON_ENDS_CASTER(entity e) { effect_poison_ends_caster [&SYS&$e.da$ $e$ is no longer poisoned.] } /** * STUN */ EFFECT_STUN_BEGIN_CREATOR(entity e) { effect_stun_begin_actor [&SPLM&You stun $e.da$ $e$.] } EFFECT_STUN_BEGIN_TARGET(entity e) { effect_stun_begin_target [&SPL&$e.da$ $e$ has stunned you.] } EFFECT_STUN_BEGIN_SPECTATORS(entity actor, entity target) { effect_stun_begin_spectator [&SYS&$actor.da$ $actor$ has stunned $target.da$ $target$.] } EFFECT_STUN_SELF_BEGIN_CREATOR() { effect_stun_self_begin_actor [&SPLM&You have stunned yourself.] } EFFECT_STUN_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_stun_self_begin_spectator_player_m [&SYS&$p$ has stunned himself.] (p.gender = female) effect_stun_self_begin_spectator_player_f [&SYS&$p$ has stunned herself.] } EFFECT_STUN_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_stun_self_begin_spectator_npc_m [&SYS&$b.da$ $b$ has stunned himself.] (b.gender = female) effect_stun_self_begin_spectator_npc_f [&SYS&$b.da$ $b$ has stunned herself.] } EFFECT_STUN_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_stun_self_begin_spectator_creature [&SYS&$c.da$ $c$ has stunned itself.] } EFFECT_STUN_END_TARGET() { effect_stun_end_target [&SPL&You are no longer stunned.] } EFFECT_STUN_END_CREATOR(entity e) { effect_stun_end_actor [&SYS&$e.da$ $e$ is no longer stunned.] } EFFECT_STUN_END_SPECTATORS(entity e) { effect_stun_end_spectator [&SYS&$e.da$ $e$ is no longer stunned.] } /** * SLOW MOVE */ EFFECT_SLOW_MOVE_BEGIN_CREATOR(entity e) { effect_slow_move_begin_actor [&SPLM&You have slowed $e.da$ $e$.] } EFFECT_SLOW_MOVE_BEGIN_TARGET(entity e) { effect_slow_move_begin_target [&SPL&$e.da$ $e$ has slowed you.] } EFFECT_SLOW_MOVE_BEGIN_SPECTATORS(entity actor, entity target) { effect_slow_move_begin_spectator [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$.] } EFFECT_SLOW_MOVE_END_CREATOR(entity e) { effect_slow_move_end_actor [&SYS&$e.da$ $e$ is no longer slowed.] } EFFECT_SLOW_MOVE_END_TARGET() { effect_slow_move_end_target [&SPL&You are no longer slowed.] } EFFECT_SLOW_MOVE_END_SPECTATORS(entity e) { effect_slow_move_end_spectator [&SYS&$e.da$ $e$ is no longer slowed.] } EFFECT_SLOW_MOVE_SELF_BEGIN_CREATOR() { effect_slow_move_self_begin_creator [&SPLM&Vous vous ralentissez vous même.] } EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_slow_move_self_begin_spectator_player_m [&SYS&$p$ s'est ralentit lui-même.] (p.gender = female) effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ s'est ralentit elle-même.] } EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_slow_move_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ s'est ralentit lui-même.] (b.gender = female) effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est ralentit elle-même.] } EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est ralentit lui-même.] } /** * SLOW attacks (combat) */ EFFECT_SLOW_ATTACKS_BEGIN_CREATOR(entity e) { effect_slow_attacks_begin_creator [&SPLM&You have slowed $e.da$ $e$'s attacks.] } EFFECT_SLOW_ATTACKS_BEGIN_TARGET(entity e) { effect_slow_attacks_begin_target [&SPL&$e.da$ $e$ has slowed your attacks.] } EFFECT_SLOW_ATTACKS_BEGIN_SPECTATORS(entity actor, entity target) { effect_slow_attacks_begin_spectators [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$'s attacks.] } EFFECT_SLOW_ATTACKS_END_CREATOR(entity e) { effect_slow_attacks_end_creator [&SYS&$e.da$ $e$'s attacks are no longer slowed.] } EFFECT_SLOW_ATTACKS_END_TARGET() { effect_slow_attacks_end_target [&SPL&Your attacks are no longer slowed.] } EFFECT_SLOW_ATTACKS_END_SPECTATORS(entity e) { effect_slow_attacks_end_spectators [&SYS&$e.da$ $e$'s attacks are no longer slowed.] } EFFECT_SLOW_ATTACKS_SELF_BEGIN_CREATOR() { effect_slow_attacks_self_begin_actor [&SPLM&Vous ralentissez vos propres attaques.] } EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_slow_attacks_self_begin_spectator_player_m [&SYS&$p$ ralentit ses propres attaques.] (p.gender = female) effect_slow_attacks_self_begin_spectator_player_f [&SYS&$p$ ralentit ses propres attaques.] } EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_slow_attacks_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ ralentit ses propres attaques.] (b.gender = female) effect_slow_attacks_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ ralentit ses propres attaques.] } EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_slow_attacks_self_begin_spectators_creature [&SYS&$c.da$ $c$ ralentit ses propres attaques.] } /** * Debuff combat skills */ EFFECT_DEBUFF_COMBAT_BEGIN_CREATOR(entity