// HASH_VALUE 8857DE7C383C5498 ABANDON_GROUP_MISSION () { [&SYS& The leader of your team has abandoned a team mission.] } // HASH_VALUE 4E34C9C7A3251E27 ABANDON_MISSION () { abandon_mission [&TSK&You have abandonned a mission.] } // HASH_VALUE A88E3FF35D2C1D1B ABANDON_TEAM_MISSION_REFUSED () { abandon_team_mission_refused [&CHK& only leaders can abandon a team mission.] } // HASH_VALUE 9A3F22E1C8901028 ALREADY_TELEPORTING () { [&CHK&You are already using a teleport ticket.] } // HASH_VALUE 76604828FF938C16 ALTAR_RESTRICTION () { [&SYS& Votre allégeance ou votre niveau de renommée ne vous permet pas d'avoir accès aux pactes de cet autel.] } // HASH_VALUE EEE6C84E35875489 AMMO_BUYING_QUANTITY_TOO_LOW (int magazineSize) { [&CHK&Ce type de munition ne peut être acheté que par un ou plusieurs lots de $magazineSize$ munitions.] } // HASH_VALUE 97CBAF417EF45542 AMMO_SELLING_QUANTITY_TOO_LOW (int magazineSize) { [&CHK&Ce type de munition ne peut être vendu que par un ou plusieurs lots de $magazineSize$ munitions.] } // HASH_VALUE 7F8B0EA6B683A510 ANIMAL_DEAD (int number) { [&SYS&Votre animal #$number$ vient de mourir, vous avez trois jours pour recupérer les items qui sont dans son inventaire avant qu'il ne disparaisse par pourrissement.] } // HASH_VALUE 12A4849428B576B1 ANIMAL_DISEAPER (int number) { [&SYS&Votre animal #$number$ à disparu car cela fait trois jour qu'il est mort, tout ce qu'il contenait encore dans son inventaire à disparu avec lui.] } // HASH_VALUE 39F66466A4E64E98 ANIMAL_FOLLOW_TOO_FAR () { [&CHK&Your following mektoub is too far from you and can't follow you any longer.] } // HASH_VALUE 12D1997374047D93 ANIMAL_HAS_EATEN () { [&ITM&Your mektoub has eaten some food from his inventory, and can now run.] } // HASH_VALUE 5E15D565252DCAD8 ANIMAL_HUNGRY () { [&CHK&Your mektoub is hungry, and can't run any longer.] } // HASH_VALUE A7075D90686E6731 ANIMAL_INTERLOCUTOR_HAVE_MAX () { [&CHK&Votre interlocuteur a trop d'animaux pour que vous puissiez lui en donner d'autres.] } // HASH_VALUE EBB7EBE03A73EE7E ANIMAL_INVENTORY_INACCESSIBLE (int number) { [&SYS&Votre animal #$number$ est trop loin pour que vous puissiez acceder à son inventaire.] } // HASH_VALUE 9FBE84C0B7AF8BC3 ANIMAL_MOUNTED () { [&CHK&Vous ne pouvez pas échanger un animal sur lequel vous êtes monté.] } // HASH_VALUE 3B34A8E429F9828F ANIMAL_PACKER_TOO_ENCUMBERED () { [&CHK& Your mektoub is too encumbered.] } // HASH_VALUE 87EE18BF6610FF51 ANIMAL_PLAYER_HAVE_MAX () { [&CHK&Vous avez trop d'animaux pour que vous puissiez en accepter d'autres.] } // HASH_VALUE 1F07108F69D98F8A ANSWER_BYE () { answer_bye [Bye!] } // HASH_VALUE FAE14CCCA7370449 ANSWER_GROUP_NO () { answer_group_no [We're not interested.] } /////////////////////////////////ACTIONS////////////////////////////////////////////////////// /////////////////////////////////INTERACTIVE BOT CHAT///////////////////////////////////////////////////////// // HASH_VALUE A6F7FCA154F7C0AB ANSWER_NEXT () { answer_next [Tell me more.] } // HASH_VALUE E0D518647178044B ANSWER_NO () { answer_no [I'm not interested.] } // HASH_VALUE AB3950B1A2380081 ANSWER_OK () { answer_ok [Ok] } // HASH_VALUE 96167C59DD749C6A ANSWER_SKIP () { answer_skip [Don't bother me...] } // HASH_VALUE 63E83BA969B73095 ANSWER_WHAT () { answer_what [Pardon ?] } // HASH_VALUE 2E11138320A9A340 AURA_EFFECT_BEGIN (powertype p) { aura_effect_begin [&SPL&You begin to feel the effects of $p$ power.] } // HASH_VALUE E04A0F4A2EEE7E22 AURA_EFFECT_END (powertype p) { aura_effect_end [&SPL&$p$ effects have ended.] } // HASH_VALUE 9CDA5E29A34BBBD4 AUTO_LOOT_LEVEL_TOO_LOW () { auto_loot_level_too_low [&ITMF&For your mission, you need a material of higher quality.] } // HASH_VALUE 1247E993BCD91664 AUTO_LOOT_SUCCESS (int nb, item i, int level) { (nb > 1) auto_loot_success_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ for your mission] (nb = 1) auto_loot_success_1 [&ITM&You obtain one $i$ of quality $level$ for your mission] } //INVENTORY_MOVE_TO(item item, int qty) //{ // (qty=1) // inventory_equip_item_1 [&SYS&You equip your $item$.] // (qty>1) // inventory_equip_item_p [&SYS&You equip your $item.p$.] //} // HASH_VALUE E4E9840CF6872B8D BAG_FULL (int qty) { bag_full [&CHK&Your inventory is full, you have $qty$ items on it.] } // HASH_VALUE 52D67ABE22FA2A30 BROADCAST (literal s) { // broadcast message [&BC&$s$] } // HASH_VALUE D8E5F9ECA7E80B67 BS_ITEM_INCOMPATIBLE () { [&CHKCB&This formula or action phrase is incompatible with the item in your hand.] } // HASH_VALUE D093F01DDD20EB8E BS_NO_AMMO () { [&CHKCB&This weapon needs ammo.] } // HASH_VALUE 67F06870FDE6FF2B BS_TARGET_NOT_ATTACKABLE () { [&CHKCB&You cannot use offensive action against your current target.] } // HASH_VALUE 8CF518CAE7E68E9C BS_TARGET_TOO_FAR () { [&CHKCB&Your target is too far away.] } // HASH_VALUE E6D8BDD3764933D6 BS_TARGET_TOO_FAR_OR () { [&CHKCB&Your target is too far away or you are not facing it.] } // HASH_VALUE 6A6C97F1AC07DFDB CANT_ACCESS_GUILD_INVENTORY () { [&SYS&Vous devez être dans le bâtiment ou prêt d'un avant poste de votre guilde pour pouvoir accéder à son inventaire.] } // HASH_VALUE 4FE7D396A4E06C5B CANT_BE_ENCHANTED () { [&CHK&This item can't be enchanted.] } // HASH_VALUE 91A13CE3D39D7837 CANT_CRAFT_ENGAGED_IN_MELEE () { cant_craft_engaged_melee [&CHK&You can't craft when you are engaged in melee combat! Crafting action aborted!] } // HASH_VALUE B140771A6FE95837 CANT_CRAFT_NOT_ENOUGHT_FOCUS () { [&CHK& Can't craft this item now because you don't have enough focus energy!] } // HASH_VALUE E0F326FC9C8370FA CANT_CRAFT_WHEN_DEAD () { cant_craft_when_dead [&CHKCB&You died during crafting! Crafting action aborted!] } // HASH_VALUE 4A8EC93DA32766E3 CANT_FORAGE_ENGAGED_IN_MELEE () { cant_forage_engaged_in_melee [&CHKCB&You can't forage when you are engaged in melee fight! Forage action aborted!] } // HASH_VALUE A5ED79249FE48CCD CANT_FOUND_ITEM (int i) { cant_found_item [&CHK&item in slot $i$ was not found.] } // HASH_VALUE 81453D09818E56D7 CANT_FOUND_RM () { cant_found_rm [&CHK&Toutes les matiéres premiéres selectionnées n'ont pu être trouvées dans le bag! l'action de craft est annulée!] } // HASH_VALUE 7F6D125DBBBDACD4 CANT_LOCK_RM () { cant_lock_rm [&CHK&Can't reserve all raw material you chose for crafting! Some of this is certainly already reserved for other usage or are inaccessible. Crafting action aborted!] } // HASH_VALUE 3CA83C5D62F68884 CHAIN_MISSION_DESC (bot dummy) { [CHAINED mission] } // HASH_VALUE 3CA83C5D62F68884 CHAIN_MISSION_TITLE (bot dummy) { [CHAINED mission] } // HASH_VALUE 1ED9E3083AD44C53 CHALLENGE_ABANDON_NOT_LEADER () { [&CHK&You must be team leader to abandon the challenge.] } // HASH_VALUE 2B62CBA7F6CECC40 CHALLENGE_ACCEPTED ( player p ) { [&CHK&$p$and you are now in a PVP challenge.] } // HASH_VALUE 7E9CA7429D7C78E8 CHALLENGE_HE_ABANDON ( player p ) { [&CHK&$p$ abandonned the challenge.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 5306DB19A287A312 CHALLENGE_LOST () { [&CHK&You lost the challenge.] } // HASH_VALUE E3D8620F2DFC6EFB CHALLENGE_OTHER_TEAM_AGGRO () { [&CHK&You can't propose a challenge because a member of the opponent team being attacked by a creature.] } // HASH_VALUE 29344EBFC678C99B CHALLENGE_SAME_TEAM ( player p ) { [&CHK&$p$ is your teammate, you can't challenge him.] } // HASH_VALUE 93542B1DF5F3FBEB CHALLENGE_STARTS () { [&CHK&You are now in a challenge versus other players. You will be teleported back when the challenge is over.] } // HASH_VALUE 2D214526384ADDCA CHALLENGE_TARGET_AGGRO (player p) { [&CHK&You can't challenge $p$, because this player is being attacked by a creature.] } // HASH_VALUE F722984ECA23E972 CHALLENGE_TEAM_AGGRO (player p) { [&CHK&You can't propose a challenge because $p$, your team mate, is under attack by a creature.] } // HASH_VALUE E7CD1DD7A10EC5E9 CHALLENGE_TEAM_MEMBER_ALREADY_IN_PVP (player p) { [&CHK& $p$, your teammate, is already engaged in combat against other players.] } // HASH_VALUE 4EE20CCDDA8608F5 CHALLENGE_WON () { [&CHK&You won the challenge.] } // HASH_VALUE 7E9CA7429D7C78E8 CHALLENGE_YOU_ABANDON ( player p ) { [&CHK&$p$ abandonned the challenge.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 8F8DD442044A1E2B CHALLENGE_YOU_AGGRO () { [&CHK&You can't propose a challenge if you are being attacked by a creature.] } // HASH_VALUE F26B2F08D6437E1F CHARACTER_MADE_THE_FINAL_BLOW (player p) { [Vous avez porté le coup fatal au personnage joueur $p$.] } //////////////////////////////////////////////////////////////////////////////////// // generic system messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 5493D38329ADA35F CHARACTER_SAVED (player p) { [&SYS&"$p$" has been saved.] } // HASH_VALUE F58FC67D32CD6604 CHARGE_APPLY (dyn_string_id str) { [&SYS&Your guild applied for the charge of "$str$".] } // HASH_VALUE CF07EDF533CCECA1 CHARGE_BAD_GRADE () { [&CHK&You don't have a sufficient guild grade to perform this operation.] } // HASH_VALUE FD6B07168457460D CHARGE_END (dyn_string_id id) { [&SYS&Your guild lost control of charge $id$.] } // HASH_VALUE 18DD5D5CC8504B1A CHARGE_GOT (dyn_string_id id) { [&SYS&Your guild was selected for the following charge : $id$.] } // HASH_VALUE AAB0EDFE15B088FD COMBAT_ACTOR_CRITICAL_HIT (entity e) { combat_actor_critical_hit [&SPLM&You perform a critical strike on $e$.] } // HASH_VALUE A56E55B061D8282D COMBAT_ACTOR_FUMBLE () { combat_actor_fumble [&MISM&You fumble.] } ///////////////////////////////////////////////////////////////////////// // sentences related to combat ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 528454A7D92FA548 COMBAT_ACTOR_HIT (entity e, int damage, int maxDamage) { (maxDamage = 0 & damage > 1) combat_actor_hit_p [&DGM&You inflict $damage$ damage points on $e.da$ $e$.] (maxDamage = 0 & damage=1) combat_actor_hit_1 [&DGM&You inflict one damage point on $e$.] (maxDamage = 0 & damage=0) combat_actor_hit_0 [&DGM&You hit $e$ but do no damage.] (damage>1) combat_actor_hit_pm [&DGM&You inflict $damage$ ($maxDamage$) damage points on $e.da$ $e$.] (damage=1) combat_actor_hit_1m [&DGM&You inflict one damage ($maxDamage$) point on $e.da$ $e$.] (damage=0) combat_actor_hit_0m [&DGM&You hit $e.da$ $e$ but do no damage ($maxDamage$).] } // HASH_VALUE 3A3A516FF482F254 COMBAT_ACTOR_HIT_LOC (entity e, int damage, int maxDamage, bodypart b) { (maxDamage = 0 & damage > 1) combat_actor_hit_test_loc_p [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ points of damage.] (maxDamage = 0 & damage = 1) combat_actor_hit_test_loc_1 [&DGM&You hit $e.da$ $e$'s $b$ for 1 point of damage.] (maxDamage = 0 & damage = 0) combat_actor_hit_test_loc_0 [&DGM&You hit $e.da$ $e$'s $b$ but inflict no damage.] (damage>1) combat_actor_hit_test_loc_pm [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ ($maxDamage$) points of damage.] (damage=1) combat_actor_hit_test_loc_1m [&DGM&You hit $e.da$ $e$'s $b$ for 1 ($maxDamage$) point of damage.] (damage=0) combat_actor_hit_test_loc_0m [&DGM&You hit $e.da$ $e$'s $b$ but inflict no damage ($maxDamage$).] } // HASH_VALUE 4483BC1F6EBA2BB8 COMBAT_ACTOR_HIT_SELF (int damage, int maxDamage) { (maxDamage = 0 & damage > 1) combat_actor_hit_self_p [&DG&Vous vous blessez, infligeant $damage$ points de dégâts.] (maxDamage = 0 & damage = 1) combat_actor_hit_self_1 [&DG&Vous vous blessez, infligeant 1 point de dégâts.] (maxDamage = 0 & damage = 0) combat_actor_hit_self_0 [&DG&Vous vous blessez mais n'infligez pas de dégâts.] (damage>1) combat_actor_hit_self_pm [&DG&Vous vous blessez, infligeant $damage$ ($maxDamage$) points de dégâts.] (damage=1) combat_actor_hit_self_1m [&DG&Vous vous blessez, infligeant 1 ($maxDamage$) point de dégâts.] (damage=0) combat_actor_hit_self_0m [&DG&Vous vous blessez mais n'infligez pas de dégâts ($maxDamage$).] } // HASH_VALUE C62B4931EB266DF0 COMBAT_ACTOR_MISS (entity e) { combat_actor_miss [&MISM&You miss $e$.] } // HASH_VALUE 64B36E6C6A6BF959 COMBAT_ATTACK_ACTOR (entity e) { combat_attack_actor [&SYS&You attack $e$.] } // HASH_VALUE C473CFDE94A35975 COMBAT_ATTACK_DEFENDER (entity e) { combat_attack_defender [&SYS&$e$ attacks you.] } // HASH_VALUE D5E159922E791564 COMBAT_ATTACK_SPECTATOR (entity actor, entity defender) { combat_attack_spectator [&SYS&$actor$ attacks $defender$.] } // HASH_VALUE 2BB734366437B3E6 COMBAT_CANNOT_USE_ACTION_YET () { combat_use_action_yet [&CHKCB&You cannot use a combat action yet.] } // HASH_VALUE 42FB156D3EF3759C COMBAT_DEFENDER_CRITICAL_HIT (entity e) { combat_defender_critical_hit [&SPL&$e$ performs a critical strike on you.] } // HASH_VALUE 49D1E65135643D6F COMBAT_DEFENDER_FUMBLE (entity e) { combat_defender_fumble [&MIS&$e$ fumbles.] } // HASH_VALUE 74E47942B114AE92 COMBAT_DEFENDER_HIT (entity e, int damage, int maxDamage) { (maxDamage = 0 & damage > 0) combat_defender_hit [&DG&$e.da$ $e$ hits you for $damage$ damage.] (maxDamage = 0 & damage = 0) combat_defender_hit_0 [&DG&$e.da$ $e$ hits you but does no damage.] (damage>0) combat_defender_hit_m [&DG&$e.da$ $e$ hits you for $damage$ ($maxDamage$) damage.] (damage=0) combat_defender_hit_0m [&DG&$e.da$ $e$ hits you but does no damage ($maxDamage$).] } // HASH_VALUE 4AB149DD5265EB40 COMBAT_DEFENDER_HIT_LOC (entity e, int damage, int maxDamage, bodypart b) { (maxDamage = 0 & damage>0) combat_defender_hit_loc [&DG&$e.da$ $e$ hits your $b$ for $damage$ damage.] (maxDamage = 0 & damage=0) combat_defender_hit_loc_0 [&DG&$e.da$ $e$ hits your $b$ but does no damage.] (damage>0) combat_defender_hit_loc_m [&DG&$e.da$ $e$ hits your $b$ for $damage$ ($maxDamage$) damage.] (damage=0) combat_defender_hit_loc_0m [&DG&$e.da$ $e$ hits your $b$ but does no damage ($maxDamage$).] } // HASH_VALUE 7A37D933849FF2F8 COMBAT_DEFENDER_MISS (entity e) { combat_defender_miss [&MIS&$e$ misses you.] } // HASH_VALUE A749F7ED269EAE75 COMBAT_DISARM_ATTACKER (player p) { combat_disarm_attacker [&SPLM&You have disarmed $p$.] } // HASH_VALUE 64C6E3EDAFEEC595 COMBAT_DISARM_DEFENDER (entity e) { combat_disarm_defender [&SPL&$e.pa$ $e$ disarmed you.] } // HASH_VALUE 3F72FFF304A8F5B9 COMBAT_DISARM_NO_ITEM (player p) { (p.gender = male) combat_disarm_no_item_m [&CHKCB&$p$ has no weapon equiped, so you cannot disarm him.] combat_disarm_no_item_f [&CHKCB&$p$ has no weapon equiped, so you cannot disarm her.] } // damage shield related // HASH_VALUE 1B9EC03C7F23463D COMBAT_DMG_SHIELD_ATTACKER (entity defender, int damage, int drain) { (drain > 0) combat_dmg_shield_attacker [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points and $defender.da$ $defender$ gains $drain$ hit points.] combat_dmg_shield_attacker_0 [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points.] } // HASH_VALUE 711A4D81D4F66CF0 COMBAT_DMG_SHIELD_DEFENDER (entity attacker, int damage, int drain) { (drain > 0) combat_dmg_shield_defender [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and you gain $drain$ hit points.] combat_dmg_shield_defender_0 [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.] } // HASH_VALUE B9AC49FEE516537B COMBAT_DMG_SHIELD_SPECTATORS (entity defender, entity attacker, int damage, int drain) { (drain > 0) combat_dmg_shield_spectators [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and $defender.da$ $defender$ gains $drain$ hit points.] combat_dmg_shield_spectators_0 [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.] } // HASH_VALUE 185F3316C74A2833 COMBAT_DODGE_ATTACKER (entity e) { combat_dodge_attacker [&MISM&$e.da$ $e$ has dodged your attack.] } // HASH_VALUE BD1CFA58663509D3 COMBAT_DODGE_DEFENDER (entity e) { combat_dodge_defender [&MIS&You dodged $e.da$ $e$'s attack.] } // HASH_VALUE EB7D9A4EC26BC3B3 COMBAT_DODGE_SPECTATOR (entity actor, entity defender) { combat_dodge_spectator [&SYS&$defender.ia$ $defender$ has dodged $actor.ia$ $actor$'s attack.] } // Feint // HASH_VALUE 3DB409C0162DC0BC COMBAT_FEINT_ACTOR (entity e) { combat_feint_actor [&SPLM&You make a successful feint against $e.da$ $e$.] } // HASH_VALUE 23CF007AA28B8D58 COMBAT_FEINT_INVALID (entity e) { combat_feint_invalid [&CHKCB&$e.da$ $e$ is not attacking you in melee combat, you cannot feint.] } // HASH_VALUE 5524AD8793326C04 COMBAT_FEINT_TARGET (entity e) { combat_feint_target [&SPL&$e.da$ $e$ makes a successful feint against you.] } // HASH_VALUE 9DAEE24EBAAC38FB COMBAT_INVALID_TARGET () { combat_invalid_target [&CHKCB&Invalid target.] } // HASH_VALUE AC71EAD38A2CAA88 COMBAT_LEAVE_ACTOR (entity e) { combat_leave_actor [&SYS&You stop attacking $e$.] } // HASH_VALUE 64A9AAA8173EECEA COMBAT_LEAVE_DEFENDER (entity e) { combat_leave_defender [&SYS&$e$ leaves combat.] } // HASH_VALUE D509A37DEB4AC506 COMBAT_LEAVE_SPECTATOR (entity actor, entity defender) { combat_leave_spectator [&SYS&$actor$ stops attacking $defender$.] } // HASH_VALUE 27CB0FF9FB22DDB9 COMBAT_LOSE_SAP_ACTOR (entity e, int i) { combat_lose_sap_actor [&SPLM&You make $e.da$ $e$ lose $i$ sap points.] } // HASH_VALUE 435A536E730C4690 COMBAT_LOSE_SAP_SELF (int i) { combat_lose_sap_self [&SPL&You make yourself lose $i$ sap points.] } // HASH_VALUE ABF3A41C25478A2F COMBAT_LOSE_SAP_SELF_SPECTATORS_CREATURE (creature c, int i) { combat_lose_sap_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ sap points.] } // HASH_VALUE A76429504107D1CA COMBAT_LOSE_SAP_SELF_SPECTATORS_NPC (bot b, int i) { (b.gender = male) combat_lose_sap_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ sap points.] (b.gender = female) combat_lose_sap_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ sap points.] } // HASH_VALUE 66EE2D384F845AA6 COMBAT_LOSE_SAP_SELF_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) combat_lose_sap_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ sap points.] (p.gender = female) combat_lose_sap_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ sap points.] } // HASH_VALUE D42C529D8222BDCF COMBAT_LOSE_SAP_SPECTATORS (entity actor, entity target, int i) { combat_lose_sap_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ sap points.] } // HASH_VALUE 524760FBDE8EB882 COMBAT_LOSE_SAP_TARGET (entity e, int i) { combat_lose_sap_target [&SPL&$e.da$ $e$ makes you lose $i$ sap points.] } // HASH_VALUE 8285C008FA3E393E COMBAT_LOSE_STA_ACTOR (entity e, int i) { combat_lose_sta_actor [&SPLM&You make $e.da$ $e$ lose $i$ stamina points.] } // HASH_VALUE 8A7B4320FC33FB4B COMBAT_LOSE_STA_SELF (int i) { combat_lose_sta_self [&SPL&You make yourself lose $i$ stamina points.] } // HASH_VALUE B6E394CEEA9F3FEA COMBAT_LOSE_STA_SELF_SPECTATORS_CREATURE (creature c, int i) { combat_lose_sta_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ stamina points.] } // HASH_VALUE A16BC05FFB3CA895 COMBAT_LOSE_STA_SELF_SPECTATORS_NPC (bot b, int i) { (b.gender = male) combat_lose_sta_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ stamina points.] (b.gender = female) combat_lose_sta_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ stamina points.] } // HASH_VALUE 31FEA32A7B606282 COMBAT_LOSE_STA_SELF_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) combat_lose_sta_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ stamina points.] (p.gender = female) combat_lose_sta_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ stamina points.] } // HASH_VALUE C2EF8E8AB484863C COMBAT_LOSE_STA_SPECTATORS (entity actor, entity target, int i) { combat_lose_sta_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ stamina points.] } // HASH_VALUE 400A9CF74BF04502 COMBAT_LOSE_STA_TARGET (entity e, int i) { combat_lose_sta_target [&SPL&$e.da$ $e$ makes you lose $i$ stamina points.] } /* OLD VALUE : [ COMBAT_MISS_ATTACKER (entity e) { combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE FA9A714B0E35EB47 COMBAT_MISS_ATTACKER (entity e) { combat_miss_attacker [&MISM& Vous avez raté $e.da$ $e$.] } /* OLD VALUE : [ COMBAT_MISS_DEFENDER (entity e) { combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE 94447E095028939A COMBAT_MISS_DEFENDER (entity e) { combat_miss_defender [&MIS&$e.da$ $e$ vous a raté.] } /* OLD VALUE : [ COMBAT_MISS_SPECTATOR (entity actor, entity defender) { combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE 29BAC69453042BD5 COMBAT_MISS_SPECTATOR (entity actor, entity defender) { combat_miss_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.] } // HASH_VALUE 49164B3CC7CA3E6F COMBAT_NOT_AN_ENEMY () { combat_not_an_enemy [&CHKCB&You can only enter combat with your enemies.] } // HASH_VALUE 1DF00EADB270D4AF COMBAT_NOT_A_WEAPON () { combat_not_a_weapon [&CHKCB&You cannot fight with this item in your hand.] } // HASH_VALUE B79B32F6D6EE48A1 COMBAT_NOT_ENOUGH_STA () { combat_not_enough_sta [&CHKCB&You do not have enough stamina for this action.] } // HASH_VALUE 1652524C45765581 COMBAT_PARRY_ATTACKER (entity e) { combat_parry_attacker [&MISM&$e.da$ $e$ has parried your attack.] } // HASH_VALUE B2FF6ED438321105 COMBAT_PARRY_DEFENDER (entity e) { combat_parry_defender [&MIS&You parry $e.da$ $e$'s attack.] } // HASH_VALUE 6F9091B6FEDCECD3 COMBAT_PARRY_SPECTATOR (entity actor, entity defender) { combat_parry_spectator [&SYS&$defender.ia$ $defender$ has parried $actor.ia$ $actor$'s attack.] } /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain) { combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE D2B8E2CE971ACF37 COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain) { combat_proc_vampirism_attackers_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.] } /* OLD VALUE : [ COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain) { combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE BD4FE2D630F8371F COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain) { combat_proc_vampirism_defenders_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.] } // HASH_VALUE B903724B089AB96A COMBAT_PROC_VAMPIRISM_SPECTATORS (entity attacker, entity defender, int drain) { combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ des points de vie de $defender.da$ $defender$.] } // HASH_VALUE ED11309C3874F717 COMBAT_SPECTATOR_CRITICAL_HIT (entity actor, entity defender) { combat_spectator_critical_hit [&SYS&$actor$ performs a critical strike on $defender$.] } // HASH_VALUE AC8A3776841353CE COMBAT_SPECTATOR_FUMBLE (entity actor) { combat_spectator_fumble [&MIS&$actor$ fumbles.] } // HASH_VALUE 59B3FC6E01163B69 COMBAT_SPECTATOR_HIT (entity actor, entity defender, int damage, int maxDamage) { (maxDamage = 0 & damage>0) combat_spectator_hit [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ damage.] (maxDamage = 0 & damage=0) combat_spectator_hit_0 [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage.] (damage>0) combat_spectator_hit_m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ ($maxDamage$) damage.] (damage=0) combat_spectator_hit_0m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage ($maxDamage$).] } // HASH_VALUE AB59E1280BBB56A7 COMBAT_SPECTATOR_HIT_SELF_CREATURE (creature e, int damage) { (damage>0) combat_spectator_hit_self_creature [&DGM&$e$ hits itself for $damage$ damage.] (damage=0) combat_spectator_hit_self_creature_0 [&DGM&$e$ hits itself but does no damage.] } // HASH_VALUE 5FD8BE83285E9BE6 COMBAT_SPECTATOR_HIT_SELF_NPC (bot p, int damage) { (damage>0 & p.gender = male) combat_spectator_hit_self_bot_m [&DGM&$p$ hits himself for $damage$ damage.] (damage>0 & p.gender = female) combat_spectator_hit_self_bot_f [&DGM&$p$ hits herself for $damage$ damage.] (damage=0 & p.gender = male) combat_spectator_hit_self_bot_0_m [&DGM&$p$ hits himself but does no damage.] (damage=0 & p.gender = female) combat_spectator_hit_self_bot_0_f [&DGM&$p$ hits herself but does no damage.] } // HASH_VALUE DF692A4C3AA13652 COMBAT_SPECTATOR_HIT_SELF_PLAYER (player p, int damage) { (damage>0 & p.gender = male) combat_spectator_hit_self_player_m [&DGM&$p$ hits himself for $damage$ damage.] (damage>0 & p.gender = female) combat_spectator_hit_self_player_f [&DGM&$p$ hits herself for $damage$ damage.] (damage=0 & p.gender = male) combat_spectator_hit_self_player_0_m [&DGM&$p$ hits himself but does no damage.] (damage=0 & p.gender = female) combat_spectator_hit_self_player_0_f [&DGM&$p$ hits herself but does no damage.] } // HASH_VALUE 028EB2479F9DB3B9 COMBAT_SPECTATOR_MISS (entity actor, entity defender) { combat_spectator_miss [&SYS&$actor$ misses $defender$.] } // HASH_VALUE 9F9E9F8EE7851087 COMBAT_TARGET_DEAD () { [&CHKCB&You cannot attack a corpse.] } // HASH_VALUE 201CF48824984088 COMPASS_BOT (bot b) { [$b$] } // HASH_VALUE 052B51B5047A4EA6 COMPASS_PLACE (place p) { [$p$] } // HASH_VALUE 7B2651A645127210 CONSUMABLE_CANCEL () { [&SYS&L'action est annulée et l'objet n'est pas consommé.] } // HASH_VALUE 784B611330369E18 CONSUMABLE_CONSUME_ITEM_BEGIN (item item) { [Vous utilisez votre $item$.] } // HASH_VALUE CC28DBDFF0633E11 CONSUMABLE_NOT_STAND_UP () { [&CHK&Vous ne pouvez pas utiliser cet objet en étant debout.] } // HASH_VALUE 5B54AF5F00B7D4C2 CONSUMABLE_OVERDOSE_TIMER (item item, int m, int s) { (m>0) [&CHK&Vous ne pouvez pas utiliser votre $item$ avant $m$ minutes et $s$ secondes.] [&CHK&Vous ne pouvez pas utiliser votre $item$ avant $s$ secondes.] } // HASH_VALUE 9AE3E86B14B279EC CRAFT_NEED_CRAFTING_TOOL () { [&CHK&You need appropriate tool to craft this item.] } // HASH_VALUE AE804008862C02E2 CRAFT_SENTENCE_INCORRECT () { craft_sentence_incorrect [&CHK&Craft sentence is incorrect! Crafting action aborted!] } // HASH_VALUE 7E67AF6B12BEB8C7 CSR_ALREADY_ROOTED ( player p ) { [&CHK&$p$ is already rooted by a GM command.] } // HASH_VALUE 3049CFFC0FE5A492 CSR_BAD_GUILD () { [&CHK& Invalid guild.] } // HASH_VALUE 502CA55AC7300868 CSR_BAD_MISSION () { [&CHK&The chosen mission is invalid.] } // HASH_VALUE CDA96B1DD5B75465 CSR_BAD_NAME () { [&CHK&The name you are trying to assign to this player is invalid or is already taken.] } // HASH_VALUE 0380ADEE29395E36 CSR_BAD_RIGHTS () { [&CHK&You don't have the right to affect this player.] } //////////////////////////////////////////////////////////////////////////////////// // CSR related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE CDFE901CB3302DFA CSR_BAD_TARGET () { [&CHK& Invalid command target.] } // HASH_VALUE 0F3BD82CB9678C2A CSR_CLEAR_EVENT_FACTION (player p) { [&SYS& $p$ now has no event faction.] } // HASH_VALUE C6AE0B1A9DF20A55 CSR_GET_EVENT_FACTION (player p, event_faction ef) { [&SYS& $p$ is in event faction '$ef$'.] } // HASH_VALUE 3464B11208EF6892 CSR_GUILD_ALREADY_HAS_GRADE (literal p) { [&CHK& $p$ already has this grade.] } // HASH_VALUE 9E5BA0E8AC04F336 CSR_GUILD_ALREADY_MEMBER (player p) { [&CHK& $p$ already is member of a guild.] } // HASH_VALUE 3CC43C0CC2AE07E0 CSR_GUILD_MAX_GRADE_COUNT (int i) { [&CHK& Maximum count for this grade ($i$) has been reached.] } // HASH_VALUE 8209E8D9647BF047 CSR_GUILD_MEMBER_LIST (literal p, literal grade) { [&SYS& $p$: $grade$.] } // HASH_VALUE AE83720AEB63315C CSR_GUILD_NEW_GRADE (literal p, literal grade) { [&SPL&$p$ now has grade $grade$.] } // HASH_VALUE F8EA15ED152A4AD8 CSR_GUILD_NEW_MEMBER (player p, string_id guild) { [&SPL&$p$ now is a member of guild '$guild$'.] } // HASH_VALUE D53BD89D29143FD2 CSR_GUILD_NOT_MEMBER (literal p, string_id guild) { [&CHK& $p$ is not a member of the guild '$guild$'.] } // HASH_VALUE 6B19FFFC91C6B497 CSR_GUILD_UNKNOWN_GRADE () { [&CHK& Unknown grade.] } // HASH_VALUE 122363FCE13441CF CSR_HAS_MISSION () { [&CHK&Cannot monitor another player mission if you have a mission.] } // HASH_VALUE A09E8E9E26F51582 CSR_IS_MUTED_BY (player p) { [&SYS&CSR $p$ vous a rendu muet.] } // HASH_VALUE 7A5BF028D6511EFA CSR_IS_ROOTED_BY ( player p ) { [&SPL&$p$ has rooted you through a gamemaster power.] } // HASH_VALUE B0DCE9DDB784AAC6 CSR_IS_UNIVERSE_MUTED_BY (player p) { [&SYS&CSR $p$ vous a rendu muet sur le channel universe.] } // HASH_VALUE 633E5250BE9D0486 CSR_IS_UNIVERSE_UNMUTED_BY (player p) { [&SYS&CSR $p$ vous a rendu la parole sur le channel universe.] } // HASH_VALUE 26E43F0DC229053D CSR_IS_UNMUTED_BY (player p) { [&SYS&CSR $p$ vous a rendu la parole.] } // HASH_VALUE C04DE07E820EFE32 CSR_IS_UNROOTED_BY ( player p ) { [&SPL&$p$ has successfully unrooted you.] } // HASH_VALUE 83235F1E1F570FD6 CSR_MUTE_ENDS () { [&SYS&Vous n'êtes plus muet.] } // HASH_VALUE 8DF48C4756892A54 CSR_MUTE_OK (player p) { [&SYS&Vous avez rendu muet le joueur $p$.] } // HASH_VALUE F4E75ED417B16BBB CSR_NAME_EXISTS () { [&CHK& new name already attributed. Please try another one.] } // HASH_VALUE 22601C21C34BD887 CSR_NOT_ATTACKABLE () { [&CHK& Cant kill non attackable bot.] } // HASH_VALUE E9C218D29FA61ADC CSR_NOT_MUTED (player p) { [&SYS&Le joueur $p$ n'est pas muet, vous ne pouvez donc pas lui rendre la parole.] } // HASH_VALUE FC0F0DFAF40E918D CSR_NOT_ROOTED ( player p ) { [&CHK&$p$ is not rooted.] } // HASH_VALUE 3CED33BDD60EABE5 CSR_NOT_SUMMONED () { [&CHK& command target was not previously summoned.] } // HASH_VALUE F865FA77EFE9E832 CSR_NOT_UNIVERSE_MUTED (player p) { [&SYS&Le joueur $p$ n'est pas muet sur le channel universe, vous ne pouvez donc pas lui rendre la parole.] } // HASH_VALUE 4127D409F1CDC0EE CSR_OFFLINE_PLAYER (literal p) { [&CHK& $p$ is offline.] } // HASH_VALUE D96ED33C2BE89DD6 CSR_PENDING_CHARACTER_LOG () { [&SYS& Target not found, your command are fowarded to pending system for later execution when your target are login.] } // HASH_VALUE A1110326D8022D6B CSR_ROOT_ENDS () { [&SPL&The root effect placed on you by a GM has ceased.] } // HASH_VALUE 615151A505C533B4 CSR_ROOT_OK ( player p ) { [&SYS&$p$ is now rooted.] } // HASH_VALUE 204F584E2FFDEC63 CSR_START_EVENT (literal e) { [&SYS& event '$e$' has been started.] } // HASH_VALUE A34F5820A1EDB061 CSR_STOP_EVENT (literal e) { [&SYS& event '$e$' has been stoped.] } // HASH_VALUE 8BB2F462A66005C2 CSR_UNIVERSE_MUTE_ENDS () { [&SYS&Vous n'êtes plus muet sur le channel universe.] } // HASH_VALUE 89688B9093E33D97 CSR_UNIVERSE_MUTE_OK (player p) { [&SYS&Vous avez rendu muet le joueur $p$ sur le channel universe.] } // HASH_VALUE 542EDB66E56C0D17 CSR_UNIVERSE_UNMUTE_OK (player p) { [&SYS&Vous avez rendu la parole au joueur $p$ sur le channel universe.] } // HASH_VALUE 5E1D1763359DF14E CSR_UNKNOWN_PLAYER (literal p) { [&CHK& Unknown player: $p$.] } // HASH_VALUE DF8A779424070F68 CSR_UNKNOWN_RESPAWN_POINT () { [&CHK& Unknown respawn point.] } // HASH_VALUE EBDBCC731169E61F CSR_UNMUTE_OK (player p) { [&SYS&Vous avez rendu la parole au joueur $p$.] } // HASH_VALUE 834DE05025183549 CSR_UNROOT_OK ( player p ) { [&SYS&$p$ was successfully unrooted.] } ///////////////////////////////////////////////////////////////////////// // sentences related to entity's death ///////////////////////////////////////////////////////////////////////// // HASH_VALUE E0F7090445FB86F2 DEATH_KILLER (entity e) { death_killer [&SYS&You have killed $e.da$ $e$.] } // HASH_VALUE 772D0DFDD3BC2DF4 DEATH_SELF_KILL () { death_self_kill [&SYS&You killed yourself.] } // HASH_VALUE C7205424052F4A9F DEATH_SELF_KILL_SPECTATORS_CREATURE (creature c) { death_self_kill_spectators_c [&SYS&$c.da$ $c$ killed itself.] } // HASH_VALUE D1FDED38ADE4DF7F DEATH_SELF_KILL_SPECTATORS_NPC (bot b) { (b.gender = male) death_self_kill_spectators_bm [&SYS&$b.da$ $b$ killed himself.] death_self_kill_spectators_bf [&SYS&$b.da$ $b$ killed herself.] } // HASH_VALUE EC54EA523A009C8A DEATH_SELF_KILL_SPECTATORS_PLAYER (player p) { (p.gender = male) death_self_kill_spectators_pm [&SYS&$p$ killed himself.] death_self_kill_spectators_pf [&SYS&$p$ killed herself.] } // HASH_VALUE 1FC05B67B6B24CBE DEATH_SPECTATORS (entity killer, entity victim) { death_spectators [&SYS&$victim.da$ $victim$ have been killed by $killer.da$ $killer$.] } // HASH_VALUE 3769A82DDA770A73 DEATH_VICTIM (entity e) { (e = 0) death_victim_0 [&SYS&You have been killed.] death_victim [&SYS&You have been killed by $e.da$ $e$.] } ///////////////////////////////////////////////////////////////////////// // sentences related to entity's death ///////////////////////////////////////////////////////////////////////// // HASH_VALUE A9794A6B39969517 DEATH_XP_DEATH ( int i, int j ) { [&XP&Your death penalty reached $j$ points. You have currently recovered $i$.] } // HASH_VALUE AAD3C225F7BF06D3 DEFAULT_CRAFTED_ITEMS_TALKMENU (bot target) { default_crafted_items_talkmenu [I crafted the items.] } // HASH_VALUE 266CA321DAE71621 DEFAULT_CRAFTED_ITEM_TALKMENU (bot target, item crafted) { default_crafted_item_talkmenu [I crafted $crafted.da$ $crafted$.] } // HASH_VALUE 7ACDB983066CCD12 DEFAULT_DID_IT_TALKMENU (bot target) { default_did_it_talkmenu [I did it...] } // HASH_VALUE 9BE33873E18DA660 DEFAULT_FOUND_RMS_TALKMENU (bot target) { default_found_rms_talkmenu [I found the raw materials.] } // HASH_VALUE 06E69D728A1811B6 DEFAULT_FOUND_RM_TALKMENU (bot target, item rawmat) { default_found_rm_talkmenu [I found $rawmat.ia$ $rawmat$.] } // HASH_VALUE 89B743F0C98FCEA1 DEFAULT_GIVE_1_ITEM_MENU (int item_count, item i) { default_give_1_item_menu [Give $i$] } // HASH_VALUE 4AE3B9D82FF601CC DEFAULT_KILLED_CREATURES_GROUP_TALKMENU (bot target) { default_killed_creatures_group_talkmenu [We killed the creatures.] } // HASH_VALUE E35234A680F46010 DEFAULT_KILLED_CREATURES_TALKMENU (bot target) { default_killed_creatures_talkmenu [I killed the creatures.] } // HASH_VALUE A0BABBBB705B1BD4 DEFAULT_KILLED_CREATURE_GROUP_TALKMENU (bot target, creature_model target) { default_killed_creature_group_talkmenu [We killed $target.ia$ $target$.] } /******************************************************************************************** NOT HARD CODED : mission specific ********************************************************************************************/ /////////////////////////////////MENUS////////////////////////////////////////////////////// // HASH_VALUE CF2AFACB17721AA5 DEFAULT_KILLED_CREATURE_TALKMENU (bot target, creature_model killed) { default_killed_creature_talkmenu [I killed $killed.ia$ $killed$.] } // HASH_VALUE 6771738C3915F94F DEFAULT_KILLED_SPECIES_TALKMENU (bot target, race species) { default_killed_species_talkmenu [I killed $species.da$ $species.p$.] } // HASH_VALUE DA5F83007CAE2712 DEFAULT_PROGRESS_TALKMENU (bot target, skill s) { default_progress_talkmenu [I progressed in $s$.] } // HASH_VALUE 1207B136E6CCE153 DEFAULT_SENT_ME_NAME_TALKMENU (bot target, bot_name previous) { default_sent_me_name_talkmenu [$previous$ sent me...] } // HASH_VALUE BC7CEC862D855889 DEFAULT_SENT_ME_TALKMENU (bot target, bot previous) { default_sent_me_talkmenu [$previous$ sent me...] } // HASH_VALUE BC7C248E2D667889 DEFAULT_SENT_US_TALKMENU (bot target, bot previous) { default_sent_us_talkmenu [$previous$ sent us...] } // HASH_VALUE 1F7656F24D8C51E3 DEFAULT_TALK_TO_BOT_NAME (bot b, bot_name bn) { default_talk_to_bot_name [Talk to $bn$] } // HASH_VALUE D0B2186461976412 DISCONNECT_CANCELED () { [&CHK&Disconnection canceled] } // HASH_VALUE A80CDE149309D32F DUEL_ABANDON () { [&SYS&Your have won the duel because your opponent has abandonned.] } // HASH_VALUE B04EBD1A8D86BC77 DUEL_ACCEPTED (player p) { [&SYS&you are now in duel with $p$.] } // HASH_VALUE 1BB36EE8BA9AA919 DUEL_ALREADY_INVITED (player p) { [&CHK&you are already invited to duel.] } // HASH_VALUE 4B1596B2A25C80F0 DUEL_CANCEL_INVITATION (player p) { [&SYS&$p$ cancels his duel proposition.] } // HASH_VALUE 2DEECC0D31CC45B3 DUEL_DISCONNECT () { [&SYS&Your duel opponent has disconnected.] } // HASH_VALUE E45D4B9F1B4B41A1 DUEL_ENTER_PVP_ZONE () { [&SYS&Your have won your duel because your opponant has entered a PVP zone.] } // HASH_VALUE C1F95DD244DEE63E DUEL_FORBIDDEN_PLACE () { [&CHK& Vous ne pouvez pas vous battre ici.] } // HASH_VALUE E8BD62FD11D062A5 DUEL_INVITATION (player p) { [$p$ invites you to a duel. Do you accept?] } // HASH_VALUE 5639CDE0E866740C DUEL_INVITATION_EXPIRE () { [&SYS&L'invitation au duel a expiré.] } // HASH_VALUE 4FB86F6BD683333E DUEL_LOST () { [&SYS&You have lost the duel.] } // HASH_VALUE 28D95D3B5EA5A672 DUEL_REFUSE_INVITATION (player p) { [&SYS&$p$ refuses your duel.] } // HASH_VALUE B620A0DB269DFA99 DUEL_TARGET_ALREADY_INVITED (player p) { [&CHK&$p$ is already invited to duel by someone else.] } // HASH_VALUE 4121F6A7C1DC0134 DUEL_TARGET_ALREADY_IN_PVP (player p) { [&CHK& You can't fight $p$ as this player is already engaged against other players.] } // HASH_VALUE B2D3C855818D51BD DUEL_TARGET_TEAM_ALREADY_IN_PVP (player p) { [&CHK& You can't start a challenge because $p$, a member of the opposing team, is already in combat against other players.] } // HASH_VALUE D1653E89C599513A DUEL_TELEPORT () { [&SYS&Your have won a duel because your opponent has teleported.] } // HASH_VALUE 587F3E73E9B1D815 DUEL_WON () { [&SYS&You have won a duel.] } // HASH_VALUE AB5E67D327E07C80 DUEL_YOU_ABANDON () { [&SYS&Your have abandonned the duel.] } // HASH_VALUE E80E5410A1862489 DUEL_YOU_ALREADY_IN_PVP (player p) { [&CHK& You can't fight $p$ as you are already engaged against other players.] } // HASH_VALUE 8E2A136F49058F5A DUEL_YOU_CANCEL_INVITATION (player p) { [&SYS&By proposing a duel, you have canceled the duel proposed to $p$.] } // HASH_VALUE 7151FAF29406C6E1 DUEL_YOU_ENTER_PVP_ZONE () { [&SYS&Your have lost your duel because you have entered a PVP zone.] } // HASH_VALUE B865FA34178CDE40 DUEL_YOU_TELEPORT () { [&SYS&Your have lost your duel because you have teleported.