e) { effect_debuff_combat_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_BEGIN_TARGET(entity e) { effect_debuff_combat_begin_target [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.] } EFFECT_DEBUFF_COMBAT_BEGIN_SPECTATORS(entity creator, entity target) { effect_debuff_combat_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_END_CREATOR(entity e) { effect_debuff_combat_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_END_TARGET() { effect_debuff_combat_end_target [&SPL&Vous n'avez plus de malus sur vos compétences de combat.] } EFFECT_DEBUFF_COMBAT_END_SPECTATORS(entity e) { effect_debuff_combat_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR() { effect_debuff_combat_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.] } EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_debuff_combat_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.] (p.gender = female) effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_debuff_combat_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.] (b.gender = female) effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.] } EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_debuff_combat_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus sur ses compétences de combat.] } /** * Debuff combat defense skills */ EFFECT_DEBUFF_DEFENSE_BEGIN_CREATOR(entity e) { effect_debuff_defense_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET(entity e) { effect_debuff_defense_begin_target [&SPL&Vous souffrez maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS(entity creator, entity target) { effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_END_CREATOR(entity e) { effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.] } EFFECT_DEBUFF_DEFENSE_END_TARGET() { effect_debuff_defense_end_target [&SPL&Vous n'avez plus de malus en défense.] } EFFECT_DEBUFF_DEFENSE_END_SPECTATORS(entity e) { effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.] } EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR() { effect_debuff_defense_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_debuff_defense_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus en défense.] (p.gender = female) effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_debuff_defense_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.] (b.gender = female) effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.] } EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_debuff_defense_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus en défense.] } /** * Debuff dodge skill */ EFFECT_DEBUFF_DODGE_BEGIN_CREATOR(entity e) { effect_debuff_dodge_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_BEGIN_TARGET(entity e) { effect_debuff_dodge_begin_target [&SPL&Vous souffrez maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_BEGIN_SPECTATORS(entity creator, entity target) { effect_debuff_dodge_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_END_CREATOR(entity e) { effect_debuff_dodge_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en esquive.] } EFFECT_DEBUFF_DODGE_END_TARGET() { effect_debuff_dodge_end_target [&SPL&Vous n'avez plus de malus en esquive.] } EFFECT_DEBUFF_DODGE_END_SPECTATORS(entity e) { effect_debuff_dodge_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en esquive.] } EFFECT_DEBUFF_DODGE_SELF_BEGIN_CREATOR() { effect_debuff_dodge_self_begin_actor [&SYS&Vous souffrez maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_debuff_dodge_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus en esquive.] (p.gender = female) effect_debuff_dodge_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_debuff_dodge_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus en esquive.] (b.gender = female) effect_debuff_dodge_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en esquive.] } EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_debuff_dodge_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus en esquive.] } /** * FEAR */ EFFECT_FEAR_BEGIN_CREATOR(entity e) { effect_fear_begin_creator [&SYS&$e.da$ $e$ est paralysé par la peur et ne peut plus agir.] } EFFECT_FEAR_BEGIN_TARGET(entity e) { effect_fear_begin_target [&SPL&$e.da$ $e$ vous a terrorisé, vous ne pouvez plus agir.] } EFFECT_FEAR_BEGIN_SPECTATORS(entity actor, entity target) { effect_fear_begin_spectators [&SYS&$actor.da$ $actor$ terrorise $target.da$ $target$ qui ne peut plus attaquer.] } EFFECT_FEAR_END_CREATOR(entity e) { effect_fear_end_creator [&SYS&$e.da$ $e$ retrouve son sang froid et peut a nouveau agir.] } EFFECT_FEAR_END_TARGET() { effect_fear_end_target [&SPL&Vous retrouvez votre sang froid et pouvez a nouveau agir.] } EFFECT_FEAR_END_SPECTATORS(entity e) { effect_fear_end_spectators [&SYS&$e.da$ $e$ retrouve son sang froid et peut a nouveau agir.] } EFFECT_FEAR_SELF_BEGIN_CREATOR() { effect_fear_self_begin_actor [&SPL&Vous etes terrorisé et ne pouvez plus agir.] } EFFECT_FEAR_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_fear_self_begin_spectator_player_m [&SYS&$p$ est terrorisé et ne peut plus agir.] (p.gender = female) effect_fear_self_begin_spectator_player_f [&SYS&$p$ est terrorisé et ne peut plus agir.] } EFFECT_FEAR_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_fear_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.] (b.gender = female) effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.] } EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ est terrorisé et ne peut plus agir.] } /** * MEZZ */ EFFECT_MEZZ_BEGIN_CREATOR(entity e) { effect_mezz_begin_creator [&SYS&$e.da$ $e$ is now mesmerized and cannot act or move.] } EFFECT_MEZZ_BEGIN_TARGET(entity e) { effect_mezz_begin_target [&SYS&$e.da$ $e$ has mesmerized you and you can no longer act or move.] } EFFECT_MEZZ_BEGIN_SPECTATORS(entity actor, entity target) { effect_mezz_begin_spectators [&SYS&$target.da$ $target$ has been mesmerized by $actor.da$ $actor$ and can no longer act or move.] } EFFECT_MEZZ_END_CREATOR(entity e) { effect_mezz_end_creator [&SYS&$e.da$ $e$ is no longer mesmerized.] } EFFECT_MEZZ_END_TARGET() { effect_mezz_end_target [&SPL&You are no longer mesmerized.] } EFFECT_MEZZ_END_SPECTATORS(entity e) { effect_mezz_end_spectators [&SYS&$e.da$ $e$ is no longer mesmerized.] } EFFECT_MEZZ_SELF_BEGIN_CREATOR() { effect_mezz_self_begin_actor [&SPLM&You mesmerized yourself and can no longer act or move.] } EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_mezz_self_begin_spectator_player_m [&SYS&$p$ mesmerized himself and can no longer act or move.] (p.gender = female) effect_mezz_self_begin_spectator_player_f [&SYS&$p$ mesmerized herself and can no longer act or move.] } EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_mezz_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ mesmerized himself and can no longer act or move.] (b.gender = female) effect_mezz_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ mesmerized herself and can no longer act or move.] } EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_mezz_self_begin_spectators_creature [&SYS&$c.da$ $c$ mesmerized itself and can no longer act or move.] } /** * ROOT */ EFFECT_ROOT_BEGIN_CREATOR(entity e) { effect_root_begin_creator [&SYS&$e.da$ $e$ is now rooted and cannot move.] } EFFECT_ROOT_BEGIN_TARGET(entity e) { effect_root_begin_target [&SPL&$e.da$ $e$ has rooted you and you can no longer move.] } EFFECT_ROOT_BEGIN_SPECTATORS(entity actor, entity target) { effect_root_begin_spectators [&SYS&$target.da$ $target$ has been rooted by $actor.da$ $actor$ and can no longer move.] } EFFECT_ROOT_END_CREATOR(entity e) { effect_root_end_creator [&SYS&$e.da$ $e$ is no longer rooted.] } EFFECT_ROOT_END_TARGET() { effect_root_end_target [&SPL&You are no longer rooted.] } EFFECT_ROOT_END_SPECTATORS(entity e) { effect_root_end_spectators [&SYS&$e.da$ $e$ is no longer rooted.] } EFFECT_ROOT_SELF_BEGIN_CREATOR() { effect_root_self_begin_actor [&SPLM&You rooted yourself and can no longer move.] } EFFECT_ROOT_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_root_self_begin_spectator_player_m [&SYS&$p$ rooted himself and can no longer move.] (p.gender = female) effect_root_self_begin_spectator_player_f [&SYS&$p$ rooted herself and can no longer move.] } EFFECT_ROOT_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_root_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ rooted himself and can no longer move.] (b.gender = female) effect_root_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ rooted herself and can no longer move.] } EFFECT_ROOT_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_root_self_begin_spectators_creature [&SYS&$c.da$ $c$ rooted itself and can no longer move.] } /** * INVULNERABILITY */ EFFECT_INVULNERABILITY_BEGIN_CREATOR(entity e) { effect_invulnerability_begin_creator [&SYS&$e.da$ $e$ est invulnérable mais ne peut plus utiliser d'action.] } EFFECT_INVULNERABILITY_BEGIN_TARGET(entity e) { effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ vous a rendu invulnérable mais vous ne pouvez plus utiliser d'action.] } EFFECT_INVULNERABILITY_BEGIN_SPECTATORS(entity actor, entity