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are related to effects //////////////////////////////////////////////////////////////////////////////////// /** * DOT BLEED */ // HASH_VALUE B0B3921639B479C1 EFFECT_BLEED_BEGIN () { effect_bleed_begin [&DG&Your wounds are bleeding massively.] } // HASH_VALUE 56F456E4466AD499 EFFECT_BLEED_BEGIN_ACTOR (entity e) { effect_bleed_begin_actor [&SYS&$e.da$ $e$ wounds are bleeding massively.] } // HASH_VALUE 1380A15B4863B839 EFFECT_BLEED_ENDED () { effect_bleed_ended [&DG&You are no longer bleeding.] } // HASH_VALUE D2BD45616DF702D9 EFFECT_BLEED_ENDED_ACTOR (entity e) { effect_bleed_ended_actor [&SYS&$e.da$ $e$ is no longer bleeding.] } // HASH_VALUE 910326638287673A EFFECT_BLEED_LOSE_HP (int i) { effect_bleed_lose_hp [&DG&You are bleeding and lose $i$ hit points.] } // HASH_VALUE CEC661D7FA14E05F 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.] } /** * BLIND */ // HASH_VALUE C0143FF02EBD1A14 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.] } // HASH_VALUE 50EB922022904A0A 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.] } // HASH_VALUE 5836C3899FC88696 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.] } // HASH_VALUE 513F51646EF74A9E EFFECT_BLIND_END_CREATOR (entity e) { effect_blind_end_creator [&SYS&$e.da$ $e$ is no longer blinded.] } // HASH_VALUE 5741140F277DBB8B EFFECT_BLIND_END_SPECTATORS (entity e) { effect_blind_end_spectators [&SYS&$e.da$ $e$ is no longer blinded.] } // HASH_VALUE 51388BBC78A1ADC6 EFFECT_BLIND_END_TARGET () { effect_blind_end_target [&SPL&You are no longer blinded.] } // HASH_VALUE F959433C14DC8874 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.] } // HASH_VALUE E3589F14D0301F6A 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.] } // HASH_VALUE 123C5C377AC64F6C 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.] } // HASH_VALUE FECC03B562AC4782 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.] } /** * Debuff combat skills */ // HASH_VALUE 99DA7FE67A228929 EFFECT_DEBUFF_COMBAT_BEGIN_CREATOR (entity e) { effect_debuff_combat_begin_creator [&SYS&$e.da$ $e$ incurs a penalty on combat skills.] } // HASH_VALUE 1C5A6067FC271D1A EFFECT_DEBUFF_COMBAT_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_combat_begin_spectators [&SYS&$target.da$ $target$ now incurs a penalty on combat skills.] } // HASH_VALUE CA52C766E0B413B4 EFFECT_DEBUFF_COMBAT_BEGIN_TARGET (entity e) { effect_debuff_combat_begin_target [&SPL&You incur a penalty on combat skills.] } // HASH_VALUE 5C9726DA4F6AEF94 EFFECT_DEBUFF_COMBAT_END_CREATOR (entity e) { effect_debuff_combat_end_creator [&SYS&$e.da$ $e$'s combat skills are no longer subject to penalty.] } // HASH_VALUE 376A0D7DE7CEEA8A EFFECT_DEBUFF_COMBAT_END_SPECTATORS (entity e) { effect_debuff_combat_end_spectators [&SYS&$e.da$ $e$'s combat skills are no longer subject to penalty.] } // HASH_VALUE A1CEF29A6E45A1E6 EFFECT_DEBUFF_COMBAT_END_TARGET () { effect_debuff_combat_end_target [&SPL&Your combat skills are no longer subject to penalty.] } // HASH_VALUE A4FB43B52AAA6AEE EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR () { effect_debuff_combat_self_begin_actor [&SPL&You now incur a penalty on combat sills.] } // HASH_VALUE 635F3D79F97170E0 EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_combat_self_begin_spectators_creature [&SYS&$c.da$ $c$ now incurs a penalty on combat skills.] } // HASH_VALUE 058355687CA831BF EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_combat_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ now incurs a penalty on combat skills.] (b.gender = female) effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ now incurs a penalty on combat skills.] } // HASH_VALUE F662ACDB9CD3DDFD EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_combat_self_begin_spectator_player_m [&SYS&$p$ now incurs a penalty on combat skills.] (p.gender = female) effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ now incurs a penalty on combat skills.] } /** * Debuff combat defense skills */ // HASH_VALUE 613160D3C23FC0C2 EFFECT_DEBUFF_DEFENSE_BEGIN_CREATOR (entity e) { effect_debuff_defense_begin_creator [&SYS&$e.da$ $e$ now incurs a penalty on defence.] } // HASH_VALUE 05E474AB4A95B7CE EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ now incurs a penalty on defence.] } // HASH_VALUE E45453E322FC7E4D EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET (entity e) { effect_debuff_defense_begin_target [&SPL&now incurs a penalty on defence.] } // HASH_VALUE 2FFA62170E84E118 EFFECT_DEBUFF_DEFENSE_END_CREATOR (entity e) { effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ 's defence is no longer subject to penalty.] } // HASH_VALUE 893AD15780F33063 EFFECT_DEBUFF_DEFENSE_END_SPECTATORS (entity e) { effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$'s defence us no longer subject to penalty.] } // HASH_VALUE F4F7AF40B3617C75 EFFECT_DEBUFF_DEFENSE_END_TARGET () { effect_debuff_defense_end_target [&SPL&Your defence is no longer subject to penalty.] } // HASH_VALUE A8401E324B8C9E84 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR () { effect_debuff_defense_self_begin_actor [&SPL&You now incur a penalty on defence.] } // HASH_VALUE 26B03EB8A3300B11 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_defense_self_begin_spectators_creature [&SYS&$c.da$ $c$ now incurs a penalty on its defence.] } // HASH_VALUE 019402EEFD8CA481 EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_defense_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ now incurs a penalty on his defence.] (b.gender = female) effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ now incurs a penalty on her defence.] } // HASH_VALUE 25430E1769D0864C EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_defense_self_begin_spectator_player_m [&SYS&$p$ now incur a penalty on his defence.] (p.gender = female) effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ now incur a penalty on her defence.] } /** * Debuff dodge skill */ // HASH_VALUE D49A463569FE1D95 EFFECT_DEBUFF_DODGE_BEGIN_CREATOR (entity e) { effect_debuff_dodge_begin_creator [&SYS&$e.da$ $e$ now incurs a penalty on dodging.] } // HASH_VALUE 9C27FA784AB1699A EFFECT_DEBUFF_DODGE_BEGIN_SPECTATORS (entity creator, entity target) { effect_debuff_dodge_begin_spectators [&SYS&$target.da$ $target$ now incurs a penalty on dodging.] } // HASH_VALUE 4D338B62DCFFFA47 EFFECT_DEBUFF_DODGE_BEGIN_TARGET (entity e) { effect_debuff_dodge_begin_target [&SPL&You now incur a penalty on dodging.] } // HASH_VALUE B4DF04B47884CE68 EFFECT_DEBUFF_DODGE_END_CREATOR (entity e) { effect_debuff_dodge_end_creator [&SYS&$e.da$ $e$ now incurs a penalty on dodging.] } // HASH_VALUE 2843F9C01296B9C6 EFFECT_DEBUFF_DODGE_END_SPECTATORS (entity e) { effect_debuff_dodge_end_spectators [&SYS&$e.da$ $e$'s dodging is no longer subject to penalty.] } // HASH_VALUE 15576492B15A9954 EFFECT_DEBUFF_DODGE_END_TARGET () { effect_debuff_dodge_end_target [&SPL&Your dodging is no longer subject to penalty.] } // HASH_VALUE 5655AE2678183206 EFFECT_DEBUFF_DODGE_SELF_BEGIN_CREATOR () { effect_debuff_dodge_self_begin_actor [&SYS&You now incur a penalty on dodging.] } // HASH_VALUE 72F91D2798BFB672 EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_debuff_dodge_self_begin_spectators_creature [&SYS&$c.da$ $c$ now incurs a penalty on dodging.] } // HASH_VALUE 21D81C9A8EB134C9 EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_debuff_dodge_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ now incurs a penalty on dodging.] (b.gender = female) effect_debuff_dodge_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ now incurs a penalty on dodging.] } // HASH_VALUE E620C718F91B1896 EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_debuff_dodge_self_begin_spectator_player_m [&SYS&$p$ now incurs a penalty on dodging.] (p.gender = female) effect_debuff_dodge_self_begin_spectator_player_f [&SYS&$p$ now incurs a penalty on dodging.] } /** * DoT effects */ // HASH_VALUE 61726977E97CD789 EFFECT_DOT_BEGIN_CREATOR (entity e) { (e.gender = male) effect_dot_begin_creator_m [&SYS& TODO.] effect_dot_begin_creator_f [&SYS& TODO.] } // HASH_VALUE 4A05B702E839FE67 EFFECT_DOT_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_dot_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] effect_dot_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE 70ED113AA7C839C3 EFFECT_DOT_BEGIN_TARGET (entity e) { effect_dot_begin_target [&SYS& TODO.] } // HASH_VALUE C1E807BB5983AA0F EFFECT_DOT_END_CREATOR (entity e) { effect_dot_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 6C1B1B42FF46A2F9 EFFECT_DOT_END_SPECTATORS (entity e) { effect_dot_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 1CF24D142D2CC78C EFFECT_DOT_END_TARGET () { effect_dot_end_target [&SPL&You no longer stink.] } // HASH_VALUE 587A28DE8E2F31AC 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.] } // HASH_VALUE 2425700CCB8FB463 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.] } // HASH_VALUE F6287EE7EB697F3F EFFECT_DOT_SELF_BEGIN_CREATOR () { effect_dot_self_begin_actor [&SPLM&You make yourself stink and any living beings nearby will suffer from the stench.] } // HASH_VALUE A78DDA339ACC87A6 EFFECT_DOT_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_dot_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 62560445B0A4B7DE 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 stink, any living beings nearby will suffer from the stench.] effect_dot_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 6F052B91AA6CA7A4 EFFECT_DOT_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_dot_self_begin_spectator_player_m [&SYS&$p$ has made himself stink, any living beings nearby will suffer from the stench.] effect_dot_self_begin_spectator_player_f [&SYS&$p$ has made herself stink, any living beings nearby will suffer from the stench.] } /** * FEAR */ // HASH_VALUE E9ACD8853FBD3DE3 EFFECT_FEAR_BEGIN_CREATOR (entity e) { effect_fear_begin_creator [&SYS&$e.da$ $e$ is paralysed with fear and can no longer act.] } // HASH_VALUE 6418C2788F9B487E EFFECT_FEAR_BEGIN_SPECTATORS (entity actor, entity target) { effect_fear_begin_spectators [&SYS&$actor.da$ $actor$ terrorizes $target.da$ $target$ who can no longer attack.] } // HASH_VALUE C7F6361CA5025DE4 EFFECT_FEAR_BEGIN_TARGET (entity e) { effect_fear_begin_target [&SPL&$e.da$ $e$ has terrorized you, you can no longer act.] } // HASH_VALUE 42087AF2F69E5EE7 EFFECT_FEAR_END_CREATOR (entity e) { (e.gender = male) effect_fear_end_creator_m [&SYS&$e.da$ $e$ recovers his composure and can act again.] (e.gender = female) effect_fear_end_creator_f [&SYS&$e.da$ $e$ recovers her composure and can act again.] } // HASH_VALUE F83470DF2F592765 EFFECT_FEAR_END_SPECTATORS (entity e) { effect_fear_end_spectators [&SYS&$e.da$ $e$ retrouve son sang froid et peut a nouveau agir.] } // HASH_VALUE C99052A156C34194 EFFECT_FEAR_END_TARGET () { effect_fear_end_target [&SPL&Vous retrouvez votre sang froid et pouvez a nouveau agir.] } // HASH_VALUE 5B38FDD84EE2EC41 EFFECT_FEAR_SELF_BEGIN_CREATOR () { effect_fear_self_begin_actor [&SPL&You are terrorized and can no longer act.] } // HASH_VALUE ACBE3A1A0448C97E EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ is terrorized and can no longer act.] } // HASH_VALUE 80A8218EECBD78D8 EFFECT_FEAR_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_fear_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is terrorized and can no longer act.] (b.gender = female) effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is terrorized and can no longer act.] } // HASH_VALUE 37BAB905F65F09EB EFFECT_FEAR_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_fear_self_begin_spectator_player_m [&SYS&$p$ is terrorized and can no longer act.] (p.gender = female) effect_fear_self_begin_spectator_player_f [&SYS&$p$ is terrorized and can no longer act.] } /** * INVULNERABILITY */ // HASH_VALUE 4EE4E6613381920F EFFECT_INVULNERABILITY_BEGIN_CREATOR (entity e) { effect_invulnerability_begin_creator [&SYS&$e.da$ $e$ is invulnerable but can no longer perform any actions.] } // HASH_VALUE BC76A54842FE22BE EFFECT_INVULNERABILITY_BEGIN_SPECTATORS (entity actor, entity target) { effect_invulnerability_begin_spectators [&SYS&$actor.da$ $actor$ has made $target.da$ $target$ invulnerable who can no longer perform any actions.] } // HASH_VALUE 3934F9B906451FBE EFFECT_INVULNERABILITY_BEGIN_TARGET (entity e) { effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ has made you invulnerable but you can no longer perform any actions.] } // HASH_VALUE 784D49513963A48E EFFECT_INVULNERABILITY_END_CREATOR (entity e) { effect_invulnerability_end_creator [&SYS&$e.da$ $e$ is no longer invulnerable and can act again.] } // HASH_VALUE D5617C5FD8262463 EFFECT_INVULNERABILITY_END_SPECTATORS (entity e) { effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ is longer invulnerable and can act again.] } // HASH_VALUE 2DD61F6577733EA5 EFFECT_INVULNERABILITY_END_TARGET () { effect_invulnerability_end_target [&SPLM&You are no longer invulnerable and can act again.] } // HASH_VALUE A7264C2678DD1F29 EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR () { effect_invulnerability_self_begin_actor [&SPLM&You are invulnerable though can no longer perform actions.] } // HASH_VALUE D0DD99B3B2CAEBA2 EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_invulnerability_self_begin_spectators_creature [&SYS&$c.da$ $c$ is invulnerable though can no longer perform actions.] } // HASH_VALUE 93841EAAA1F9EEF4 EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_invulnerability_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ is invulnerable though can no longer perform actions.] (b.gender = female) effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ is invulnerable though can no longer perform actions.] } // HASH_VALUE 7A34E83CBECA2677 EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_invulnerability_self_begin_spectator_player_m [&SYS&$p$ is invulnerable though can no longer perform actions.] (p.gender = female) effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ is invulnerable though can no longer perform actions.] } /** * MADNESS */ // HASH_VALUE 41606F700A60BCFE EFFECT_MADNESS_BEGIN_CREATOR (entity e) { (e.gender = male) effect_madness_begin_creator_m [&SYS&$e.da$ $e$ has gone mad and may target himself instead of his opponent.] (e.gender = female) effect_madness_begin_creator_f [&SYS&$e.da$ $e$ has gone mad and may target herself instead of her opponent.] } // HASH_VALUE 7B8214EF11F741A6 EFFECT_MADNESS_BEGIN_SPECTATORS (entity actor, entity target) { effect_madness_begin_spectators [&SYS&$target.da$ $target$ has been made mad by $actor.da$ $actor$.] } // HASH_VALUE D6CEDCF26136EBB6 EFFECT_MADNESS_BEGIN_TARGET (entity e) { effect_madness_begin_target [&SPL&$e.da$ $e$ has made you mad. You may now target your offensive spells on yourself.] } // HASH_VALUE 2C1988CCB98A8043 EFFECT_MADNESS_END_CREATOR (entity e) { effect_madness_end_creator [&SYS&$e.da$ $e$ is no longer struck by madness.] } // HASH_VALUE F461A4D34BF339BF EFFECT_MADNESS_END_SPECTATORS (entity e) { effect_madness_end_spectators [&SYS&$e.da$ $e$ is no longer struck by madness.] } // HASH_VALUE CE3BF1693D66D7F9 EFFECT_MADNESS_END_TARGET () { effect_madness_end_target [&SPL&You are no longer struck by madness.] } // HASH_VALUE E5D803A8ACFBC695 EFFECT_MADNESS_SELF_BEGIN_CREATOR () { effect_madness_self_begin_actor [&SPL&VYou have made yourself mad.] } // HASH_VALUE 081C28B1781D5BFE EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_madness_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself mad and may now attack itself or cast its spells on itself.] } // HASH_VALUE AE7C2F651B554794 EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_madness_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself mad and may now attack himself or cast his spells on himself.] (b.gender = female) effect_madness_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself mad and may now attack herself or cast her spells on herself.] } // HASH_VALUE 10C87058648CB9CC EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_madness_self_begin_spectator_player_m [&SYS&$p$ has made himself mad and may now attack himself or cast his spells on himself.] (p.gender = female) effect_madness_self_begin_spectator_player_f [&SYS&$p$ has made herself mad and may now attack herself or cast her spells on herself.] } /** * MEZZ */ // HASH_VALUE B7219D693E6744E6 EFFECT_MEZZ_BEGIN_CREATOR (entity e) { effect_mezz_begin_creator [&SYS&$e.da$ $e$ is now mesmerized and cannot act or move.] } // HASH_VALUE 79DA3CC8A867A94A 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.] } // HASH_VALUE E5A644CE1415D752 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.] } // HASH_VALUE F584D7857D57282B EFFECT_MEZZ_END_CREATOR (entity e) { effect_mezz_end_creator [&SYS&$e.da$ $e$ is no longer mesmerized.] } // HASH_VALUE 9CA443D284C7E824 EFFECT_MEZZ_END_SPECTATORS (entity e) { effect_mezz_end_spectators [&SYS&$e.da$ $e$ is no longer mesmerized.] } // HASH_VALUE F015FFDBA001FAA5 EFFECT_MEZZ_END_TARGET () { effect_mezz_end_target [&SPL&You are no longer mesmerized.] } // HASH_VALUE 525F6C1672003909 EFFECT_MEZZ_SELF_BEGIN_CREATOR () { effect_mezz_self_begin_actor [&SPLM&You mesmerized yourself and can no longer act or move.] } // HASH_VALUE 8289590749CB7485 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.] } // HASH_VALUE 5F24C5DE0DBDDD0D 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.] } // HASH_VALUE 54A8AA00E20FBE8B 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.] } /** * DOT POISON */ // HASH_VALUE A1705D321F8B11F4 EFFECT_POISON_BEGIN () { effect_poison_begin [&SPL&You are poisoned.] } // HASH_VALUE C6EE5A01A7EEFEA9 EFFECT_POISON_BEGIN_CASTER (entity e) { effect_poison_begin_caster [&SYS&$e.da$ $e$ is poisoned.] } // HASH_VALUE 95BDD99A9DEB6E74 EFFECT_POISON_ENDS () { effect_poison_ends [&SPL&You are no longer poisoned.] } // HASH_VALUE C1C71835C117F65E EFFECT_POISON_ENDS_CASTER (entity e) { effect_poison_ends_caster [&SYS&$e.da$ $e$ is no longer poisoned.] } // HASH_VALUE 6AF3CE336E8BDDA8 EFFECT_POISON_LOSE_HP (int i) { effect_poison_lose_hp [&DG&You lose $i$ hit points because of the poison flowing in your veins.] } // HASH_VALUE 4E8AA7AC71B6138A 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.] } /** * ROOT */ // HASH_VALUE 5D7A28BBC78D94BB EFFECT_ROOT_BEGIN_CREATOR (entity e) { effect_root_begin_creator [&SYS&$e.da$ $e$ is now rooted and cannot move.] } // HASH_VALUE F3EB4038B5D42E0C 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.] } // HASH_VALUE F81513A0C411A9D4 EFFECT_ROOT_BEGIN_TARGET (entity e) { effect_root_begin_target [&SPL&$e.da$ $e$ has rooted you and you can no longer move.] } // HASH_VALUE 5770738F8034BFCB EFFECT_ROOT_END_CREATOR (entity e) { effect_root_end_creator [&SYS&$e.da$ $e$ is no longer rooted.] } // HASH_VALUE 9CB54F82AD20FB16 EFFECT_ROOT_END_SPECTATORS (entity e) { effect_root_end_spectators [&SYS&$e.da$ $e$ is no longer rooted.] } // HASH_VALUE 21D4D3EC555B792B EFFECT_ROOT_END_TARGET () { effect_root_end_target [&SPL&You are no longer rooted.] } // HASH_VALUE 00CDD4B556F56663 EFFECT_ROOT_SELF_BEGIN_CREATOR () { effect_root_self_begin_actor [&SPLM&You rooted yourself and can no longer move.] } // HASH_VALUE 589966A83F4C68DA 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.] } // HASH_VALUE 11064EA5663843ED 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.] } // HASH_VALUE 4DBBB06D53DBB438 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.] } /** * SLOW attacks (combat) */ // HASH_VALUE F3725847DA3E9196 EFFECT_SLOW_ATTACKS_BEGIN_CREATOR (entity e) { effect_slow_attacks_begin_creator [&SPLM&You have slowed $e.da$ $e$'s attacks.] } // HASH_VALUE 9C698E5E007DD78B 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.] } // HASH_VALUE 9269F2BF07F6119B EFFECT_SLOW_ATTACKS_BEGIN_TARGET (entity e) { effect_slow_attacks_begin_target [&SPL&$e.da$ $e$ has slowed your attacks.] } // HASH_VALUE F3B3FEC8A2ADE9E4 EFFECT_SLOW_ATTACKS_END_CREATOR (entity e) { effect_slow_attacks_end_creator [&SYS&$e.da$ $e$'s attacks are no longer slowed.] } // HASH_VALUE AB00887873D8C22E EFFECT_SLOW_ATTACKS_END_SPECTATORS (entity e) { effect_slow_attacks_end_spectators [&SYS&$e.da$ $e$'s attacks are no longer slowed.] } // HASH_VALUE 0806E998257BEB6E EFFECT_SLOW_ATTACKS_END_TARGET () { effect_slow_attacks_end_target [&SPL&Your attacks are no longer slowed.] } // HASH_VALUE 873A1DEFAF70DEF8 EFFECT_SLOW_ATTACKS_SELF_BEGIN_CREATOR () { effect_slow_attacks_self_begin_actor [&SPLM&You slow down your own attacks.] } // HASH_VALUE 6F7E986F424C4DDC EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_slow_attacks_self_begin_spectators_creature [&SYS&$c.da$ $c$ slows down its own attacks.] } // HASH_VALUE 72FF4723352BC6F2 EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_slow_attacks_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ slows down his own attacks.] (b.gender = female) effect_slow_attacks_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ slows down her own attacks.] } // HASH_VALUE 545DE1025A7DF9C9 EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_slow_attacks_self_begin_spectator_player_m [&SYS&$p$ slows down his own attacks.] (p.gender = female) effect_slow_attacks_self_begin_spectator_player_f [&SYS&$p$ slows down her own attacks.] } /** * SLOW MOVE */ // HASH_VALUE 189FA63FB36B4710 EFFECT_SLOW_MOVE_BEGIN_CREATOR (entity e) { effect_slow_move_begin_actor [&SPLM&You have slowed $e.da$ $e$.] } // HASH_VALUE 53018FC49BD45719 EFFECT_SLOW_MOVE_BEGIN_SPECTATORS (entity actor, entity target) { effect_slow_move_begin_spectator [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$.] } // HASH_VALUE 84A513FBACFA8BE6 EFFECT_SLOW_MOVE_BEGIN_TARGET (entity e) { effect_slow_move_begin_target [&SPL&$e.da$ $e$ has slowed you.] } // HASH_VALUE DDA51F65F130FF09 EFFECT_SLOW_MOVE_END_CREATOR (entity e) { effect_slow_move_end_actor [&SYS&$e.da$ $e$ is no longer slowed.] } // HASH_VALUE 06BC7C5E2100BB73 EFFECT_SLOW_MOVE_END_SPECTATORS (entity e) { effect_slow_move_end_spectator [&SYS&$e.da$ $e$ is no longer slowed.] } // HASH_VALUE 109A7AFED458FFC1 EFFECT_SLOW_MOVE_END_TARGET () { effect_slow_move_end_target [&SPL&You are no longer slowed.] } // HASH_VALUE 88A625B7A531DA92 EFFECT_SLOW_MOVE_SELF_BEGIN_CREATOR () { effect_slow_move_self_begin_creator [&SPLM&You slow yourself down.] } // HASH_VALUE 51F4E32C9AE5ECC0 EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ slows himself down.] } // HASH_VALUE BA2B7F31ADB40EB2 EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_NPC (bot b) { (b.gender = male) effect_slow_move_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ slows himself down.] (b.gender = female) effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ slows herself down.] } // HASH_VALUE F2D60C2412D2A9B9 EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_slow_move_self_begin_spectator_player_m [&SYS&$p$ slows himself down.] (p.gender = female) effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ slows herself down.] } /** * STINK/STENCH */ // HASH_VALUE FEC05E8DD0BF0AC2 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 sick.] (e.gender = female) effect_stench_begin_creator_f [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sick.] } // HASH_VALUE 4202CF5FA8F3FB60 EFFECT_STENCH_BEGIN_SPECTATORS (entity actor, entity target) { (actor.gender = male) effect_stench_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] (actor.gender = female) effect_stench_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE C4A28FFF89DDB421 EFFECT_STENCH_BEGIN_TARGET (entity e) { effect_stench_begin_target [&SPL&$e.da$ $e$ makes you stink horribly, any living beings nearby will suffer from the stench.] } // HASH_VALUE 6A0CC73AC0F842F7 EFFECT_STENCH_END_CREATOR (entity e) { effect_stench_end_creator [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 4BB5B8383CA4CF3C EFFECT_STENCH_END_SPECTATORS (entity e) { effect_stench_end_spectators [&SYS&$e.da$ $e$ no longer stinks.] } // HASH_VALUE 80907A16A463B243 EFFECT_STENCH_END_TARGET () { effect_stench_end_target [&SPL&You no longer stink.] } // HASH_VALUE 8126DAAEA12F6EAF 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.] } // HASH_VALUE 0CF5F18F8DA259C1 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.] } // HASH_VALUE F27C4502D09ABB4E EFFECT_STENCH_SELF_BEGIN_CREATOR () { effect_stench_self_begin_actor [&SPLM&You make yourself stink and any living beings nearby will suffer from the stench.] } // HASH_VALUE D9773766E3862B42 EFFECT_STENCH_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_stench_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE FDC17C899A15035B 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 stink, any living beings nearby will suffer from the stench.] (b.gender = female) effect_stench_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stink, any living beings nearby will suffer from the stench.] } // HASH_VALUE 8D0FA4784BCCDD2F EFFECT_STENCH_SELF_BEGIN_SPECTATORS_PLAYER (player p) { (p.gender = male) effect_stench_self_begin_spectator_player_m [&SYS&$p$ has made himself stink, any living beings nearby will suffer from the stench.] (p.gender = female) effect_stench_self_begin_spectator_player_f [&SYS&$p$ has made herself stink, >any living beings nearby will suffer from the stench.] } /** * STUN */ // HASH_VALUE 1BCA437BD7227D61 EFFECT_STUN_BEGIN_CREATOR (entity e) { effect_stun_begin_actor [&SPLM&You stun $e.da$ $e$.] } // HASH_VALUE 6A8106B986B13D80 EFFECT_STUN_BEGIN_SPECTATORS (entity actor, entity target) { effect_stun_begin_spectator [&SYS&$actor.da$ $actor$ has stunned $target.da$ $target$.] } // HASH_VALUE 0D9E900C65099BE1 EFFECT_STUN_BEGIN_TARGET (entity e) { effect_stun_begin_target [&SPL&$e.da$ $e$ has stunned you.] } // HASH_VALUE FFABD156251BAFE0 EFFECT_STUN_END_CREATOR (entity e) { effect_stun_end_actor [&SYS&$e.da$ $e$ is no longer stunned.] } // HASH_VALUE 7BC7285581551167 EFFECT_STUN_END_SPECTATORS (entity e) { effect_stun_end_spectator [&SYS&$e.da$ $e$ is no longer stunned.] } // HASH_VALUE AF830FEB17AC7D59 EFFECT_STUN_END_TARGET () { effect_stun_end_target [&SPL&You are no longer stunned.] } // HASH_VALUE 45973728AF4896BD EFFECT_STUN_SELF_BEGIN_CREATOR () { effect_stun_self_begin_actor [&SPLM&You have stunned yourself.] } // HASH_VALUE 895ADA006C91F562 EFFECT_STUN_SELF_BEGIN_SPECTATORS_CREATURE (creature c) { effect_stun_self_begin_spectator_creature [&SYS&$c.da$ $c$ has stunned itself.] } // HASH_VALUE 4A75A401841AC8CE 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.] } // HASH_VALUE 89B1CDECCA877510 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.] } // HASH_VALUE 0832D9E3845AA267 EGS_ACTOR_CASTING_INTERUPT () { [&MISM&The incantation of your spell is broken.] } // HASH_VALUE DBC04F3B1640EF95 EGS_ACTOR_VAMPIRISE_EI (entity target, int vampirise) { [&SPLM&You vampirise $vampirise$ from $target$.] } // HASH_VALUE 7B2438D04B0B3990 EGS_ALREADY_HAVE_MOUNT () { [&CHK&You can only have one mektoub mount.] } // HASH_VALUE B30DB38D1A52889A EGS_ANSWER_WHERE (place c, place r, place p) { egs_answer_where [&ZON&You are in the continent $c$ in the region $r$ in place $p$.] } //////////////////////////////////////////////////////////////////////////////////// // zone management messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 9875BF0F840CAF45 EGS_ANSWER_WHERE_NO_PLACE (place c, place r) { egs_answer_where_no_place [&ZON&You are in the continent $c$ in the region $r$.] } // HASH_VALUE 814B516F5DC9F66D EGS_CANNOT_ATTACK_IN_WATER () { [&CHKCB&You cannot attack while you are near water.] } // HASH_VALUE 3CA08907433C2D81 EGS_CANT_BUY_ANOTHER_PACKER () { [&CHK&You can't buy another mektoub packer.] } // HASH_VALUE 28EEB8CBCAA0F099 EGS_CANT_CONSTRUCT_ANYTHING () { [&CHK&Vous ne pouvez plus rien construire.] } // HASH_VALUE 9FF3ACF2F41A84A8 EGS_CANT_SELL_ANYTHING () { [&SYS&I have nothing of interest for you to buy, sorry but come back later.] } // HASH_VALUE D45E7F9C33DC3607 EGS_COSMETIC_SAME_HAIR () { [&CHK&You cannot buy this hair cut : this is your current one.] } // HASH_VALUE E47434806AF0A10A EGS_COSMETIC_SAME_HAIR_COLOR () { [&CHK&You cannot buy this hair color : this is your current one.] } /* OLD VALUE : [ EGS_COSMETIC_SAME_TATOO () { [&CHK&You cannot already have this tatoo.] } ] */ // Clause 0 : text changed. // HASH_VALUE E41977DFA39700D0 EGS_COSMETIC_SAME_TATOO () { [&CHK&You cannot buy this tatoo : this is your current one.] } // HASH_VALUE 60EE2B9CB4419D69 EGS_ENTER_CONTINENT (place p) { egs_enter_continent [&ZON&You have entered $p$.] } // HASH_VALUE 583226BB492927F9 EGS_ENTER_FACTION_REGION (place region_name, faction f) { [&ZON&Vous êtes dans $region_name.da$ $region_name$. Cette région est dominée par la faction $f$.] } // HASH_VALUE 062CB50A9010D642 EGS_ENTER_NEUTRAL_REGION (place region_name) { [&ZON&Vous êtes dans $region_name.da$ $region_name$. Cette région est neutre.] } // HASH_VALUE EFCFE658894A352E EGS_ENTER_PLACE (place p) { egs_enter_place [&ZON&You have entered $p$.] } // HASH_VALUE D47B384B87609D41 EGS_FORAGE_INTERRUPTED () { [&CHK&Your foraging action has been interrupted.] } // HASH_VALUE 6A25FE531C545301 EGS_HARVEST_CORPSE_TOO_FAR () { [&CHK&The corpse you are trying to skin is too far away, get closer.] } // HASH_VALUE DCAAA1CD668C5866 EGS_ITEM_ALREADY_BEING_LOOTED_E (entity e) { [&CHK&This bag is already being looted by $e$.] } // HASH_VALUE 5BCB46AD72134C0E EGS_LEAVE_CONTINENT (place p) { egs_leave_continent [&ZON&You have left $p$.] } // HASH_VALUE CF7D6097F85C45AF EGS_LEAVE_FACTION_REGION (place region_name, faction f) { [&ZON&Vous quittez $region_name.da$ $region_name$. Vous sortez d’une région dominée par la faction $f$.] } // HASH_VALUE 38A93B1DDA0F2A4E EGS_LEAVE_NEUTRAL_REGION (place region_name) { [&ZON&Vous quittez $region_name.da$ $region_name$. Vous sortez d’une région neutre.] } // HASH_VALUE B290E1067F380436 EGS_LEAVE_PLACE (place p) { egs_leave_place [&ZON&You have left $p$.] } // HASH_VALUE 1BC65C70762A6262 EGS_LOOT_MONEY (money m) { [&ITM&You loot $m$ dappers.] } // HASH_VALUE 6376484824C4BA7F EGS_MAGIC_BAD_TARGET () { [&CHKCB&Target missing or invalid.] } // HASH_VALUE ECD65F258FE7756D EGS_MAGIC_LACK_HP () { egs_magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.] } // HASH_VALUE 8389AC9A5F44E970 EGS_MAGIC_LACK_MONEY () { egs_magic_lack_money [&CHKCB&You do not have enough sap load/money/seeds to cast this spell.] } // HASH_VALUE 9CE376AA2A85ACC8 EGS_MAGIC_LACK_SAP () { egs_magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.] } // HASH_VALUE 6ECC55B0A0ED612C EGS_MAGIC_TARGET_OUT_OF_RANGE () { [&CHKCB&Your target is out of range for your spell.] } // HASH_VALUE BE5F19F4AA541BD3 EGS_MISSION_STEP_SUCCESS () { [&TSK&You have finished a mission step.] } // Mission message // HASH_VALUE 22E733821B084772 EGS_MISSION_SUCCESS () { [&TSK&You have completed a mission.] } // HASH_VALUE FAFAB2233F97F220 EGS_NOT_ENOUGHT_SP () { [&CHK&You do not have enough skill points to buy this.] } // HASH_VALUE F0EB8236287C01B3 EGS_NOT_ENOUGH_AMMO () { [&CHKCB&This strategy needs more ammunition.] } // HASH_VALUE 2E3FD4DE67B964F9 EGS_OPENING_SUCCESS () { [&SPLM&You successfully take the opening.] } // HASH_VALUE D32F48677AD5DB68 EGS_PVP_NOT_ALLOWED () { [&CHKCB&You connat use offensive action against this player character.] } // HASH_VALUE 08E44D6811E6AE9F EGS_QUARTER_INTERRUPTED () { [&CHK&Your quartering action has been interrupted.] } // HASH_VALUE 84A521F949BD9848 EGS_TASK_ENCYCLO_SUCCESS () { [&TSK&Task successfull.Check your encyclopedia.] } // HASH_VALUE 262A330B61EBB9DB EGS_TOO_EXPENSIVE_FOCUS () { [&CHKCB&You do not have enough focus to pay this action cost.] } // HASH_VALUE 08D54EA2E8D46583 EGS_TOO_EXPENSIVE_HP () { [&CHKCB&You do not have enough hp to pay this action cost.] } // HASH_VALUE ACD625ADDAE9A3C8 EGS_TOO_EXPENSIVE_STAMINA () { [&CHKCB&You do not have enough stamina for this action.] } // HASH_VALUE B08418EA80179BAC EGS_TRADE_BAD_FAME ( bot b ) { // I have included a bot in this phrase cause it is a bot chat ( variation according the bot race and so on,...) [I don't want to trade with you because you have too bad a reputation.] } // HASH_VALUE F8C11D3BBBDB29B8 EGS_UNLOCK_ENCYCLO () { [&TSK&Thema unlocked.Check your encyclopedia.] } // HASH_VALUE E898E4E913B09837 EGS_USE_LAST_AMMO () { [&CHKCB&You have used your last ammo.] } // HASH_VALUE 36916EEE9C165AC0 EMOTE_ABSENTMINDED_NOBODY (player a) { (a.gender = male) emote_absentminded_nobody_m [&EMT&$a$ seems like he is about to do something, but isn't sure what.] (a.gender = female) emote_absentminded_nobody_f [&EMT&$a$ seems like she is about to do something, but isn't sure what.] } // HASH_VALUE EF2C0DF55FA8F6B7 EMOTE_ABSENTMINDED_SELF (entity a) { emote_absentminded_self [&EMT&$a$ forgot something. Just doesn't know what.] } /** Emotes */ // HASH_VALUE 5BCB0F7A7039C0F3 EMOTE_ABSENTMINDED_TARGET (entity a, entity t) { emote_absentminded_target [&EMT&$a$ forgot, $t$.] } // HASH_VALUE D9F54C6D659B1495 EMOTE_ADVENTUROUS_NOBODY (entity a) { emote_adventurous_nobody [&EMT&$a$ needs someone to adventure with!] } // HASH_VALUE 07F0F0250D052E5A EMOTE_ADVENTUROUS_SELF (entity a) { emote_adventurous_self [&EMT&$a$ is off on another adventure!] } // HASH_VALUE B985E95DA1751E2B EMOTE_ADVENTUROUS_TARGET (entity a, entity t) { emote_adventurous_target [&EMT&$a$ wants to go adventuring with $t$.] } // HASH_VALUE CD08C97BAB59C454 EMOTE_AGGRESSIVE_NOBODY (entity a) { emote_aggressive_nobody [&EMT&$a$ looks ready to start something.] } // HASH_VALUE 5CED4792E667223D EMOTE_AGGRESSIVE_SELF (entity a) { emote_aggressive_self [&EMT&$a$ isn't in the mood to back down.] } // HASH_VALUE 2BA059F4FAC7F237 EMOTE_AGGRESSIVE_TARGET (entity a, entity t) { emote_aggressive_target [&EMT&$a$ gets in $t$'s face.] } // HASH_VALUE B0515FFF5E3246D8 EMOTE_AGREE_NOBODY (entity a) { emote_agree_nobody [&EMT&$a$ appears to be agreeable.] } // HASH_VALUE C999C1554DE97117 EMOTE_AGREE_SELF (player a) { (a.gender = male) emote_agree_self_m [&EMT&$a$ agrees with himself, so there's no argument.] (a.gender = female) emote_agree_self_f [&EMT&$a$ agrees with herself, so there's no argument.] } // HASH_VALUE E004F92FB07717A7 EMOTE_AGREE_TARGET (entity a, entity t) { emote_agree_target [&EMT&$a$ agrees with $t$.] } // HASH_VALUE 5F24FAED5413AFE3 EMOTE_ALERT_NOBODY (entity a) { emote_alert_nobody [&EMT&$a$ puts everyone on alert.] } // HASH_VALUE C708415C5682EEAE EMOTE_ALERT_SELF (player a) { (a.gender = male) emote_alert_self_m [&EMT&$a$ notifies himself of something important.] (a.gender = female) emote_alert_self_f [&EMT&$a$ notifies herself of something important.] } // HASH_VALUE 1AECB91CDEC24335 EMOTE_ALERT_TARGET (entity a, entity t) { emote_alert_target [&EMT&$a$ alerts $t$.] } // HASH_VALUE 3FBAB34EF491ADC4 EMOTE_ALTRUIST_NOBODY (entity a) { emote_altruist_nobody [&EMT&$a$ provides for everyone.] } // HASH_VALUE E41FB32C653D4FDB EMOTE_ALTRUIST_SELF (player a) { (a.gender = male) emote_altruist_self_m [&EMT&$a$ shares liberally without taking any for himself.] (a.gender = female) emote_altruist_self_f [&EMT&$a$ shares liberally without taking any for herself.] } // HASH_VALUE C4AD928590456531 EMOTE_ALTRUIST_TARGET (entity a, entity t) { emote_altruist_target [&EMT&$a$ is impressed at $t$'s generous nature.] } // HASH_VALUE 18986D8BE085CBB9 EMOTE_AMAZED_NOBODY (entity a) { emote_amazed_nobody [&EMT&$a$ looks around, amazed.] } // HASH_VALUE 4E2F3CFE77CEF124 EMOTE_AMAZED_SELF (player a) { (a.gender = male ) emote_amazed_self_m [&EMT&$a$ ends up amazing himself.] (a.gender = female ) emote_amazed_self_f [&EMT&$a$ ends up amazing herself.] } // HASH_VALUE 613D7C790FF8128C EMOTE_AMAZED_TARGET (entity a, entity t) { emote_amazed_target [&EMT&$a$ finds $t$ never fails to amaze.] } // HASH_VALUE 7E0290735D06C3D8 EMOTE_AMBIVALENT_NOBODY (entity a) { emote_ambivalent_nobody [&EMT&$a$ doesn't have a preference.] } // HASH_VALUE A308B236AF014CA8 EMOTE_AMBIVALENT_SELF (entity a) { emote_ambivalent_self [&EMT&$a$ could go either way.] } // HASH_VALUE C904E03A49D85862 EMOTE_AMBIVALENT_TARGET (entity a, entity t) { emote_ambivalent_target [&EMT&$a$ indicates to $t$ it doesn't really matter.] } // HASH_VALUE 7AA3263F2C55D54A EMOTE_AMUSED_NOBODY (entity a) { emote_amused_nobody [&EMT&$a$ is amused.] } // HASH_VALUE 3259895C9E5C355E EMOTE_AMUSED_SELF (player a) { (a.gender = male) emote_amused_self_m [&EMT&$a$ amuses himself.] (a.gender = female) emote_amused_self_f [&EMT&$a$ amuses herself.] } // HASH_VALUE C1906696EA068EE1 EMOTE_AMUSED_TARGET (entity a, entity t) { emote_amused_target [&EMT&$a$ finds $t$ amusing.] } // HASH_VALUE 683C41036C545FE0 EMOTE_ANGRY_NOBODY (entity a) { emote_angry_nobody [&EMT&$a$ frowns, clearly angry.] } // HASH_VALUE E8283BD76DB60095 EMOTE_ANGRY_SELF (player a) { (a.gender = male) emote_angry_self_m [&EMT&$a$ can't believe he did that, and is so angry at himself.] (a.gender = female) emote_angry_self_f [&EMT&$a$ can't believe she did that, and is so angry at herself.] } // HASH_VALUE 37E41EF6A609E3DC EMOTE_ANGRY_TARGET (entity a, entity t) { emote_angry_target [&EMT&$a$ is quite angry at $t$.] } // HASH_VALUE 12163121764F2EFC EMOTE_ANNOYED_NOBODY (entity a) { emote_annoyed_nobody [&EMT&$a$ is annoyed.] } // HASH_VALUE 126C6E2E1E50B89F EMOTE_ANNOYED_SELF (player a) { (a.gender = male) emote_annoyed_self_m [&EMT&$a$ annoys everyone, including himself.] (a.gender = female) emote_annoyed_self_f [&EMT&$a$ annoys everyone, including herself.] } // HASH_VALUE C58E99D871279E24 EMOTE_ANNOYED_TARGET (entity a, entity t) { emote_annoyed_target [&EMT&$a$ is annoyed at $t$.] } // HASH_VALUE DAD8ABB68DB44D39 EMOTE_APATHETIC_NOBODY (entity a) { emote_apathetic_nobody [&EMT&$a$ doesn't care.] } // HASH_VALUE F1B27D732EFA4461 EMOTE_APATHETIC_SELF (entity a) { emote_apathetic_self [&EMT&$a$ attempts to muster up some caring feelings, and fails.] } // HASH_VALUE 810EB00AC85FEDD1 EMOTE_APATHETIC_TARGET (entity a, entity t) { emote_apathetic_target [&EMT&$a$ knows how $t$ feels, just doesn't seem to care much.] } // HASH_VALUE 6CCC16BDB132B16A EMOTE_APPROVE_NOBODY (entity a) { emote_approve_nobody [&EMT&$a$ approves. Thumbs up!] } // HASH_VALUE 15E0DC6F0D274D28 EMOTE_APPROVE_SELF (player a) { (a.gender = male ) emote_approve_self_m [&EMT&$a$ gives himself a seal of approval.] (a.gender = female ) emote_approve_self_f [&EMT&$a$ gives herself a seal of approval.] } // HASH_VALUE A27658E88B5D834D EMOTE_APPROVE_TARGET (player a, entity t) { (a.gender = male) emote_approve_target_m [&EMT&$a$ gives $t$ his approval.] (a.gender = female) emote_approve_target_f [&EMT&$a$ gives $t$ her approval.] } // HASH_VALUE 9ED77312E47C6BAB EMOTE_ARROGANT_NOBODY (entity a) { emote_arrogant_nobody [&EMT&$a$ can't believe people can be so arrogant.] } // HASH_VALUE 3B84C39F4E6AF665 EMOTE_ARROGANT_SELF (entity a) { emote_arrogant_self [&EMT&$a$ is unstoppable.] } // HASH_VALUE 15008592EC193162 EMOTE_ARROGANT_TARGET (entity a, entity t) { emote_arrogant_target [&EMT&$a$ detects a bit of arrogance in $t$, perhaps?] } // HASH_VALUE C28E26F00F5163D1 EMOTE_ASHAMED_NOBODY (entity a) { emote_ashamed_nobody [&EMT&$a$ is ashamed of all of you!] } // HASH_VALUE C8A9D7FAA713D1BE EMOTE_ASHAMED_SELF (player a) { (a.gender = male) emote_ashamed_self_m [&EMT&$a$ is ashamed of himself.] (a.gender = female) emote_ashamed_self_f [&EMT&$a$ is ashamed of herself.] } // HASH_VALUE FF0EADD871666612 EMOTE_ASHAMED_TARGET (entity a, entity t) { emote_ashamed_target [&EMT&$a$ is ashamed of $t$.] } // HASH_VALUE 12CB6CA308587BBA EMOTE_BELLIGERENT_NOBODY (entity a) { emote_belligerent_nobody [&EMT&$a$ looks ready for a fight.] } // HASH_VALUE F6CB957D7E2DC189 EMOTE_BELLIGERENT_SELF (player a) { (a.gender = male) emote_belligerent_self_m [&EMT&$a$ is in obvious disagreement with himself.] (a.gender = female) emote_belligerent_self_f [&EMT&$a$ is in obvious disagreement with herself.] } // HASH_VALUE 1C5039058E4BB6BE EMOTE_BELLIGERENT_TARGET (entity a, entity t) { emote_belligerent_target [&EMT&$a$ finds $t$ has a belligerent temperament.] } // HASH_VALUE FDB3263A6B65D558 EMOTE_BITTER_NOBODY (entity a) { emote_bitter_nobody [&EMT&$a$ is bitter.] } // HASH_VALUE DEB498611C3D0D69 EMOTE_BITTER_SELF (entity a) { emote_bitter_self [&EMT&$a$ smiles bitterly.] } // HASH_VALUE 94D80F34D8B3105B EMOTE_BITTER_TARGET (entity a, entity t) { emote_bitter_target [&EMT&$a$ isn't bitter, $t$, why do you ask?] } // HASH_VALUE 9C02E0BD19FDF165 EMOTE_BLOODTHIRSTY_NOBODY (entity a) { emote_bloodthirsty_nobody [&EMT&$a$ charges.] } // HASH_VALUE 8D35BFF7C969FE08 EMOTE_BLOODTHIRSTY_SELF (entity a) { emote_bloodthirsty_self [&EMT&$a$ isn't afraid of a little blood, in fact, prefers it.] } // HASH_VALUE 23344D1EF7F97655 EMOTE_BLOODTHIRSTY_TARGET (entity a, entity t) { emote_bloodthirsty_target [&EMT&$a$ wonders when $t$ got bloodthirsty.] } // HASH_VALUE F92D0D73F2D6F007 EMOTE_BORED_NOBODY (entity a) { emote_bored_nobody [&EMT&$a$ is bored] } // HASH_VALUE D5831FD5FF495E1F EMOTE_BORED_SELF (player a) { (a.gender = male) emote_bored_self_m [&EMT&$a$ is bored with what he is doing.] (a.gender = female) emote_bored_self_f [&EMT&$a$ is bored with what she is doing.] } // HASH_VALUE C0CEE1F9394810E2 EMOTE_BORED_TARGET (entity a, entity t) { emote_bored_target [&EMT&$a$ considers $t$ boring.] } // HASH_VALUE 1C252F660E02C848 EMOTE_BOW_NOBODY (entity a) { emote_bow_nobody [&EMT&$a$ bows respectfully.] } // HASH_VALUE CEE94511DC06B4AE EMOTE_BOW_SELF (player a) { (a.gender = male) emote_bow_self_m [&EMT&$a$ bows at no one in particular, but ends up touching his toes.] (a.gender = female) emote_bow_self_f [&EMT&$a$ bows at no one in particular, but ends up touching her toes.] } // HASH_VALUE 19D0E54D77419EFB EMOTE_BOW_TARGET (entity a, entity t) { emote_bow_target [&EMT&$a$ bows to $t$.] } // HASH_VALUE ADA47151EC5BB742 EMOTE_BRAVE_NOBODY (entity a) { emote_brave_nobody [&EMT&$a$ gives everyone a speech, encouraging them to be brave.] } // HASH_VALUE EF12305C0D6EFF04 EMOTE_BRAVE_SELF (player a) { (a.gender = male) emote_brave_self_m [&EMT&$a$ gathers up all his courage.] (a.gender = female) emote_brave_self_f [&EMT&$a$ gathers up all her courage.] } // HASH_VALUE 55C443E4641910F0 EMOTE_BRAVE_TARGET (entity a, entity t) { emote_brave_target [&EMT&$a$ thinks $t$ is very brave.] } // HASH_VALUE 3653C2D2600AAD69 EMOTE_BUBBLY_NOBODY (entity a) { emote_bubbly_nobody [&EMT&$a$ bubbles over with enthusiasm, which seems catching.] } // HASH_VALUE 9B97F2673781E940 EMOTE_BUBBLY_SELF (player a) { (a.gender = male) emote_bubbly_self_m [&EMT&$a$ pours bubbly on himself. Oops.] (a.gender = female) emote_bubbly_self_f [&EMT&$a$ pours bubbly on herself. Oops.] } // HASH_VALUE 07659FE296084AE4 EMOTE_BUBBLY_TARGET (entity a, entity t) { emote_bubbly_target [&EMT&$a$ is amused at how bubbly $t$ is.] } // HASH_VALUE DB0304452E79297A EMOTE_BURP_NOBODY (entity a) { emote_burp_nobody [&EMT&$a$ burps loudly.] } // HASH_VALUE F89E39E346D050D5 EMOTE_BURP_SELF (entity a) { emote_burp_self [&EMT&$a$ burps.] } // HASH_VALUE BE5C1CC40B405085 EMOTE_BURP_TARGET (entity a, entity t) { emote_burp_target [&EMT&$a$ excuses $t$. That was a loud one!] } // HASH_VALUE 3065ABB639F16E6A EMOTE_CALMDOWN_NOBODY (entity a) { emote_calmdown_nobody [&EMT&$a$ attempts to calm everyone down.] } // HASH_VALUE 53A1D135B27D81B3 EMOTE_CALMDOWN_SELF (entity a) { emote_calmdown_self [&EMT&$a$ calms down. No sense getting worked up.] } // HASH_VALUE E0E25818867088DA EMOTE_CALMDOWN_TARGET (entity a, entity t) { emote_calmdown_target [&EMT&$a$ looks concerned at $t$ and tells them to calm down.] } // HASH_VALUE 2446D9A1D9DCF165 EMOTE_CALM_NOBODY (entity a) { emote_calm_nobody [&EMT&$a$ radiates serenity.] } // HASH_VALUE 08CC3B198D6567BF EMOTE_CALM_SELF (entity a) { emote_calm_self [&EMT&$a$ is perfectly tranquil and calm.] } // HASH_VALUE 34CBA97F26A66FB3 EMOTE_CALM_TARGET (entity a, entity t) { emote_calm_target [&EMT&$a$ tries to calm $t$.] } // HASH_VALUE A444E4720B5797BB EMOTE_CAREFUL_NOBODY (entity a) { emote_careful_nobody [&EMT&$a$ thinks caution is needed here.] } // HASH_VALUE 679556D307FF5F90 EMOTE_CAREFUL_SELF (entity a) { emote_careful_self [&EMT&$a$ proceeds, carefully.] } // HASH_VALUE 08D5C8B773F4677A EMOTE_CAREFUL_TARGET (entity a, entity t) { emote_careful_target [&EMT&$a$ warns $t$ to be careful.] } // HASH_VALUE CFD701AFD918B191 EMOTE_CARELESS_NOBODY (entity a) { emote_careless_nobody [&EMT&$a$ thinks someone was careless, but isn't naming names.] } // HASH_VALUE 54E4D3918DEF86DE EMOTE_CARELESS_SELF (entity a) { emote_careless_self [&EMT&$a$ shrugs carelessly.] } // HASH_VALUE 43E1451DC02AB430 EMOTE_CARELESS_TARGET (entity a, entity t) { emote_careless_target [&EMT&$a$ wants to know how $t$ could be so careless.] } // HASH_VALUE 9B581EDCDF1567CD EMOTE_CASUAL_NOBODY (entity a) { emote_casual_nobody [&EMT&$a$ looks around casually.] } // HASH_VALUE C87430362B0764FA EMOTE_CASUAL_SELF (entity a) { emote_casual_self [&EMT&$a$ hangs out.] } // HASH_VALUE 302B42CAD2573437 EMOTE_CASUAL_TARGET (entity a, entity t) { emote_casual_target [&EMT&$a$ asks $t$ what's up.] } // HASH_VALUE 5DF6533F8EC2432C EMOTE_CHAOTIC_NOBODY (entity a) { emote_chaotic_nobody [&EMT&$a$ finds all of this rather chaotic.] } // HASH_VALUE 12A087272CE62C13 EMOTE_CHAOTIC_SELF (player a) { (a.gender = male) emote_chaotic_self_m [&EMT&$a$ revels in the chaos he has made.] (a.gender = female) emote_chaotic_self_f [&EMT&$a$ revels in the chaos she has made.] } // HASH_VALUE 6E5907B15CE2B65A EMOTE_CHAOTIC_TARGET (player a, entity t) { (a.gender = male) emote_chaotic_target_m [&EMT&$a$ wonders if $t$ finds things just as chaotic as he does.] (a.gender = female) emote_chaotic_target_f [&EMT&$a$ wonders if $t$ finds things just as chaotic as she does.] } // HASH_VALUE EF208DD5CDAD86CF EMOTE_CHEER_NOBODY (entity a) { emote_cheer_nobody [&EMT&$a$ cheers everyone on.] } // HASH_VALUE 1AD40A959F4B50F8 EMOTE_CHEER_SELF (entity a) { emote_cheer_self [&EMT&$a$ cheers. Yay!] } // HASH_VALUE DFE0EAF46484087A EMOTE_CHEER_TARGET (entity a, entity t) { emote_cheer_target [&EMT&$a$ cheers $t$ on. Go $t$!] } // HASH_VALUE F5EC9011C01D6E32 EMOTE_CLINICAL_NOBODY (entity a) { emote_clinical_nobody [&EMT&$a$ surveys the scene with a clinical air.] } // HASH_VALUE 5827B78227E45F77 EMOTE_CLINICAL_SELF (player a) { (a.gender = male) emote_clinical_self_m [&EMT&$a$ examines himself.] (a.gender = female) emote_clinical_self_f [&EMT&$a$ examines herself.] } // HASH_VALUE 4B2A4C178AD11409 EMOTE_CLINICAL_TARGET (entity a, entity t) { emote_clinical_target [&EMT&$a$ observes $t$ taking notes.] } // HASH_VALUE 9DB3A4F30B5DFD61 EMOTE_COLD_NOBODY (entity a) { emote_cold_nobody [&EMT&$a$ stares coldly.] } // HASH_VALUE 0E7BCE45CC08DE34 EMOTE_COLD_SELF (entity a) { emote_cold_self [&EMT&$a$ is cold as ice.] } // HASH_VALUE 8E202223A946D380 EMOTE_COLD_TARGET (entity a, entity t) { emote_cold_target [&EMT&$a$ eyes $t$ coldly.] } // HASH_VALUE 0F8B42B143580044 EMOTE_COMPASSIONATE_NOBODY (entity a) { emote_compassionate_nobody [&EMT&$a$ smiles sympathetically.] } // HASH_VALUE 3BBDFD14BB455B1E EMOTE_COMPASSIONATE_SELF (player a) { (a.gender = male) emote_compassionate_self_m [&EMT&$a$ takes care of himself.] (a.gender = female) emote_compassionate_self_f [&EMT&$a$ takes care of herself.] } // HASH_VALUE EB0B548F31C65EB9 EMOTE_COMPASSIONATE_TARGET (entity a, entity t) { emote_compassionate_target [&EMT&$a$ shows great compassion to $t$.] } // HASH_VALUE AC9A040699FF9DAF EMOTE_CONDESCENDING_NOBODY (entity a) { emote_condescending_nobody [&EMT&$a$ glances around, feeling superior.] } // HASH_VALUE 5617EE4A1B7E7F80 EMOTE_CONDESCENDING_SELF (entity a) { emote_condescending_self [&EMT&$a$ doesn't like condescending people.] } // HASH_VALUE 16DAD0FC12975DCA EMOTE_CONDESCENDING_TARGET (entity a, entity t) { emote_condescending_target [&EMT&$a$ speaks very slowly at $t$.] } // HASH_VALUE 344F443FF3767E4D EMOTE_CONFIDENT_NOBODY (entity a) { emote_confident_nobody [&EMT&$a$ struts about confidently.] } // HASH_VALUE 4917849F069DD0E1 EMOTE_CONFIDENT_SELF (player a) { (a.gender = male) emote_confident_self_m [&EMT&$a$ has all the confidence he needs.] (a.gender = female) emote_confident_self_f [&EMT&$a$ has all the confidence she needs.] } // HASH_VALUE F1B804C38A34F006 EMOTE_CONFIDENT_TARGET (entity a, entity t) { emote_confident_target [&EMT&$a$ has full confidence in $t$.] } // HASH_VALUE BD2F95028494E494 EMOTE_CONFUSED_NOBODY (entity a) { emote_confused_nobody [&EMT&$a$ ponders for a while, but ends up confused anyway.] } // HASH_VALUE 875DDD7A1F294996 EMOTE_CONFUSED_SELF (player a) { (a.gender = male) emote_confused_self_m [&EMT&$a$ has managed to confuse himself.] (a.gender = female) emote_confused_self_f [&EMT&$a$ has managed to confuse herself.] } // HASH_VALUE F9645C65BDCA3A04 EMOTE_CONFUSED_TARGET (player a, entity t) { (a.gender = male) emote_confused_target_m [&EMT&$a$ admits $t$ has him confused.] (a.gender = female) emote_confused_target_f [&EMT&$a$ admits $t$ has her confused.] } // HASH_VALUE 90FF86DE02FA7762 EMOTE_CONTEMPTUOUS_NOBODY (entity a) { emote_contemptuous_nobody [&EMT&$a$ scowls contemptuously.] } // HASH_VALUE 9217214432594B3E EMOTE_CONTEMPTUOUS_SELF (entity a) { emote_contemptuous_self [&EMT&$a$ holds everything in contempt.] } // HASH_VALUE 31776438A88B9DC5 EMOTE_CONTEMPTUOUS_TARGET (entity a, entity t) { emote_contemptuous_target [&EMT&$a$ holds $t$ in bitter contempt.] } // HASH_VALUE 96D54923B67052F8 EMOTE_CONTENT_NOBODY (entity a) { emote_content_nobody [&EMT&$a$ is content.] } // HASH_VALUE 94DDFF626B6BA99B EMOTE_CONTENT_SELF (entity a) { emote_content_self [&EMT&$a$ relaxes, and wouldn't change a thing.] } // HASH_VALUE 501554D21548642B EMOTE_CONTENT_TARGET (entity a, entity t) { emote_content_target [&EMT&$a$ sighs contentedly at $t$.] } // HASH_VALUE 656838020CFDDD01 EMOTE_COURAGEOUS_NOBODY (entity a) { emote_courageous_nobody [&EMT&$a$ goes first, as an example of courage.] } // HASH_VALUE 6E73FC2014FDE5A9 EMOTE_COURAGEOUS_SELF (player a) { (a.gender = male) emote_courageous_self_m [&EMT&$a$ summons up all his courage.] (a.gender = female) emote_courageous_self_f [&EMT&$a$ summons up all her courage.] } // HASH_VALUE 4B6504FC54E879EF EMOTE_COURAGEOUS_TARGET (entity a, entity t) { emote_courageous_target [&EMT&$a$ is inspired by the courageousness of $t$.] } // HASH_VALUE 522604685EAE3EFD EMOTE_COURTLY_NOBODY (entity a) { emote_courtly_nobody [&EMT&$a$ bows deeply.] } // HASH_VALUE 3AFB87F2DFED104A EMOTE_COURTLY_SELF (entity a) { emote_courtly_self [&EMT&$a$ proceeds in a regal fashion.] } // HASH_VALUE FF2A35B3A846FC59 EMOTE_COURTLY_TARGET (entity a, entity t) { emote_courtly_target [&EMT&$a$ flourishes at $t$ in a most courtly bow.] } // HASH_VALUE 29351ABA75D0DA49 EMOTE_COWARD_NOBODY (entity a) { emote_coward_nobody [&EMT&$a$ isn't a coward.] } // HASH_VALUE 4C9CF04E32719C08 EMOTE_COWARD_SELF (entity a) { emote_coward_self [&EMT&$a$ trembles, and looks for something to hide behind.] } // HASH_VALUE 3C8F59C476875AFC EMOTE_COWARD_TARGET (entity a, entity t) { emote_coward_target [&EMT&$a$ calls $t$ a coward.] } // HASH_VALUE 164E9553E0F7BD7C EMOTE_CRAZY_NOBODY (entity a) { emote_crazy_nobody [&EMT&$a$ goes crazy.] } // HASH_VALUE 3EFE0FF9B2185A2C EMOTE_CRAZY_SELF (entity a) { emote_crazy_self [&EMT&$a$ is crazy, but everyone knows it.] } // HASH_VALUE 4954FAB38A7983A9 EMOTE_CRAZY_TARGET (entity a, entity t) { emote_crazy_target [&EMT&$a$ believes $t$ is crazy.] } // HASH_VALUE 0F2B24DD02D9A06E EMOTE_CRUDE_NOBODY (entity a) { emote_crude_nobody [&EMT&$a$ makes a crude gesture to everyone.] } // HASH_VALUE 14E0164C174C1C3F EMOTE_CRUDE_SELF (player a) { (a.gender = male) emote_crude_self_m [&EMT&$a$ makes a few crude comments to himself.] (a.gender = female) emote_crude_self_f [&EMT&$a$ makes a few crude comments to herself.] } // HASH_VALUE 18BCAF0BAB807CFB EMOTE_CRUDE_TARGET (entity a, entity t) { emote_crude_target [&EMT&$a$ makes a crude gesture at $t$.] } // HASH_VALUE 257CBB929E88BBD7 EMOTE_CRUEL_NOBODY (player a) { (a.gender = male) emote_cruel_nobody_m [&EMT&$a$ narrows his eyes, unleashing an unusual amount of cruelty.] (a.gender = female) emote_cruel_nobody_f [&EMT&$a$ narrows her eyes, unleashing an unusual amount of cruelty.] } // HASH_VALUE A40D1C09088BCFA5 EMOTE_CRUEL_SELF (entity a) { emote_cruel_self [&EMT&$a$ teases, torments, and taunts. How cruel!] } // HASH_VALUE 30449A7DEAA94099 EMOTE_CRUEL_TARGET (entity a, entity t) { emote_cruel_target [&EMT&$a$ taunts $t$ cruelly.] } // HASH_VALUE 95B6352738606E01 EMOTE_CURIOUS_NOBODY (entity a) { emote_curious_nobody [&EMT&$a$ is curious.] } // HASH_VALUE A98B1073849CE11E EMOTE_CURIOUS_SELF (player a) { (a.gender = male) emote_curious_self_m [&EMT&$a$ wonders about himself sometimes.] (a.gender = female) emote_curious_self_f [&EMT&$a$ wonders about herself sometimes.] } // HASH_VALUE 82CFB5E97577C61E EMOTE_CURIOUS_TARGET (entity a, entity t) { emote_curious_target [&EMT&$a$ is curious of $t$.] } // HASH_VALUE 432175C89274A7D8 EMOTE_CYNICAL_NOBODY (entity a) { emote_cynical_nobody [&EMT&$a$ generally has a low opinion of the nature of homins.] } // HASH_VALUE 0DC6275CC2959F38 EMOTE_CYNICAL_SELF (entity a) { emote_cynical_self [&EMT&$a$ reaches new levels of cynicism.] } // HASH_VALUE 89E2D02C87D4733B EMOTE_CYNICAL_TARGET (entity a, entity t) { emote_cynical_target [&EMT&$a$ doesn't quite trust $t$.] } // HASH_VALUE 17C609E8C0E3271E EMOTE_DAINTY_NOBODY (player a) { (a.gender = male) emote_dainty_nobody_m [&EMT&$a$ only looks dainty, trust him.] (a.gender = female) emote_dainty_nobody_f [&EMT&$a$ only looks dainty, trust her.] } // HASH_VALUE 015EE22E4E54B739 EMOTE_DAINTY_SELF (entity a) { emote_dainty_self [&EMT&$a$ fusses about in a dainty fashion.] } // HASH_VALUE F62B3EB842ECFA76 EMOTE_DAINTY_TARGET (entity a, entity t) { emote_dainty_target [&EMT&$a$ wonders how a dainty creature like $t$ can kill something so big.] } // HASH_VALUE 30A1874A5544878D EMOTE_DANCE_NOBODY (entity a) { emote_dance_nobody [&EMT&$a$ gets this party started!] } // HASH_VALUE 60963F644A50C47E EMOTE_DANCE_SELF (entity a) { emote_dance_self [&EMT&$a$ is poetry in motion.] } // HASH_VALUE 1F5F25A9C23DB169 EMOTE_DANCE_TARGET (entity a, entity t) { emote_dance_target [&EMT&$a$ extends a hand. Would $t$ like to dance?] } // HASH_VALUE 476F1BE367305611 EMOTE_DEFENSIVE_NOBODY (entity a) { emote_defensive_nobody [&EMT&$a$ is put on the defensive.] } // HASH_VALUE 6D9B828B2A24171B EMOTE_DEFENSIVE_SELF (player a) { (a.gender = male) emote_defensive_self_m [&EMT&$a$ defends himself.] (a.gender = female) emote_defensive_self_f [&EMT&$a$ defends herself.] } // HASH_VALUE 18B23487B11F3EAD EMOTE_DEFENSIVE_TARGET (entity a, entity t) { emote_defensive_target [&EMT&$a$ gets defensive at $t$.] } // HASH_VALUE 1BA75ADB0F483581 EMOTE_DEPRESSED_NOBODY (entity a) { emote_depressed_nobody [&EMT&$a$ is depressed.] } // HASH_VALUE C8BD5BD2AC0277CE EMOTE_DEPRESSED_SELF (entity a) { emote_depressed_self [&EMT&$a$ could use a good listener.] } // HASH_VALUE 84AF4BBA5FAEC46C EMOTE_DEPRESSED_TARGET (entity a, player t) { (t.gender = male) emote_depressed_target_m [&EMT&$a$ asks $t$ if he is depressed.] (t.gender = female) emote_depressed_target_f [&EMT&$a$ asks $t$ if she is depressed.] } // HASH_VALUE DE01DF1EDC6968E0 EMOTE_DESIRE_NOBODY (player a) { (a.gender = male) emote_desire_nobody_m [&EMT&$a$ figures out what he wants.] (a.gender = female) emote_desire_nobody_f [&EMT&$a$ figures out what she wants.] } // HASH_VALUE 8771B7B54E651E98 EMOTE_DESIRE_SELF (player a) { (a.gender = male) emote_desire_self_m [&EMT&$a$ knows what he wants, and isn't afraid to go get it.] (a.gender = female) emote_desire_self_f [&EMT&$a$ knows what she wants, and isn't afraid to go get it.] } // HASH_VALUE B50259B1DA1AA85D EMOTE_DESIRE_TARGET (player a, entity t) { (a.gender = male) emote_desire_target_m [&EMT&$a$ knows what he wants, and it happens to be $t$.] (a.gender = female) emote_desire_target_f [&EMT&$a$ knows what she wants, and it happens to be $t$.] } // HASH_VALUE 86ED5BFEA58E5556 