target) { effect_invulnerability_begin_spectators [&SYS&$actor.da$ $actor$ a rendu $target.da$ $target$ invulnérable qui ne peut plus utiliser d'action.] } EFFECT_INVULNERABILITY_END_CREATOR(entity e) { effect_invulnerability_end_creator [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.] } EFFECT_INVULNERABILITY_END_TARGET() { effect_invulnerability_end_target [&SPLM&Vous n'etes plus invulnérable et pouvez a nouveau agir.] } EFFECT_INVULNERABILITY_END_SPECTATORS(entity e) { effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.] } EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR() { effect_invulnerability_self_begin_actor [&SPLM&Vous etes invulnérable mais ne pouvez plus utiliser d'action.] } EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_invulnerability_self_begin_spectator_player_m [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.] (p.gender = female) effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.] } EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_invulnerability_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.] (b.gender = female) effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.] } EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_invulnerability_self_begin_spectators_creature [&SYS&$c.da$ $c$ est invulnérable mais ne peut plus utiliser d'action.] } /** * MADNESS */ EFFECT_MADNESS_BEGIN_CREATOR(entity e) { effect_madness_begin_creator [&SYS&$e.da$ $e$ est devenu fou et peut se prendre pour cible au lieu de son adversaire.] } EFFECT_MADNESS_BEGIN_TARGET(entity e) { effect_madness_begin_target [&SPL&$e.da$ $e$ vous a rendu fou. Vous pouvez maintenant vous prendre pour cible pour vos attaques ou vos sorts.] } EFFECT_MADNESS_BEGIN_SPECTATORS(entity actor, entity target) { effect_madness_begin_spectators [&SYS&$target.da$ $target$ a été rendu fou par $actor.da$ $actor$.] } EFFECT_MADNESS_END_CREATOR(entity e) { effect_madness_end_creator [&SYS&$e.da$ $e$ n'est plus atteint de folie.] } EFFECT_MADNESS_END_TARGET() { effect_madness_end_target [&SPL&Vous n'etes plus atteint de folie.] } EFFECT_MADNESS_END_SPECTATORS(entity e) { effect_madness_end_spectators [&SYS&$e.da$ $e$ n'est plus atteint de folie.] } EFFECT_MADNESS_SELF_BEGIN_CREATOR() { effect_madness_self_begin_actor [&SPL&Vous vous rendez fou.] } EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_PLAYER(player p) { (p.gender = male) effect_madness_self_begin_spectator_player_m [&SYS&$p$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.] (p.gender = female) effect_madness_self_begin_spectator_player_f [&SYS&$p$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.] } EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_NPC(bot b) { (b.gender = male) effect_root_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.] (b.gender = female) effect_root_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.] } EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_CREATURE(creature c) { effect_madness_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.] } /** * BLIND */ EFFECT_BLIND_BEGIN_CREATOR (entity e) { (e.gender = male) effect_blind_begin_creator_m [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in his actions.] (e.gender = female) effect_blind_begin_creator_f [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in her actions.] } EFFECT_BLIND_BEGIN_TARGET (entity e) { effect_blind_begin_target [&SPL&$e.da$ $e$ has blinded you, you now run the risk of failing in your actions.] } EFFECT_BLIND_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_blind_begin_spectators_m [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.] (actor.gender = female) effect_blind_begin_spectators_f [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.] } EFFECT_BLIND_END_CREATOR (entity e) { effect_blind_end_creator [&SYS&$e.da$ $e$ is no longer blinded.] } EFFECT_BLIND_END_TARGET () { effect_blind_end_target [&SPL&You are no longer blinded.] } EFFECT_BLIND_END_SPECTATORS (entity e) { effect_blind_end_spectators [&SYS&$e.da$ $e$ is no longer blinded.] } EFFECT_BLIND_SELF_BEGIN_CREATOR () { effect_blind_self_begin_actor [&SPLM&You have blinded yourself and stand a greater chance of failing in your actions.] } EFFECT_BLIND_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_blind_self_begin_spectator_player_m [&SYS&$p$ has blinded himself and stands a greater chance of failing in his actions.] (p.gender = female) effect_blind_self_begin_spectator_player_f [&SYS&$p$ has blinded herself and stands a greater chance of failing in her actions.] } EFFECT_BLIND_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_blind_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has blinded himself and stands a greater chance of failing in his actions.] (b.gender = female) effect_blind_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has blinded herself and stands a greater chance of failing in her actions.] } EFFECT_BLIND_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_blind_self_begin_spectators_creature [&SYS&$c.da$ $c$ has blinded itself and stands a greater chance of failing in its actions.] } /** * STINK/STENCH */ EFFECT_STENCH_BEGIN_CREATOR (entity e) { (e.gender = male) effect_stench_begin_creator_m [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sicks.] (e.gender = female) effect_stench_begin_creator_f [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sick.] } EFFECT_STENCH_BEGIN_TARGET (entity e) { effect_stench_begin_target [&SPL&$e.da$ $e$ makes you stinks horribly, nearby living beings can suffer from it.] } EFFECT_STENCH_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_stench_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.] (actor.gender = female) effect_stench_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.] } EFFECT_STENCH_END_CREATOR (entity e) { effect_stench_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } EFFECT_STENCH_END_TARGET () { effect_stench_end_target [&SPL&You no longer stink.] } EFFECT_STENCH_END_SPECTATORS (entity e) { effect_stench_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } EFFECT_STENCH_SELF_BEGIN_CREATOR () { effect_stench_self_begin_actor [&SPLM&You make yourself stink and nearby living beings can suffer from it.] } EFFECT_STENCH_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_stench_self_begin_spectator_player_m [&SYS&$p$ has made himself stinks, nearby living beings can suffer from it.] (p.gender = female) effect_stench_self_begin_spectator_player_f [&SYS&$p$ has made herself stinks, nearby living beings can suffer from it.] } EFFECT_STENCH_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_stench_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stinks, nearby living beings can suffer from it.] (b.gender = female) effect_stench_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stinks, nearby living beings can suffer from it.] } EFFECT_STENCH_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_stench_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stinks, nearby living beings can suffer from it.] } EFFECT_STENCH_LOSE_HP(entity e, int i) { effect_stench_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.] } EFFECT_STENCH_LOSE_HP_ACTOR(entity e, int i) { effect_stench_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.] } /** * DoT effects */ EFFECT_DOT_BEGIN_CREATOR (entity e) { (e.gender = male) effect_dot_begin_creator_m [&SYS& TODO.] effect_dot_begin_creator_f [&SYS& TODO.] } EFFECT_DOT_BEGIN_TARGET (entity e) { effect_dot_begin_target [&SYS& TODO.] } EFFECT_DOT_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_dot_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.] effect_dot_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.] } EFFECT_DOT_END_CREATOR (entity e) { effect_dot_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } EFFECT_DOT_END_TARGET () { effect_dot_end_target [&SPL&You no longer stink.] } EFFECT_DOT_END_SPECTATORS (entity e) { effect_dot_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } EFFECT_DOT_SELF_BEGIN_CREATOR () { effect_dot_self_begin_actor [&SPLM&You make yourself stink and nearby living beings can suffer from it.] } EFFECT_DOT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_dot_self_begin_spectator_player_m [&SYS&$p$ has made himself stinks, nearby living beings can suffer from it.] effect_dot_self_begin_spectator_player_f [&SYS&$p$ has made herself stinks, nearby living beings can suffer from it.] } EFFECT_DOT_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_dot_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stinks, nearby living beings can suffer from it.] effect_dot_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stinks, nearby living beings can suffer from it.] } EFFECT_DOT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_dot_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stinks, nearby living beings can suffer from it.] } EFFECT_DOT_LOSE_HP(entity e, int i) { effect_dot_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.] } EFFECT_DOT_LOSE_HP_ACTOR(entity e, int i) { effect_dot_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.] }