EMOTE_DESPAIRED_NOBODY (entity a) { emote_despaired_nobody [&EMT&$a$ is filled with despair.] } // HASH_VALUE 60F300B6A329A30D EMOTE_DESPAIRED_SELF (entity a) { emote_despaired_self [&EMT&$a$ despairs; things couldn't get worse.] } // HASH_VALUE 459F54233B529F15 EMOTE_DESPAIRED_TARGET (entity a, entity t) { emote_despaired_target [&EMT&$a$ lets $t$ know things are hopeless.] } // HASH_VALUE 7367118BFC5F7C35 EMOTE_DESTRUCTIVE_NOBODY (entity a) { emote_destructive_nobody [&EMT&$a$ looks ready to destroy something.] } // HASH_VALUE 8937E57FAEB475CB EMOTE_DESTRUCTIVE_SELF (entity a) { emote_destructive_self [&EMT&$a$ throws things around, raises a fuss, and is in a destructive mood.] } // HASH_VALUE D941F2424850292B EMOTE_DESTRUCTIVE_TARGET (entity a, entity t) { emote_destructive_target [&EMT&$a$ warns $t$ to stay back.] } // HASH_VALUE CAC26CB6A59CB57E EMOTE_DIE_NOBODY (entity a) { emote_die_nobody [&EMT&$a$ faces certain death. Onward!] } // HASH_VALUE 9CC565A113779E16 EMOTE_DIE_SELF (player a) { (a.gender = male) emote_die_self_m [&EMT&$a$ wants to have a little fun before he dies.] (a.gender = female) emote_die_self_f [&EMT&$a$ wants to have a little fun before she dies.] } // HASH_VALUE E0F82A223632B877 EMOTE_DIE_TARGET (entity a, entity t) { emote_die_target [&EMT&$a$ checks $t$'s expiration date.] } // HASH_VALUE 6C19FCDF6E0FCED8 EMOTE_DIGNIFIED_NOBODY (entity a) { emote_dignified_nobody [&EMT&$a$ maintains composure.] } // HASH_VALUE AF21192DC5999FB8 EMOTE_DIGNIFIED_SELF (entity a) { emote_dignified_self [&EMT&$a$ acts dignified, regardless of the situation at hand.] } // HASH_VALUE 54E9FA294881162A EMOTE_DIGNIFIED_TARGET (entity a, player t) { (t.gender = male) emote_dignified_target_m [&EMT&$a$ notes the dignified manner $t$ carries himself and acts accordingly.] (t.gender = female) emote_dignified_target_f [&EMT&$a$ notes the dignified manner $t$ carries herself and acts accordingly.] } // HASH_VALUE 38799EB33DC678C1 EMOTE_DIPLOMATIC_NOBODY (entity a) { emote_diplomatic_nobody [&EMT&$a$ believes some diplomacy would help here.] } // HASH_VALUE E7A70530ADCAC4B4 EMOTE_DIPLOMATIC_SELF (player a) { (a.gender = male) emote_diplomatic_self_m [&EMT&$a$ engages in diplomacy with himself. Surprisingly, all parties come to an agreement.] (a.gender = female) emote_diplomatic_self_f [&EMT&$a$ engages in diplomacy with herself. Surprisingly, all parties come to an agreement.] } // HASH_VALUE 1B24364E7CA7725E EMOTE_DIPLOMATIC_TARGET (entity a, entity t) { emote_diplomatic_target [&EMT&$a$ engages in diplomatic relations with $t$.] } // HASH_VALUE 96F0DE65CE09FFB4 EMOTE_DISAPPOINTED_NOBODY (entity a) { emote_disappointed_nobody [&EMT&$a$ is clearly disappointed.] } // HASH_VALUE 27953662C05C92F6 EMOTE_DISAPPOINTED_SELF (player a) { (a.gender = male) emote_disappointed_self_m [&EMT&$a$ is disappointed in himself, and sighs.] (a.gender = female) emote_disappointed_self_f [&EMT&$a$ is disappointed in herself, and sighs.] } // HASH_VALUE C4310A8E82BC7298 EMOTE_DISAPPOINTED_TARGET (player a, entity t) { (a.gender = male) emote_disappointed_target_m [&EMT&$a$ lowers his head, disappointed at $t$.] (a.gender = female) emote_disappointed_target_f [&EMT&$a$ lowers her head, disappointed at $t$.] } // HASH_VALUE 01DF1A48317461DD EMOTE_DISCREET_NOBODY (entity a) { emote_discreet_nobody [&EMT&$a$ looks about discreetly.] } // HASH_VALUE F17EE1749EC850E3 EMOTE_DISCREET_SELF (entity a) { emote_discreet_self [&EMT&$a$ is the very soul of discretion.] } // HASH_VALUE CD6720A3E80EC43B EMOTE_DISCREET_TARGET (entity a, entity t) { emote_discreet_target [&EMT&$a$ asks $t$ to be discreet.] } // HASH_VALUE 66BC332B165411BF EMOTE_DISDAINFUL_NOBODY (player a) { (a.gender = male) emote_disdainful_nobody_m [&EMT&$a$ rolls his eyes.] (a.gender = female) emote_disdainful_nobody_f [&EMT&$a$ rolls her eyes.] } // HASH_VALUE 78A42C8A5E03FF74 EMOTE_DISDAINFUL_SELF (player a) { (a.gender = male) emote_disdainful_self_m [&EMT&$a$ knows you all are beneath him.] (a.gender = female) emote_disdainful_self_f [&EMT&$a$ knows you all are beneath her.] } // HASH_VALUE 772D531B54BBA081 EMOTE_DISDAINFUL_TARGET (entity a, entity t) { emote_disdainful_target [&EMT&$a$ glares at $t$ distainfully.] } // HASH_VALUE C07361D5C3EAC717 EMOTE_DISGRUNTLED_NOBODY (entity a) { emote_disgruntled_nobody [&EMT&$a$ is just plain disgruntled.] } // HASH_VALUE 50D2909B2EE15E66 EMOTE_DISGRUNTLED_SELF (entity a) { emote_disgruntled_self [&EMT&$a$ grumbles a lot, but proceeds.] } // HASH_VALUE 2511C24C4861E78B EMOTE_DISGRUNTLED_TARGET (entity a, entity t) { emote_disgruntled_target [&EMT&$a$ is disgruntled at $t$.] } // HASH_VALUE 1CA82EDF10490985 EMOTE_DISGUSTED_NOBODY (entity a) { emote_disgusted_nobody [&EMT&$a$ is disgusted.] } // HASH_VALUE 27C8B1BCD50FAA2A EMOTE_DISGUSTED_SELF (player a) { (a.gender = male) emote_disgusted_self_m [&EMT&$a$ is disgusted at himself.] (a.gender = female) emote_disgusted_self_f [&EMT&$a$ is disgusted at herself.] } // HASH_VALUE 000A4354029F7A5A EMOTE_DISGUSTED_TARGET (entity a, entity t) { emote_disgusted_target [&EMT&$a$ is disgusted at $t$.] } // HASH_VALUE 5A1DE2437A347E13 EMOTE_DISILLUSIONED_NOBODY (player a) { (a.gender = male) emote_disillusioned_nobody_m [&EMT&$a$ isn't quite as hopeful as he used to be.] (a.gender = female) emote_disillusioned_nobody_f [&EMT&$a$ isn't quite as hopeful as she used to be.] } // HASH_VALUE 13877D35BEC9CB50 EMOTE_DISILLUSIONED_SELF (entity a) { emote_disillusioned_self [&EMT&$a$ is completely disillusioned.] } // HASH_VALUE A072464D4EF1BB99 EMOTE_DISILLUSIONED_TARGET (player a, entity t) { (a.gender = male) emote_disillusioned_target_m [&EMT&$a$ has his illusions shattered by $t$.] (a.gender = female) emote_disillusioned_target_f [&EMT&$a$ has her illusions shattered by $t$.] } // HASH_VALUE FCDCEDC6B4258D93 EMOTE_DISMAYED_NOBODY (entity a) { emote_dismayed_nobody [&EMT&$a$ is dismayed. This wasn't how things were supposed to go.] } // HASH_VALUE 27B50CB24392E888 EMOTE_DISMAYED_SELF (player a) { (a.gender = male) emote_dismayed_self_m [&EMT&$a$ is dismayed at himself. This was not what he was expecting.] (a.gender = female) emote_dismayed_self_f [&EMT&$a$ is dismayed at herself. This was not what she was expecting.] } // HASH_VALUE 25D3A70CE9C6233F EMOTE_DISMAYED_TARGET (entity a, entity t) { emote_dismayed_target [&EMT&$a$ looks dismayed at $t$.] } // HASH_VALUE AD2450DDEFE94235 EMOTE_DISORIENTED_NOBODY (entity a) { emote_disoriented_nobody [&EMT&$a$ turns round and round and..] } // HASH_VALUE 9F41782BE1CCD3E0 EMOTE_DISORIENTED_SELF (entity a) { emote_disoriented_self [&EMT&$a$ looks in every direction, but is lost.] } // HASH_VALUE 4D26F4254E3CC3D1 EMOTE_DISORIENTED_TARGET (entity a, entity t) { emote_disoriented_target [&EMT&$a$ finds $t$'s instructions a bit disorienting.] } // HASH_VALUE 9906DCDEC8CBE892 EMOTE_DISTRACTED_NOBODY (entity a) { emote_distracted_nobody [&EMT&$a$ gazes off into the middle distance.] } // HASH_VALUE 91BF15D97F612246 EMOTE_DISTRACTED_SELF (entity a) { emote_distracted_self [&EMT&$a$ isn't paying attention right now, can you come back later?] } // HASH_VALUE 9A2106E83F4BF786 EMOTE_DISTRACTED_TARGET (entity a, entity t) { emote_distracted_target [&EMT&$a$ is distracted by $t$.] } // HASH_VALUE 5D03A177871ED00B EMOTE_DOUBTFUL_NOBODY (entity a) { emote_doubtful_nobody [&EMT&$a$ doubts it.] } // HASH_VALUE 746C0B971DCA10ED EMOTE_DOUBTFUL_SELF (entity a) { emote_doubtful_self [&EMT&$a$ isn't quite sure about things.] } // HASH_VALUE CE03F0A3491C8329 EMOTE_DOUBTFUL_TARGET (entity a, entity t) { emote_doubtful_target [&EMT&$a$ doesn't believe $t$.] } // HASH_VALUE B778A6D007DE8780 EMOTE_DRAMATIC_NOBODY (entity a) { emote_dramatic_nobody [&EMT&$a$ strikes a pose.] } // HASH_VALUE F10219EF24B00509 EMOTE_DRAMATIC_SELF (player a) { (a.gender = male) emote_dramatic_self_m [&EMT&$a$ would make a great actor, don't you think?] (a.gender = female) emote_dramatic_self_f [&EMT&$a$ would make a great actress, don't you think?] } // HASH_VALUE CFE4F7F997887046 EMOTE_DRAMATIC_TARGET (entity a, entity t) { emote_dramatic_target [&EMT&$a$ puts on a show for $t$.] } // HASH_VALUE 661B4C276C27142B EMOTE_DREAMY_NOBODY (entity a) { emote_dreamy_nobody [&EMT&$a$ stares off into the distance.] } // HASH_VALUE 3A7FC9724074713A EMOTE_DREAMY_SELF (player a) { (a.gender = male) emote_dreamy_self_m [&EMT&$a$ has a dreamy look about him.] (a.gender = female) emote_dreamy_self_f [&EMT&$a$ has a dreamy look about her.] } // HASH_VALUE 4A403FD5B5FBA6E0 EMOTE_DREAMY_TARGET (entity a, entity t) { emote_dreamy_target [&EMT&$a$ gazes dreamily at $t$.] } // HASH_VALUE 21B787ACC6941030 EMOTE_DRUNK_NOBODY (entity a) { emote_drunk_nobody [&EMT&$a$ hiccups and gets another drink.] } // HASH_VALUE 4B2DEEBEBDDC9B2D EMOTE_DRUNK_SELF (entity a) { emote_drunk_self [&EMT&$a$ staggers around, possibly drunk.] } // HASH_VALUE 0EE52FF106D4E70F EMOTE_DRUNK_TARGET (entity a, entity t) { emote_drunk_target [&EMT&$a$ hands $t$ another drink.] } // HASH_VALUE B29B39DAB98503CB EMOTE_DUTIFUL_NOBODY (player a) { (a.gender = male) emote_dutiful_nobody_m [&EMT&$a$ will do his duty.] (a.gender = female) emote_dutiful_nobody_f [&EMT&$a$ will do her duty.] } // HASH_VALUE 07CDAC27139365D1 EMOTE_DUTIFUL_SELF (player a) { (a.gender = male) emote_dutiful_self_m [&EMT&$a$ is unswavering in dedication to his duty.] (a.gender = female) emote_dutiful_self_f [&EMT&$a$ is unswavering in dedication to her duty.] } // HASH_VALUE 2617F69E0A35CC42 EMOTE_DUTIFUL_TARGET (player a, entity t) { (a.gender = male) emote_dutiful_target_m [&EMT&$a$ follows $t$, as is his duty.] (a.gender = female) emote_dutiful_target_f [&EMT&$a$ follows $t$, as is her duty.] } // HASH_VALUE 1A05A2CFF47C2DE1 EMOTE_EAGER_NOBODY (entity a) { emote_eager_nobody [&EMT&$a$ is eager and ready!] } // HASH_VALUE 884703FC0810F54E EMOTE_EAGER_SELF (entity a) { emote_eager_self [&EMT&$a$ is self motivated.] } // HASH_VALUE 4441BCC8371ECB96 EMOTE_EAGER_TARGET (entity a, entity t) { emote_eager_target [&EMT&$a$ nods eagerly at $t$.] } // HASH_VALUE 14F1F9A3165E7601 EMOTE_EARNEST_NOBODY (entity a) { emote_earnest_nobody [&EMT&$a$ looks intent.] } // HASH_VALUE F39689DD50FDB95E EMOTE_EARNEST_SELF (entity a) { emote_earnest_self [&EMT&$a$ expresses the importance of being earnest.] } // HASH_VALUE 2F01473C31C32F15 EMOTE_EARNEST_TARGET (entity a, entity t) { emote_earnest_target [&EMT&$a$ eyes $t$ seriously.] } // HASH_VALUE F857494CEA6F9976 EMOTE_ECSTATIC_NOBODY (entity a) { emote_ecstatic_nobody [&EMT&$a$ couldn't be happier.] } // HASH_VALUE 331E3BFC6D87E8F3 EMOTE_ECSTATIC_SELF (player a) { (a.gender = male) emote_ecstatic_self_m [&EMT&$a$ is so happy with himself!] (a.gender = female) emote_ecstatic_self_f [&EMT&$a$ is so happy with herself!] } // HASH_VALUE 247FE8D6B6731733 EMOTE_ECSTATIC_TARGET (entity a, entity t) { emote_ecstatic_target [&EMT&$a$ is so very happy for $t$!] } // HASH_VALUE 92EFFD52AAD6D025 EMOTE_EGOISTIC_NOBODY (player a) { (a.gender = male) emote_egoistic_nobody_m [&EMT&$a$ watches his ego soar.] (a.gender = female) emote_egoistic_nobody_f [&EMT&$a$ watches her ego soar.] } // HASH_VALUE 8EBAAE3489A119EE EMOTE_EGOISTIC_SELF (player a) { (a.gender = male) emote_egoistic_self_m [&EMT&$a$ believes in himself, and his ego.] (a.gender = female) emote_egoistic_self_f [&EMT&$a$ believes in herself, and her ego.] } // HASH_VALUE 7201C1F39587AEE2 EMOTE_EGOISTIC_TARGET (player a, entity t) { (a.gender = male) emote_egoistic_target_m [&EMT&$a$ pumps up $t$'s ego, not that he needs it.] (a.gender = female) emote_egoistic_target_f [&EMT&$a$ pumps up $t$'s ego, not that she needs it.] } // HASH_VALUE D4905B75A768A2C5 EMOTE_EMBARRASSED_NOBODY (entity a) { emote_embarrassed_nobody [&EMT&$a$ blushes, embarassed.] } // HASH_VALUE 86EF972F68B0993B EMOTE_EMBARRASSED_SELF (player a) { (a.gender = male) emote_embarrassed_self_m [&EMT&$a$ embarasses himself.] (a.gender = female) emote_embarrassed_self_f [&EMT&$a$ embarasses herself.] } // HASH_VALUE 2410BA430812D77E EMOTE_EMBARRASSED_TARGET (entity a, entity t) { emote_embarrassed_target [&EMT&$a$ is embarrassed by $t$.] } // HASH_VALUE CD491739A324B343 EMOTE_EMOTIONAL_NOBODY (entity a) { emote_emotional_nobody [&EMT&$a$ is overcome with emotion.] } // HASH_VALUE E44E731C71C0DB63 EMOTE_EMOTIONAL_SELF (entity a) { emote_emotional_self [&EMT&$a$ could use some comfort.] } // HASH_VALUE 2CA322ABC4E9634E EMOTE_EMOTIONAL_TARGET (entity a, entity t) { emote_emotional_target [&EMT&$a$ tries to comfort $t$.] } // HASH_VALUE 7869D6CF6CA2FEB5 EMOTE_EMOTIONLESS_NOBODY (entity a) { emote_emotionless_nobody [&EMT&$a$ shows no emotion.] } // HASH_VALUE B3D5A1E3575D03FE EMOTE_EMOTIONLESS_SELF (entity a) { emote_emotionless_self [&EMT&$a$ remains emotionless. There's nothing to be said or done.] } // HASH_VALUE A5B046088A52F471 EMOTE_EMOTIONLESS_TARGET (entity a, entity t) { emote_emotionless_target [&EMT&$a$ looks vacantly at $t$.] } // HASH_VALUE 73EFF25971134D71 EMOTE_EMPHATIC_NOBODY (entity a) { emote_emphatic_nobody [&EMT&$a$ looks ready to listen.] } // HASH_VALUE 4C4582DD03216BA4 EMOTE_EMPHATIC_SELF (entity a) { emote_emphatic_self [&EMT&$a$ is willing to lend an empahatic ear, knowing how you feel.] } // HASH_VALUE 6082D1FCE33E1A3C EMOTE_EMPHATIC_TARGET (entity a, entity t) { emote_emphatic_target [&EMT&$a$ empathizes with $t$. "I know just how you feel."] } // HASH_VALUE 6D0365531B6F2416 EMOTE_ENCOURAGING_NOBODY (entity a) { emote_encouraging_nobody [&EMT&$a$ finds the situation encouraging.] } // HASH_VALUE 29D916B5D5A9E598 EMOTE_ENCOURAGING_SELF (entity a) { emote_encouraging_self [&EMT&$a$ is encouraged.] } // HASH_VALUE 05791ADBC276076E EMOTE_ENCOURAGING_TARGET (entity a, entity t) { emote_encouraging_target [&EMT&$a$ encourages $t$.] } // HASH_VALUE AE2EC3BFD1820F55 EMOTE_ENRAGED_NOBODY (entity a) { emote_enraged_nobody [&EMT&$a$ is furious, watch out.] } // HASH_VALUE 556D54998ABD6A71 EMOTE_ENRAGED_SELF (entity a) { emote_enraged_self [&EMT&$a$ fumes, enraged.] } // HASH_VALUE B4B784C55203747F EMOTE_ENRAGED_TARGET (entity a, entity t) { emote_enraged_target [&EMT&$a$ seethes with rage at $t$.] } // HASH_VALUE 0E803E1CE1948217 EMOTE_ENTHUSIASTIC_NOBODY (entity a) { emote_enthusiastic_nobody [&EMT&$a$ looks enthusiastic.] } // HASH_VALUE EDE643C889F393AD EMOTE_ENTHUSIASTIC_SELF (entity a) { emote_enthusiastic_self [&EMT&$a$ is enthusiastic.] } // HASH_VALUE 194F617832BAE658 EMOTE_ENTHUSIASTIC_TARGET (entity a, entity t) { emote_enthusiastic_target [&EMT&$a$ agrees enthusiastically with $t$.] } // HASH_VALUE B23B81A459E08328 EMOTE_ENVIOUS_NOBODY (entity a) { emote_envious_nobody [&EMT&$a$ seethes with envy.] } // HASH_VALUE ACED2C368E2E6045 EMOTE_ENVIOUS_SELF (entity a) { emote_envious_self [&EMT&$a$ is probably the envy of everyone right now.] } // HASH_VALUE 78240C32FF6DCC65 EMOTE_ENVIOUS_TARGET (entity a, entity t) { emote_envious_target [&EMT&$a$ wants to be just like you, $t$.] } // HASH_VALUE 6F313F6810E06A23 EMOTE_EVIL_NOBODY (player a) { (a.gender = male) emote_evil_nobody_m [&EMT&$a$ rubs his hands together evilly.] (a.gender = female) emote_evil_nobody_f [&EMT&$a$ rubs her hands together evilly.] } // HASH_VALUE 2D1B0F291832659E EMOTE_EVIL_SELF (player a) { (a.gender = male) emote_evil_self_m [&EMT&$a$ considers him evil.] (a.gender = female) emote_evil_self_f [&EMT&$a$ considers herself evil.] } // HASH_VALUE A1AF02343698ACEF EMOTE_EVIL_TARGET (entity a, entity t) { emote_evil_target [&EMT&$a$ grins evilly at $t$.] } // HASH_VALUE 5B6DC68A986F56D1 EMOTE_EXCITED_NOBODY (entity a) { emote_excited_nobody [&EMT&$a$ smiles, excited.] } // HASH_VALUE 536FD13BCC7E8166 EMOTE_EXCITED_SELF (entity a) { emote_excited_self [&EMT&$a$ is so excited!] } // HASH_VALUE 9C11B724F1810357 EMOTE_EXCITED_TARGET (entity a, entity t) { emote_excited_target [&EMT&$a$ gets excited at $t$.] } // HASH_VALUE F5A916E6EA752488 EMOTE_EXERCISE_NOBODY (entity a) { emote_exercise_nobody [&EMT&$a$ exercises. One, two..] } // HASH_VALUE A0BFC7180556FC41 EMOTE_EXERCISE_SELF (entity a) { emote_exercise_self [&EMT&$a$ engages in a complete workout.] } // HASH_VALUE 13148C66C7AD3C93 EMOTE_EXERCISE_TARGET (entity a, entity t) { emote_exercise_target [&EMT&$a$ encourages $t$ to exercise.] } // HASH_VALUE 7D95798ACF315143 EMOTE_EXHAUSTED_NOBODY (entity a) { emote_exhausted_nobody [&EMT&$a$ should probably take a break.] } // HASH_VALUE ACFF6CAB44E3DCA8 EMOTE_EXHAUSTED_SELF (entity a) { emote_exhausted_self [&EMT&$a$ is extremely exhausted and needs to rest.] } // HASH_VALUE 8DA07B3F943387B4 EMOTE_EXHAUSTED_TARGET (entity a, entity t) { emote_exhausted_target [&EMT&$a$ thinks $t$ is exhausted and should take a break.] } // HASH_VALUE 88ABA88FF2D67BE4 EMOTE_EXUBERANT_NOBODY (entity a) { emote_exuberant_nobody [&EMT&$a$ has happiness in abundance.] } // HASH_VALUE 2A83F580A01F03AF EMOTE_EXUBERANT_SELF (entity a) { emote_exuberant_self [&EMT&$a$ dances about, joyously unrestrained and enthusiastic.] } // HASH_VALUE BBF5794B124BF0BB EMOTE_EXUBERANT_TARGET (entity a, entity t) { emote_exuberant_target [&EMT&$a$ dances with $t$, extremely pleased.] } // HASH_VALUE 41AE32F1DFA3857F EMOTE_FAITHFUL_NOBODY (entity a) { emote_faithful_nobody [&EMT&$a$ is faithful to no one.] } // HASH_VALUE 6F1529599A8750EA EMOTE_FAITHFUL_SELF (player a) { (a.gender = male) emote_faithful_self_m [&EMT&$a$ is faithful only to himself.] (a.gender = female) emote_faithful_self_f [&EMT&$a$ is faithful only to herself.] } // HASH_VALUE 43B05087FF04DAE1 EMOTE_FAITHFUL_TARGET (entity a, entity t) { emote_faithful_target [&EMT&$a$ is faithful to $t$, and $t$ alone.] } // HASH_VALUE CC829E6E90DB07A9 EMOTE_FANATICAL_NOBODY (player a) { (a.gender = male) emote_fanatical_nobody_m [&EMT&$a$ strongly believes in what he does.] (a.gender = female) emote_fanatical_nobody_f [&EMT&$a$ strongly believes in what she does.] } // HASH_VALUE 1AFC849EB7BCDC5D EMOTE_FANATICAL_SELF (entity a) { emote_fanatical_self [&EMT&$a$ is a homin with a cause. To the death!] } // HASH_VALUE 653AC7049EFE5612 EMOTE_FANATICAL_TARGET (entity a, entity t) { emote_fanatical_target [&EMT&$a$ has unswerving devotion to $t$, and $t$ alone.] } // HASH_VALUE DA8EFC77277C56DF EMOTE_FASTIDIOUS_NOBODY (entity a) { emote_fastidious_nobody [&EMT&$a$ fastidiously makes sure everything is in its place.] } // HASH_VALUE 4E6DAD38F0153C17 EMOTE_FASTIDIOUS_SELF (player a) { (a.gender = male) emote_fastidious_self_m [&EMT&$a$ brushes himself off.] (a.gender = female) emote_fastidious_self_f [&EMT&$a$ brushes herself off.] } // HASH_VALUE 6E6BC4A3C3534A27 EMOTE_FASTIDIOUS_TARGET (entity a, entity t) { emote_fastidious_target [&EMT&$a$ fastidiously brushes a bit of dirt off $t$.] } // HASH_VALUE 6F09806C5645F0A4 EMOTE_FBT_NOBODY (entity a) { emote_fbt_nobody [&EMT&$a$ demonstrates the art of the Elders of Atys.] } // HASH_VALUE ED0ABCACA2607BBE EMOTE_FBT_SELF (entity a) { emote_fbt_self [&EMT&$a$ practices the art of the Elders of Atys.] } // HASH_VALUE 271C647C66C6E0CB EMOTE_FBT_TARGET (entity a, entity t) { emote_fbt_target [&EMT&$a$ shows $t$ the art of the Elders of Atys.] } // HASH_VALUE 9EAF26613C1E9DF7 EMOTE_FEARFUL_NOBODY (entity a) { emote_fearful_nobody [&EMT&$a$ looks around, eyes wide with fear.] } // HASH_VALUE C8601840C7116169 EMOTE_FEARFUL_SELF (player a) { (a.gender = male) emote_fearful_self_m [&EMT&$a$ fears no one but possibly himself.] (a.gender = female) emote_fearful_self_f [&EMT&$a$ fears no one but possibly herself.] } // HASH_VALUE AAB9FA6B571021A3 EMOTE_FEARFUL_TARGET (entity a, entity t) { emote_fearful_target [&EMT&$a$ fears $t$.] } // HASH_VALUE 1E53D4F9FFE6F46A EMOTE_FIRM_NOBODY (entity a) { emote_firm_nobody [&EMT&$a$ stands firm.] } // HASH_VALUE 125FCA4EDE6621FE EMOTE_FIRM_SELF (entity a) { emote_firm_self [&EMT&$a$ is unbending.] } // HASH_VALUE 4FB037A1714577F3 EMOTE_FIRM_TARGET (entity a, entity t) { emote_firm_target [&EMT&$a$ is firm on this, $t$.] } // HASH_VALUE B8DE73032251CF12 EMOTE_FORGIVE_NOBODY (entity a) { emote_forgive_nobody [&EMT&$a$ is in a forgiving mood.] } // HASH_VALUE 20F8F5A9E33A86E4 EMOTE_FORGIVE_SELF (entity a) { emote_forgive_self [&EMT&$a$ decides to act first, and ask for forgiveness later.] } // HASH_VALUE F05B376B56902AFC EMOTE_FORGIVE_TARGET (entity a, entity t) { emote_forgive_target [&EMT&$a$ forgives $t$.] } // HASH_VALUE 1ED5D03B04B123CD EMOTE_FRATERNAL_NOBODY (entity a) { emote_fraternal_nobody [&EMT&$a$ considers everyone here family.] } // HASH_VALUE EBB589BD2F9D99F4 EMOTE_FRATERNAL_SELF (entity a) { emote_fraternal_self [&EMT&$a$ is glad to be treated like family here.] } // HASH_VALUE 86B4A81A9924FF39 EMOTE_FRATERNAL_TARGET (entity a, entity t) { emote_fraternal_target [&EMT&$a$ considers $t$ like a brother.] } // HASH_VALUE D1BF220132F465CC EMOTE_FRIENDLY_NOBODY (entity a) { emote_friendly_nobody [&EMT&$a$ is friendly to everyone.] } // HASH_VALUE 174A57FBA3B173C0 EMOTE_FRIENDLY_SELF (entity a) { emote_friendly_self [&EMT&$a$ is considered friendly.] } // HASH_VALUE 6F5FE7FC20466836 EMOTE_FRIENDLY_TARGET (entity a, entity t) { emote_friendly_target [&EMT&$a$ is friendly to $t$.] } // HASH_VALUE C30A602A5364A30C EMOTE_FRUSTRATED_NOBODY (entity a) { emote_frustrated_nobody [&EMT&$a$ is visibly frustrated.] } // HASH_VALUE DFE504194A6C620B EMOTE_FRUSTRATED_SELF (player a) { (a.gender = male) emote_frustrated_self_m [&EMT&$a$ is frustrated with himself.] (a.gender = female) emote_frustrated_self_f [&EMT&$a$ is frustrated with herself.] } // HASH_VALUE 860B722CC9030CA6 EMOTE_FRUSTRATED_TARGET (entity a, entity t) { emote_frustrated_target [&EMT&$a$ is frustrated with $t$. Grrr.] } // HASH_VALUE 563A211D000CCE68 EMOTE_FUNNY_NOBODY (entity a) { emote_funny_nobody [&EMT&$a$ tells a joke.] } // HASH_VALUE 33F78744794F76AE EMOTE_FUNNY_SELF (player a) { (a.gender = male) emote_funny_self_m [&EMT&$a$ laughs at himself.] (a.gender = female) emote_funny_self_f [&EMT&$a$ laughs at herself.] } // HASH_VALUE CD3B83D8698E8764 EMOTE_FUNNY_TARGET (entity a, player t) { (a.gender = male) emote_funny_target_m [&EMT&$a$ tells $t$ how funny he is.] (a.gender = female) emote_funny_target_f [&EMT&$a$ tells $t$ how funny she is.] } // HASH_VALUE 3C5A0232B125ED70 EMOTE_GENEROUS_NOBODY (entity a) { emote_generous_nobody [&EMT&$a$ shares with everyone!] } // HASH_VALUE 3B5B1AEAA4557FB2 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…] } // HASH_VALUE 60F90F81F7BA759C EMOTE_GENEROUS_TARGET (entity a, entity t) { emote_generous_target [&EMT&$a$ shares generously with $t$.] } // HASH_VALUE AEA08D1608208A59 EMOTE_GIMME5_NOBODY (entity a) { emote_gimme5_nobody [&EMT&$a$ says, "Gimme 5!"] } // HASH_VALUE 0CA140C2A51FB40E EMOTE_GIMME5_SELF (player a) { (a.gender = male) emote_gimme5_self_m [&EMT&$a$ wonders if giving himself a high-five results in a clapping sound.] (a.gender = female) emote_gimme5_self_f [&EMT&$a$ wonders if giving herself a high-five results in a clapping sound.] } // HASH_VALUE 4994FE0DF872B9DF EMOTE_GIMME5_TARGET (entity a, entity t) { emote_gimme5_target [&EMT&$a$ gives $t$ a high-five.] } // HASH_VALUE 8162C16DCC7FCA58 EMOTE_GLOOMY_NOBODY (entity a) { emote_gloomy_nobody [&EMT&$a$ looks gloomy.] } // HASH_VALUE 697184C64DD76AE3 EMOTE_GLOOMY_SELF (entity a) { emote_gloomy_self [&EMT&$a$ mutters something about doom, gloom, and certain destruction.] } // HASH_VALUE E4BA41B1E1C029BD EMOTE_GLOOMY_TARGET (entity a, entity t) { emote_gloomy_target [&EMT&$a$ mopes at $t$.] } // HASH_VALUE CA16A244D30446C6 EMOTE_GOOFY_NOBODY (entity a) { emote_goofy_nobody [&EMT&$a$ lets out a goofy laugh.] } // HASH_VALUE A677EE22D5BEDF9E EMOTE_GOOFY_SELF (entity a) { emote_goofy_self [&EMT&$a$ acts pretty goofy sometimes. This is one of those times.] } // HASH_VALUE 1F05CAF9F68848DE EMOTE_GOOFY_TARGET (entity a, entity t) { emote_goofy_target [&EMT&$a$ smiles goofily at $t$.] } // HASH_VALUE 2EA36895562F67D4 EMOTE_GREAT_NOBODY (entity a) { emote_great_nobody [&EMT&$a$ grins. This is great!] } // HASH_VALUE C19165E9EE9D2548 EMOTE_GREAT_SELF (entity a) { emote_great_self [&EMT&$a$ is great. You?] } // HASH_VALUE CAAB77D928BE635C EMOTE_GREAT_TARGET (entity a, player t) { (t.gender = male) emote_great_target_m [&EMT&$a$ tells $t$ how great he is.] (t.gender = female) emote_great_target_f [&EMT&$a$ tells $t$ how great she is.] } // HASH_VALUE 5A42E4476DC92171 EMOTE_GRIN_NOBODY (entity a) { emote_grin_nobody [&EMT&$a$ grins widely.] } // HASH_VALUE 7B9B76BDCA404EE3 EMOTE_GRIN_SELF (entity a) { emote_grin_self [&EMT&$a$ grins for nothing, making everyone wonder.] } // HASH_VALUE 99286D4456D7BA82 EMOTE_GRIN_TARGET (entity a, entity t) { emote_grin_target [&EMT&$a$ grins at $t$.] } // HASH_VALUE 6EC1EBAE4D00A657 EMOTE_GRUMPY_NOBODY (entity a) { emote_grumpy_nobody [&EMT&$a$ scowls, grumpy.] } // HASH_VALUE A02E931B01A980EB EMOTE_GRUMPY_SELF (entity a) { emote_grumpy_self [&EMT&$a$ isn't in a great mood. Are you sure you want to proceed?] } // HASH_VALUE C34BBA66A1A5DD7F EMOTE_GRUMPY_TARGET (entity a, entity t) { emote_grumpy_target [&EMT&$a$ grumps at $t$.] } // HASH_VALUE 663F062FDEF9F5E1 EMOTE_GUILTY_NOBODY (entity a) { emote_guilty_nobody [&EMT&$a$ did it.] } // HASH_VALUE 968B719494DCB983 EMOTE_GUILTY_SELF (entity a) { emote_guilty_self [&EMT&$a$ confesses. "I did it."] } // HASH_VALUE 7C7A8AD41086AD3E EMOTE_GUILTY_TARGET (entity a, entity t) { emote_guilty_target [&EMT&$a$ looks guilty at $t$.] } // HASH_VALUE 84CF656FEC96F007 EMOTE_HAPPY_NOBODY (entity a) { emote_happy_nobody [&EMT&$a$ is happy.] } // HASH_VALUE BA808C337EA6431E EMOTE_HAPPY_SELF (player a) { (a.gender = male) emote_happy_self_m [&EMT&$a$ looks very happy with himself.] (a.gender = female) emote_happy_self_f [&EMT&$a$ looks very happy with herself.] } // HASH_VALUE CBAFC18BDD57CAB3 EMOTE_HAPPY_TARGET (entity a, entity t) { emote_happy_target [&EMT&$a$ is happy for $t$.] } // HASH_VALUE 703869E2BE460B67 EMOTE_HARDSILENCE_NOBODY (entity a) { emote_hardsilence_nobody [&EMT&$a$ gazes around in stony silence.] } // HASH_VALUE DE16F29F72B6AC2E EMOTE_HARDSILENCE_SELF (entity a) { emote_hardsilence_self [&EMT&$a$ is finding it hard to be silent.] } // HASH_VALUE C0DD61BC9E973426 EMOTE_HARDSILENCE_TARGET (entity a, entity t) { emote_hardsilence_target [&EMT&$a$ is giving $t$ the silent treatment.] } // HASH_VALUE F45C3114B645DBD8 EMOTE_HAUGHTY_NOBODY (entity a) { emote_haughty_nobody [&EMT&$a$ puts on haughty airs.] } // HASH_VALUE 4FA73443E74C023F EMOTE_HAUGHTY_SELF (player a) { (a.gender = male) emote_haughty_self_m [&EMT&$a$ isn't going to lower himself to your level.] (a.gender = female) emote_haughty_self_f [&EMT&$a$ isn't going to lower herself to your level.] } // HASH_VALUE 231A304BFE0AC0BC EMOTE_HAUGHTY_TARGET (player a, entity t) { (a.gender = male) emote_haughty_target_m [&EMT&$a$ puts his nose up at $t$.] (a.gender = female) emote_haughty_target_f [&EMT&$a$ puts her nose up at $t$.] } // HASH_VALUE AE0A57FD4A761B10 EMOTE_HELPFUL_NOBODY (entity a) { emote_helpful_nobody [&EMT&$a$ is here to be helpful.] } // HASH_VALUE 33638E968B7E8254 EMOTE_HELPFUL_SELF (player a) { (a.gender = male) emote_helpful_self_m [&EMT&$a$ helps himself.] (a.gender = female) emote_helpful_self_f [&EMT&$a$ helps herself.] } // HASH_VALUE 619C184790089377 EMOTE_HELPFUL_TARGET (entity a, entity t) { emote_helpful_target [&EMT&$a$ tries to be helpful to $t$.] } // HASH_VALUE C0794B1161666271 EMOTE_HEROIC_NOBODY (entity a) { emote_heroic_nobody [&EMT&$a$ strikes a heroic pose.] } // HASH_VALUE D6C7323DCE08EAA6 EMOTE_HEROIC_SELF (player a) { (a.gender = male) emote_heroic_self_m [&EMT&$a$ rescues himself, true hero style.] (a.gender = female) emote_heroic_self_f [&EMT&$a$ rescues herself, true hero style.] } // HASH_VALUE C0C107C17AEB10D9 EMOTE_HEROIC_TARGET (entity a, entity t) { emote_heroic_target [&EMT&$a$ claims $t$ is a hero.] } // HASH_VALUE BDBDC3383DC25015 EMOTE_HIHA_NOBODY (entity a) { emote_hiha_nobody [&EMT&$a$ says hi.] } // HASH_VALUE 7DF49257553250D5 EMOTE_HIHA_SELF (entity a) { emote_hiha_self [&EMT&$a$ waves. Hiya!] } // HASH_VALUE 37B49ED04FEEB718 EMOTE_HIHA_TARGET (entity a, entity t) { emote_hiha_target [&EMT&$a$ says to $t$, "Hi! How are you?"] } // HASH_VALUE 01326186C5F01B3F EMOTE_HONEST_NOBODY (entity a) { emote_honest_nobody [&EMT&$a$ is honest, trustworthy and true.] } // HASH_VALUE FED32763C0796FE5 EMOTE_HONEST_SELF (player a) { (a.gender = male) emote_honest_self_m [&EMT&$a$ is always honest with himself.] (a.gender = female) emote_honest_self_f [&EMT&$a$ is always honest with herself.] } // HASH_VALUE 81985A0D6DCAF418 EMOTE_HONEST_TARGET (entity a, entity t) { emote_honest_target [&EMT&$a$ has been nothing but honest with $t$.] } // HASH_VALUE 94060D2AB63F6EF1 EMOTE_HOPEFUL_NOBODY (entity a) { emote_hopeful_nobody [&EMT&$a$ is hopeful.] } // HASH_VALUE D243AA968B699E75 EMOTE_HOPEFUL_SELF (entity a) { emote_hopeful_self [&EMT&$a$ holds on to hope.] } // HASH_VALUE 9FD2732244C1CF33 EMOTE_HOPEFUL_TARGET (entity a, entity t) { emote_hopeful_target [&EMT&$a$ looks hopefully at $t$.] } // HASH_VALUE 1C215CD5954DE809 EMOTE_HOPELESS_NOBODY (entity a) { emote_hopeless_nobody [&EMT&$a$ has no hope.] } // HASH_VALUE 8D52C0A49F704F70 EMOTE_HOPELESS_SELF (entity a) { emote_hopeless_self [&EMT&$a$ wails. Things are doomed, it's hopeless!] } // HASH_VALUE 1CB39315DEC9249F EMOTE_HOPELESS_TARGET (entity a, entity t) { emote_hopeless_target [&EMT&$a$ thinks $t$ is hopeless.] } // HASH_VALUE 52384AD816C6B3CB EMOTE_HUMBLE_NOBODY (entity a) { emote_humble_nobody [&EMT&$a$ looks about modestly.] } // HASH_VALUE 5C7F82AB5BC65446 EMOTE_HUMBLE_SELF (player a) { (a.gender = male) emote_humble_self_m [&EMT&$a$ is too humble to say how modest he is.] (a.gender = female) emote_humble_self_f [&EMT&$a$ is too humble to say how modest she is.] } // HASH_VALUE C83123AA48B2923E EMOTE_HUMBLE_TARGET (entity a, entity t) { emote_humble_target [&EMT&$a$ has been unquestionably humbled by $t$.] } // HASH_VALUE DB96369C57974AB4 EMOTE_HUNGRY_NOBODY (entity a) { emote_hungry_nobody [&EMT&$a$ could use some food.] } // HASH_VALUE 6A0A46DB2C500268 EMOTE_HUNGRY_SELF (player a) { (a.gender = male) emote_hungry_self_m [&EMT&$a$ is hungry enough to eat his equipment.] (a.gender = female) emote_hungry_self_f [&EMT&$a$ is hungry enough to eat her equipment.] } // HASH_VALUE D5B0521DE9068E93 EMOTE_HUNGRY_TARGET (entity a, entity t) { emote_hungry_target [&EMT&$a$ looks at $t$ like lunch.] } // HASH_VALUE DD351F76D3937CA8 EMOTE_HURRIED_NOBODY (entity a) { emote_hurried_nobody [&EMT&$a$ moves around in a hurried state.] } // HASH_VALUE EEE4BEED8F9FCDE4 EMOTE_HURRIED_SELF (entity a) { emote_hurried_self [&EMT&$a$ is already hurrying.] } // HASH_VALUE 55D92CB18E278CCA EMOTE_HURRIED_TARGET (entity a, entity t) { emote_hurried_target [&EMT&$a$ is fairly hurried as is, $t$.] } // HASH_VALUE 4847A713449367E9 EMOTE_HURRY_NOBODY (entity a) { emote_hurry_nobody [&EMT&$a$ doesn't have time to waste.] } // HASH_VALUE 5DB4A8D341CEEE35 EMOTE_HURRY_SELF (entity a) { emote_hurry_self [&EMT&$a$ hurries up, since people are waiting.] } // HASH_VALUE 5315DDBD4CAEC7D0 EMOTE_HURRY_TARGET (entity a, entity t) { emote_hurry_target [&EMT&$a$ asks $t$ to hurry up.] } // HASH_VALUE F1033032D4AF77AF EMOTE_HYSTERICAL_NOBODY (entity a) { emote_hysterical_nobody [&EMT&$a$ laughs hysterically.] } // HASH_VALUE FD640E30DFF4A19F EMOTE_HYSTERICAL_SELF (entity a) { emote_hysterical_self [&EMT&$a$ goes into hysterics.] } // HASH_VALUE BFEEA82AEE1942DB EMOTE_HYSTERICAL_TARGET (entity a, entity t) { emote_hysterical_target [&EMT&$a$ slaps $t$, who has become hysterical.] } // HASH_VALUE 50E165CFD0082D6E EMOTE_IMPLORING_NOBODY (entity a) { emote_imploring_nobody [&EMT&$a$ is begging.] } // HASH_VALUE 76DE67CE5E116317 EMOTE_IMPLORING_SELF (entity a) { emote_imploring_self [&EMT&$a$ isn't too proud to beg.] } // HASH_VALUE EC74435A820F465E EMOTE_IMPLORING_TARGET (entity a, entity t) { emote_imploring_target [&EMT&$a$ implores $t$ to stop.] } // HASH_VALUE D2AFAC7A59C99310 EMOTE_INDIFFERENT_NOBODY (entity a) { emote_indifferent_nobody [&EMT&$a$ shrugs, indifferently.] } // HASH_VALUE 5898E6CB5679D97B EMOTE_INDIFFERENT_SELF (entity a) { emote_indifferent_self [&EMT&$a$ is impartial.] } // HASH_VALUE 4F04E5C8ED3D631A EMOTE_INDIFFERENT_TARGET (entity a, entity t) { emote_indifferent_target [&EMT&$a$ tells $t$ things are neither good nor bad.] } // HASH_VALUE C22E50630A058600 EMOTE_INDIGNANT_NOBODY (entity a) { emote_indignant_nobody [&EMT&$a$ storms around indignantly.] } // HASH_VALUE B06304184A5BC37D EMOTE_INDIGNANT_SELF (entity a) { emote_indignant_self [&EMT&$a$ became indignant at the topic.] } // HASH_VALUE 0418C14069ADCC80 EMOTE_INDIGNANT_TARGET (entity a, entity t) { emote_indignant_target [&EMT&$a$ can't believe you said that, $t$.] } // HASH_VALUE 66178333AD20C9DB EMOTE_INDULGENT_NOBODY (entity a) { emote_indulgent_nobody [&EMT&$a$ smiles indulgently.] } // HASH_VALUE 669BD29D940F0D70 EMOTE_INDULGENT_SELF (entity a) { emote_indulgent_self [&EMT&$a$ indulges grandly.] } // HASH_VALUE 4694D42099BDD4DC EMOTE_INDULGENT_TARGET (entity a, entity t) { emote_indulgent_target [&EMT&$a$ indulges $t$, because its fun.] } // HASH_VALUE DC91A98F58CDD853 EMOTE_INNOCENT_NOBODY (entity a) { emote_innocent_nobody [&EMT&$a$ is innocent.] } // HASH_VALUE 7179C7CA5B7523BD EMOTE_INNOCENT_SELF (player a) { (a.gender = male) emote_innocent_self_m [&EMT&$a$ adjusts his halo.] (a.gender = female) emote_innocent_self_f [&EMT&$a$ adjusts her halo.] } // HASH_VALUE CEC7A3B97EA1E04C EMOTE_INNOCENT_TARGET (entity a, entity t) { emote_innocent_target [&EMT&$a$ looks at $t$ innocently.] } // HASH_VALUE AA285A3B9C5361CF EMOTE_INSECURE_NOBODY (entity a) { emote_insecure_nobody [&EMT&$a$ could use assurance.] } // HASH_VALUE 8CC0843F379CD727 EMOTE_INSECURE_SELF (player a) { (a.gender = male) emote_insecure_self_m [&EMT&$a$ isn't too sure about himself.] (a.gender = female) emote_insecure_self_f [&EMT&$a$ isn't too sure about herself.] } // HASH_VALUE 6A1E13C907C32CBA EMOTE_INSECURE_TARGET (entity a, entity t) { emote_insecure_target [&EMT&$a$ feels so insecure around $t$.] } // HASH_VALUE 7532B327D5047773 EMOTE_INTERESTED_NOBODY (entity a) { emote_interested_nobody [&EMT&$a$ pays full attention.] } // HASH_VALUE 82FCF05A8A679609 EMOTE_INTERESTED_SELF (player a) { (a.gender = male) emote_interested_self_m [&EMT&$a$ is interested in himself.] (a.gender = female) emote_interested_self_f [&EMT&$a$ is interested in herself.] } // HASH_VALUE 92B57C7D901A7A43 EMOTE_INTERESTED_TARGET (entity a, entity t) { emote_interested_target [&EMT&$a$ is interested in what $t$ has to say.] } // HASH_VALUE 4FFD4F14687DDC8A EMOTE_JEALOUS_NOBODY (entity a) { emote_jealous_nobody [&EMT&$a$ is deep green with jealousy.] } // HASH_VALUE 3723D67948AF5EE9 EMOTE_JEALOUS_SELF (entity a) { emote_jealous_self [&EMT&$a$ burns with jealousy.] } // HASH_VALUE 3F2E75F07577D20D EMOTE_JEALOUS_TARGET (entity a, entity t) { emote_jealous_target [&EMT&$a$ is jealous of $t$.] } // HASH_VALUE C6854EEC9F6737C3 EMOTE_JOYFUL_NOBODY (entity a) { emote_joyful_nobody [&EMT&$a$ makes a joyful noise.] } // HASH_VALUE B6764DB35900E980 EMOTE_JOYFUL_SELF (entity a) { emote_joyful_self [&EMT&$a$ is overcome with joy.] } // HASH_VALUE 8C8D06C940769645 EMOTE_JOYFUL_TARGET (entity a, entity t) { emote_joyful_target [&EMT&$a$ is overjoyed for $t$.] } // HASH_VALUE 525B6113ECE24EB0 EMOTE_KIND_NOBODY (entity a) { emote_kind_nobody [&EMT&$a$ is kind to everyone. Why not?] } // HASH_VALUE 94FF8883E55122CB EMOTE_KIND_SELF (entity a) { emote_kind_self [&EMT&$a$ remembers kindness starts with being kind to yourself.] } // HASH_VALUE F17A16B3F11D5FF7 EMOTE_KIND_TARGET (entity a, entity t) { emote_kind_target [&EMT&$a$ smiles kindly at $t$.] } // HASH_VALUE D862EB5405BD1180 EMOTE_LAZY_NOBODY (entity a) { emote_lazy_nobody [&EMT&$a$ lounges about.] } // HASH_VALUE 937241B7F06B0CE5 EMOTE_LAZY_SELF (entity a) { emote_lazy_self [&EMT&$a$ is being lazy at the moment, try later.] } // HASH_VALUE 5C470E9525866682 EMOTE_LAZY_TARGET (entity a, entity t) { emote_lazy_target [&EMT&$a$ calls $t$ lazy.] } // HASH_VALUE D5F8A6C381EED45D EMOTE_LOATHING_NOBODY (entity a) { emote_loathing_nobody [&EMT&$a$ hates you all.] } // HASH_VALUE D5DE4BF5455507B8 EMOTE_LOATHING_SELF (player a) { (a.gender = male) emote_loathing_self_m [&EMT&$a$ can't stand himself.] (a.gender = female) emote_loathing_self_f [&EMT&$a$ can't stand herself.] } // HASH_VALUE 49D61FAF16EB979F EMOTE_LOATHING_TARGET (entity a, entity t) { emote_loathing_target [&EMT&$a$ regards $t$ with utter contempt and loathing.] } // HASH_VALUE 862963ACF310C3CE EMOTE_LOGICAL_NOBODY (entity a) { emote_logical_nobody [&EMT&$a$ looks for the logic here.] } // HASH_VALUE C1B118ED77153D7A EMOTE_LOGICAL_SELF (player a) { (a.gender = male) emote_logical_self_m [&EMT&$a$ makes perfect and logical sense to himself.] (a.gender = female) emote_logical_self_f [&EMT&$a$ makes perfect and logical sense to herself.] } // HASH_VALUE 038B752F4E88236E EMOTE_LOGICAL_TARGET (entity a, entity t) { emote_logical_target [&EMT&$a$ finds $t$ to be very logical.] } // HASH_VALUE 1A17130AA29842B4 EMOTE_LONELY_NOBODY (entity a) { emote_lonely_nobody [&EMT&$a$ could use some company.] } // HASH_VALUE 33BB779A1EE257C7 EMOTE_LONELY_SELF (player a) { (a.gender = male) emote_lonely_self_m [&EMT&$a$ is so lonely he is talking to himself.] (a.gender = female) emote_lonely_self_f [&EMT&$a$ is so lonely she is talking to herself.] } // HASH_VALUE D8C00784D38C6B0E EMOTE_LONELY_TARGET (entity a, entity t) { emote_lonely_target [&EMT&$a$ keeps $t$ from being lonely.] } // HASH_VALUE 2338B5BBC748C1D5 EMOTE_LOUD_NOBODY (entity a) { emote_loud_nobody [&EMT&$a$ gets loud and proud.] } // HASH_VALUE DC298F89FBBDF1F5 EMOTE_LOUD_SELF (entity a) { emote_loud_self [&EMT&$a$ pumps up the volume.] } // HASH_VALUE 0B102E6AAF1F48FA EMOTE_LOUD_TARGET (entity a, entity t) { emote_loud_target [&EMT&$a$ says $t$ is too loud.] } // HASH_VALUE 9A83D849ACE628EA EMOTE_LOVE_NOBODY (entity a) { emote_love_nobody [&EMT&$a$ is in love.] } // HASH_VALUE 921165F61C259014 EMOTE_LOVE_SELF (entity a) { emote_love_self [&EMT&$a$ checks a mirror. Perfectly loveable.] } // HASH_VALUE 5725611B0B61D68B EMOTE_LOVE_TARGET (entity a, entity t) { emote_love_target [&EMT&$a$ loves $t$.] } // HASH_VALUE E7855769673F0A95 EMOTE_LOYAL_NOBODY (entity a) { emote_loyal_nobody [&EMT&$a$ is loyal, brave and true.] } // HASH_VALUE A4E73C31199F67C8 EMOTE_LOYAL_SELF (player a) { (a.gender = male) emote_loyal_self_m [&EMT&$a$ is loyal to no one but himself.] (a.gender = female) emote_loyal_self_f [&EMT&$a$ is loyal to no one but herself.] } // HASH_VALUE 34FB1D6B7D29C398 EMOTE_LOYAL_TARGET (entity a, entity t) { emote_loyal_target [&EMT&$a$ is 100% loyal to $t$.] } // HASH_VALUE C4652CDC42CB87D3 EMOTE_LUSTFUL_NOBODY (player a) { (a.gender = male) emote_lustful_nobody_m [&EMT&$a$ has a lusty look about him.] (a.gender = female) emote_lustful_nobody_f [&EMT&$a$ has a lusty look about her.] } // HASH_VALUE 2ED4FD344ED5861C EMOTE_LUSTFUL_SELF (player a) { (a.gender = male) emote_lustful_self_m [&EMT&$a$ lusts after himself, which helps his ego.] (a.gender = female) emote_lustful_self_f [&EMT&$a$ lusts after herself, which helps her ego.] } // HASH_VALUE AE497AEEF101DD5B EMOTE_LUSTFUL_TARGET (entity a, entity t) { emote_lustful_target [&EMT&$a$ gives $t$ a look up and down of pure lust.] } // HASH_VALUE 7D9A42513C6831FE EMOTE_MALEVOLENT_NOBODY (entity a) { emote_malevolent_nobody [&EMT&$a$ carries an expression of intense hatred.] } // HASH_VALUE 54FF6ED0AF8EEA18 EMOTE_MALEVOLENT_SELF (entity a) { emote_malevolent_self [&EMT&$a$ is quite capable of evil.] } // HASH_VALUE 2EC4726F656F1F87 EMOTE_MALEVOLENT_TARGET (entity a, entity t) { emote_malevolent_target [&EMT&$a$ studies $t$ malevolently.] } // HASH_VALUE 882E102858B0B5F7 EMOTE_MALICIOUS_NOBODY (entity a) { emote_malicious_nobody [&EMT&$a$ seeks to cause trouble.] } // HASH_VALUE 4ED9978BB29DB5B0 EMOTE_MALICIOUS_SELF (entity a) { emote_malicious_self [&EMT&$a$ really means to be that malicious.] } // HASH_VALUE D922685EFD9534A0 EMOTE_MALICIOUS_TARGET (entity a, entity t) { emote_malicious_target [&EMT&$a$ taunts $t$ maliciously.] } // HASH_VALUE DC32D4352A0650EA EMOTE_MEAN_NOBODY (entity a) { emote_mean_nobody [&EMT&$a$ is so mean.] } // HASH_VALUE 783B1C2292AB835D EMOTE_MEAN_SELF (entity a) { emote_mean_self [&EMT&$a$ is the meanest homin around.] } // HASH_VALUE 845ACE8216FEEBD8 EMOTE_MEAN_TARGET (entity a, entity t) { emote_mean_target [&EMT&$a$ is mean to $t$.] } // HASH_VALUE F0E4C727CB805A40 EMOTE_MEGALOMANIAC_NOBODY (entity a) { emote_megalomaniac_nobody [&EMT&$a$ is the best, without doubt.] } // HASH_VALUE F35986958D534D76 EMOTE_MEGALOMANIAC_SELF (entity a) { emote_megalomaniac_self [&EMT&$a$ says, "I'm just the best. No doubt about it."] } // HASH_VALUE 7AF66891EE749919 EMOTE_MEGALOMANIAC_TARGET (entity a, entity t) { emote_megalomaniac_target [&EMT&$a$ claims $t$ is a megalomaniac.] } // HASH_VALUE 1D61898BD81DD04E EMOTE_MERCIFUL_NOBODY (entity a) { emote_merciful_nobody [&EMT&$a$ is merciful.] } // HASH_VALUE 6D8A330C9133A84E EMOTE_MERCIFUL_SELF (player a) { (a.gender = male) emote_merciful_self_m [&EMT&$a$ takes mercy on himself.] (a.gender = female) emote_merciful_self_f [&EMT&$a$ takes mercy on herself.] } // HASH_VALUE 63D88FBEB1C32359 EMOTE_MERCIFUL_TARGET (entity a, entity t) { emote_merciful_target [&EMT&$a$ shows $t$ some mercy.] } // HASH_VALUE 2F616BCEAD73DEA8 EMOTE_MISCHIEVOUS_NOBODY (entity a) { emote_mischievous_nobody [&EMT&$a$ is up to something.] } // HASH_VALUE 25AFBC0DCC89A41B EMOTE_MISCHIEVOUS_SELF (entity a) { emote_mischievous_self [&EMT&$a$ has trouble in mind, and a plan at hand.] } // HASH_VALUE 6978C34BA8D2A6F9 EMOTE_MISCHIEVOUS_TARGET (entity a, entity t) { emote_mischievous_target [&EMT&$a$ smiles mischieviously at $t$.] } // HASH_VALUE 667468230E365FA1 EMOTE_MOCKING_NOBODY (player a) { (a.gender = male) emote_mocking_nobody_m [&EMT&$a$ mocks the people around him.] (a.gender = female) emote_mocking_nobody_f [&EMT&$a$ mocks the people around her.] } // HASH_VALUE AF759DD127469B95 EMOTE_MOCKING_SELF (player a) { (a.gender = male) emote_mocking_self_m [&EMT&$a$ mocks himself, doing a perfect imitation.] (a.gender = female) emote_mocking_self_f [&EMT&$a$ mocks herself, doing a perfect imitation.] } // HASH_VALUE 97445E83D5447327 EMOTE_MOCKING_TARGET (entity a, player t) { (t.gender = male) emote_mocking_target_m [&EMT&$a$ starts mocking $t$, doing everything he does.] (t.gender = female) emote_mocking_target_f [&EMT&$a$ starts mocking $t$, doing everything she does.] } // HASH_VALUE 34572E9E541F7E25 EMOTE_NERVOUS_NOBODY (entity a) { emote_nervous_nobody [&EMT&$a$ paces nervously.] } // HASH_VALUE 504A631227833777 EMOTE_NERVOUS_SELF (player a) { (a.gender = male) emote_nervous_self_m [&EMT&$a$ makes himself nervous.] (a.gender = female) emote_nervous_self_f [&EMT&$a$ makes herself nervous.] } // HASH_VALUE 076EE25B52EBC451 EMOTE_NERVOUS_TARGET (player a, player t) { (a.gender = male & t.gender = male) emote_nervous_target_mm [&EMT&$a$ tells $t$ he is making him nervous.] (a.gender = male & t.gender = female) emote_nervous_target_mf [&EMT&$a$ tells $t$ she is making him nervous.] (a.gender = female & t.gender = male) emote_nervous_target_fm [&EMT&$a$ tells $t$ he is making her nervous.] (a.gender = female & t.gender = female) emote_nervous_target_ff [&EMT&$a$ tells $t$ she is making her nervous.] } // HASH_VALUE 53172135349F1EFD EMOTE_NEUTRAL_NOBODY (entity a) { emote_neutral_nobody [&EMT&$a$ is neutral.] } // HASH_VALUE B5CCCA0A2375DACF EMOTE_NEUTRAL_SELF (entity a) { emote_neutral_self [&EMT&$a$ refuses to take sides.] } // HASH_VALUE B867755E5DCC6CBC EMOTE_NEUTRAL_TARGET (entity a, entity t) { emote_neutral_target [&EMT&$a$ is neutral in this matter, $t$.] } // HASH_VALUE 411CD32FFBB63CBC EMOTE_NICE_NOBODY (entity a) { emote_nice_nobody [&EMT&$a$ is nice.] } // HASH_VALUE D114802D2CD6D73F EMOTE_NICE_SELF (player a) { (a.gender = male) emote_nice_self_m [&EMT&$a$ is one of the nicest homins he knows.] (a.gender = female) emote_nice_self_f [&EMT&$a$ is one of the nicest homins she knows.] } // HASH_VALUE B9306AC3842AD85F EMOTE_NICE_TARGET (entity a, player t) { (t.gender = male) emote_nice_target_m [&EMT&$a$ tells $t$ how nice he is.] (t.gender = female) emote_nice_target_f [&EMT&$a$ tells $t$ how nice she is.] } // HASH_VALUE B96FBE4C4C206205 EMOTE_NOCLUE_NOBODY (entity a) { emote_noclue_nobody [&EMT&$a$ hasn't a clue.] } // HASH_VALUE DBD4E81C03460C1F EMOTE_NOCLUE_SELF (entity a) { emote_noclue_self [&EMT&$a$ is clueless.] } // HASH_VALUE 111CB050EC941B9C EMOTE_NOCLUE_TARGET (player a, entity t) { (a.gender = male) emote_noclue_target_m [&EMT&$a$ shrugs at $t$, because he has no clue.] (a.gender = female) emote_noclue_target_f [&EMT&$a$ shrugs at $t$, because she has no clue.] } // HASH_VALUE 015CAE8A7AF1425F EMOTE_NONE_NOBODY (entity a) { emote_none_nobody [&EMT&$a$ isn't in the mood to do anything.] } // HASH_VALUE 988B8721D396B762 EMOTE_NONE_SELF (entity a) { emote_none_self [&EMT&$a$ hasn't decided what to do.] } // HASH_VALUE F8C74A035E7B1C57 EMOTE_NONE_TARGET (entity a, entity t) { emote_none_target [&EMT&$a$ is in no mood for $t$'s antics.] } // HASH_VALUE 6A388CF787630418 EMOTE_NOSTALGIC_NOBODY (entity a) { emote_nostalgic_nobody [&EMT&$a$ gets nostalgic and wants to tell a story.] } // HASH_VALUE 9EF70F954CD20B2A EMOTE_NOSTALGIC_SELF (player a) { (a.gender = male) emote_nostalgic_self_m [&EMT&$a$ reminisces quietly to himself.] (a.gender = female) emote_nostalgic_self_f [&EMT&$a$ reminisces quietly to herself.] } // HASH_VALUE 9DDFC051ED9DC322 EMOTE_NOSTALGIC_TARGET (entity a, entity t) { emote_nostalgic_target [&EMT&$a$ reminisces with $t$.] } // HASH_VALUE 1A79AFD0CC7935EF EMOTE_OBNOXIOUS_NOBODY (entity a) { emote_obnoxious_nobody [&EMT&$a$ gets obnoxious] } // HASH_VALUE 01BE763FD8DCB9C3 EMOTE_OBNOXIOUS_SELF (player a) { (a.gender = male) emote_obnoxious_self_m [&EMT&$a$ is so obnoxious, he can barely stand himself.] (a.gender = female) emote_obnoxious_self_f [&EMT&$a$ is so obnoxious, she can barely stand herself.] } // HASH_VALUE EAE30BB637F9B35B EMOTE_OBNOXIOUS_TARGET (entity a, entity t) { emote_obnoxious_target [&EMT&$a$ finds $t$ obnoxious.] } // HASH_VALUE B55013BA57BAB8D6 EMOTE_OBSCURE_NOBODY (entity a) { emote_obscure_nobody [&EMT&$a$ has a mind for the obscure.] } // HASH_VALUE 50BD1054C09CF79E EMOTE_OBSCURE_SELF (entity a) { emote_obscure_self [&EMT&$a$ knows some really obscure stuff.] } // HASH_VALUE 5C7DBA3B2FD38DFB EMOTE_OBSCURE_TARGET (entity a, entity t) { emote_obscure_target [&EMT&$a$ impresses $t$ with obscure facts.] } // HASH_VALUE 3CDAF28FE949E7F5 EMOTE_OBSESSED_NOBODY (entity a) { emote_obsessed_nobody [&EMT&$a$ obsesses quietly over something... or someone.] } // HASH_VALUE 9CF5FBB9C350AAD2 EMOTE_OBSESSED_SELF (entity a) { emote_obsessed_self [&EMT&$a$ looks preoccupied, probably obsessed with something or other.] } // HASH_VALUE BA148BC02D1BB45C EMOTE_OBSESSED_TARGET (entity a, entity t) { emote_obsessed_target [&EMT&$a$ is obsessed with $t$.] } // HASH_VALUE 9ED8FA332D361FA8 EMOTE_OFFENDED_NOBODY (entity a) { emote_offended_nobody [&EMT&$a$ is definitely offended at the goings on here.] } // HASH_VALUE AE5E33B72584C7E0 EMOTE_OFFENDED_SELF (entity a) { emote_offended_self [&EMT&$a$ will probably be offended.] } // HASH_VALUE 3DF4185E437864BB EMOTE_OFFENDED_TARGET (entity a, entity t) { emote_offended_target [&EMT&$a$ is so offended because of $t$.] } // HASH_VALUE A44DE42C02D5A7B5 EMOTE_OPTIMISTIC_NOBODY (entity a) { emote_optimistic_nobody [&EMT&$a$ remains optimistic.] } // HASH_VALUE C48EABE82E7579D8 EMOTE_OPTIMISTIC_SELF (entity a) { emote_optimistic_self [&EMT&$a$ thinks things will work.] } // HASH_VALUE 0DD6282E788F3698 EMOTE_OPTIMISTIC_TARGET (entity a, entity t) { emote_optimistic_target [&EMT&$a$ tells $t$ things could always be worse.] } // HASH_VALUE F7A9EC60C7599563 EMOTE_OVER_NOBODY (entity a) { emote_over_nobody [&EMT&$a$ says, "Get over it."] } // HASH_VALUE 8471FA09356802D9 EMOTE_OVER_SELF (player a) { (a.gender = male) emote_over_self_m [&EMT&$a$ tells himself to get over it.] (a.gender = female) emote_over_self_f [&EMT&$a$ tells herself to get over it.] } // HASH_VALUE 85F99221183EFF88 EMOTE_OVER_TARGET (entity a, entity t) { emote_over_target [&EMT&$a$ is over $t$.] } // HASH_VALUE 00284B433EF498AA EMOTE_PACIFIC_NOBODY (entity a) { emote_pacific_nobody [&EMT&$a$ catches a wave. Surf's up, dudes!] } // HASH_VALUE F3335A7F865A7246 EMOTE_PACIFIC_SELF (entity a) { emote_pacific_self [&EMT&$a$ looks for a beach.] } // HASH_VALUE 2CE517761828D660 EMOTE_PACIFIC_TARGET (entity a, entity t) { emote_pacific_target [&EMT&$a$ tells $t$ to "Chill out, man. Watch the waves, fer sure."] } // HASH_VALUE C6360923781AB18B EMOTE_PAINFUL_NOBODY (entity a) { emote_painful_nobody [&EMT&$a$ ouches.] } // HASH_VALUE 8C2930B8947C9B68 EMOTE_PAINFUL_SELF (entity a) { emote_painful_self [&EMT&$a$ is very wounded, and yes, it hurts.] } // HASH_VALUE A74BA04B6CFDA0B1 EMOTE_PAINFUL_TARGET (entity a, entity t) { emote_painful_target [&EMT&$a$ realizes this is painful, $t$.] } // HASH_VALUE BBD740706C2729F5 EMOTE_PANIC_NOBODY (entity a) { emote_panic_nobody [&EMT&$a$ panics.] } // HASH_VALUE 0FD0E6711FA51E34 EMOTE_PANIC_SELF (entity a) { emote_panic_self [&EMT&$a$ gets him/herself into a panic.] } // HASH_VALUE 3DA7636D13CE90FD EMOTE_PANIC_TARGET (entity a, entity t) { emote_panic_target [&EMT&$a$ panics, right in front of $t$.] } // HASH_VALUE F3B7FEA8536FA222 EMOTE_PATIENT_NOBODY (entity a) { emote_patient_nobody [&EMT&$a$ waits patiently.] } // HASH_VALUE 81C3C0D092642185 EMOTE_PATIENT_SELF (entity a) { emote_patient_self [&EMT&$a$ shows the patience worthy of a noble homin.] } // HASH_VALUE 3E23F53DB3A2BB6A EMOTE_PATIENT_TARGET (entity a, entity t) { emote_patient_target [&EMT&$a$ is patient with $t$.] } // HASH_VALUE 24D6FA8422CCAE34 EMOTE_PATRIOTIC_NOBODY (player a) { (a.gender = male) emote_patriotic_nobody_m [&EMT&$a$ shows devotion to his home city.] (a.gender = female) emote_patriotic_nobody_f [&EMT&$a$ shows devotion to her home city.] } // HASH_VALUE 4CB1E1A391EF92B3 EMOTE_PATRIOTIC_SELF (entity a) { emote_patriotic_self [&EMT&$a$ waves a flag.] } // HASH_VALUE 960DB293DD3E0243 EMOTE_PATRIOTIC_TARGET (entity a, entity t) { emote_patriotic_target [&EMT&$a$ wonders if $t$ has any patrotism these days.] } // HASH_VALUE AB05043BA2227206 EMOTE_PEDANTIC_NOBODY (player a) { (a.gender = male) emote_pedantic_nobody_m [&EMT&$a$ refuses to use his imagination.] (a.gender = female) emote_pedantic_nobody_f [&EMT&$a$ refuses to use her imagination.] } // HASH_VALUE 1ACDA97FCDF6E9BE EMOTE_PEDANTIC_SELF (entity a) { emote_pedantic_self [&EMT&$a$ keeps a narrow view, and likes it that way.] } // HASH_VALUE 4D583B2B06305548 EMOTE_PEDANTIC_TARGET (entity a, entity t) { emote_pedantic_target [&EMT&$a$ lectures $t$ pedantically.] } // HASH_VALUE 330AC03CE840AD84 EMOTE_PERTURBED_NOBODY (entity a) { emote_perturbed_nobody [&EMT&$a$ has a peturbed scowl.] } // HASH_VALUE 2B6DFA8DDBA63702 EMOTE_PERTURBED_SELF (entity a) { emote_perturbed_self [&EMT&$a$ is just not pleased.] } // HASH_VALUE 44D92F60466E6666 EMOTE_PERTURBED_TARGET (entity a, entity t) { emote_perturbed_target [&EMT&$a$ is perturbed at $t$.] } // HASH_VALUE 5993E13D019A7B70 EMOTE_PESSIMISTIC_NOBODY (entity a) { emote_pessimistic_nobody [&EMT&$a$ is everything but optimistic.] } // HASH_VALUE 6CF5159CF6733A17 EMOTE_PESSIMISTIC_SELF (entity a) { emote_pessimistic_self [&EMT&$a$ knows it isn't going to work.] } // HASH_VALUE 5EC3E43FA62461E4 EMOTE_PESSIMISTIC_TARGET (entity a, entity t) { emote_pessimistic_target [&EMT&$a$ doesn't think it'll work, $t$.] } // HASH_VALUE 2584EADA13BE1852 EMOTE_PETULANT_NOBODY (entity a) { emote_petulant_nobody [&EMT&$a$ gets insolent.] } // HASH_VALUE 8B56C5581FDEDD84 EMOTE_PETULANT_SELF (player a) { (a.gender = male) emote_petulant_self_m [&EMT&$a$ is known for his ill sort of humor.] (a.gender = female) emote_petulant_self_f [&EMT&$a$ is known for her ill sort of humor.] } // HASH_VALUE 43F2417762393D32 EMOTE_PETULANT_TARGET (entity a, entity t) { emote_petulant_target [&EMT&$a$ goes on at $t$ petuantly over the topic.] } // HASH_VALUE C368BA6DA2434E36 EMOTE_PHILOSOPHICAL_NOBODY (entity a) { emote_philosophical_nobody [&EMT&$a$ contemplates the meaning of many things.] } // HASH_VALUE 2A2628DB7CF53F4D EMOTE_PHILOSOPHICAL_SELF (entity a) { emote_philosophical_self [&EMT&$a$ comes up with a few theories.] } // HASH_VALUE 3CCA9C3D47E449B1 EMOTE_PHILOSOPHICAL_TARGET (entity a, entity t) { emote_philosophical_target [&EMT&$a$ waxes philosophical with $t$.] } // HASH_VALUE 0C2CE690C7B072FF EMOTE_PITYING_NOBODY (entity a) { emote_pitying_nobody [&EMT&$a$ pities you all.] } // HASH_VALUE 7353A0C49296E096 EMOTE_PITYING_SELF (player a) { (a.gender = male) emote_pitying_self_m [&EMT&$a$ is in a self-pitying mood, don't mind him.] (a.gender = female) emote_pitying_self_f [&EMT&$a$ is in a self-pitying mood, don't mind her.] } // HASH_VALUE A31D80D97C0D937E EMOTE_PITYING_TARGET (entity a, entity t) { emote_pitying_target [&EMT&$a$ gives $t$ a pitying look.] } // HASH_VALUE AE58AAF99EB60FCB EMOTE_PLAYFUL_NOBODY (entity a) { emote_playful_nobody [&EMT&$a$ is in a playful mood.] } // HASH_VALUE 6C5BAF642F5BF8F9 EMOTE_PLAYFUL_SELF (entity a) { emote_playful_self [&EMT&$a$ toys with random objects idly.] } // HASH_VALUE F6DF8F4431D1370D EMOTE_PLAYFUL_TARGET (entity a, entity t) { emote_playful_target [&EMT&$a$ eyes $t$ playfully.] } // HASH_VALUE 5B5DA284165F82D1 EMOTE_PLEASED_NOBODY (entity a) { emote_pleased_nobody [&EMT&$a$ smiles, pleased.] } // HASH_VALUE 626F909F7F2AFEAF EMOTE_PLEASED_SELF (player a) { (a.gender = male) emote_pleased_self_m [&EMT&$a$ is clearly pleased with himself.] (a.gender = female) emote_pleased_self_f [&EMT&$a$ is clearly pleased with herself.] } // HASH_VALUE FF32212D71827769 EMOTE_PLEASED_TARGET (entity a, entity t) { emote_pleased_target [&EMT&$a$ is pleased with $t$.] } // HASH_VALUE 2DF487EE287079DA EMOTE_POINTBACK_NOBODY (entity a) { emote_pointback_nobody [&EMT&$a$ points back there.] } // HASH_VALUE 6A9F3AC4B31DE3F9 EMOTE_POINTBACK_SELF (player a) { (a.gender = male) emote_pointback_self_m [&EMT&$a$ points behind himself. "I was just over there."] (a.gender = female) emote_pointback_self_f [&EMT&$a$ points behind herself. "I was just over there."] } // HASH_VALUE 51820D94E9FD9659 EMOTE_POINTBACK_TARGET (player a, entity t) { (a.gender = male) emote_pointback_target_m [&EMT&$a$ points behind himself. "Back there, $t$."] (a.gender = female) emote_pointback_target_f [&EMT&$a$ points behind herself. "Back there, $t$."] } // HASH_VALUE 7EC13C1CC5115B1D EMOTE_POINTFRONT_NOBODY (entity a) { emote_pointfront_nobody [&EMT&$a$ points straight ahead.] } // HASH_VALUE 7BEB90F605D37D57 EMOTE_POINTFRONT_SELF (entity a) { emote_pointfront_self [&EMT&$a$ points straight ahead. "I'm going there."] } // HASH_VALUE DDB2B83F9E9E9889 EMOTE_POINTFRONT_TARGET (player a, entity t) { (a.gender = male) emote_pointfront_target_m [&EMT&$a$ points right in front of himself. "Straight ahead, $t$."] (a.gender = female) emote_pointfront_target_f [&EMT&$a$ points right in front of herself. "Straight ahead, $t$."] } // HASH_VALUE F9EA88E3ED9091F8 EMOTE_POINTLEFT_NOBODY (entity a) { emote_pointleft_nobody [&EMT&$a$ points left. That way.] } // HASH_VALUE BF16C24BC72AA4B0 EMOTE_POINTLEFT_SELF (entity a) { emote_pointleft_self [&EMT&$a$ points left. "I'm going that way."] } // HASH_VALUE E08EC4CF745197A4 EMOTE_POINTLEFT_TARGET (entity a, entity t) { emote_pointleft_target [&EMT&$a$ points left. "That way, $t$."] } // HASH_VALUE C9DD3C19979147D8 EMOTE_POINTRIGHT_NOBODY (entity a) { emote_pointright_nobody [&EMT&$a$ points right. This way.] } // HASH_VALUE CC7258615A8B27F3 EMOTE_POINTRIGHT_SELF (entity a) { emote_pointright_self [&EMT&$a$ points right. "I'm going this way."] } // HASH_VALUE 72F77ADCDB6F1F38 EMOTE_POINTRIGHT_TARGET (entity a, entity t) { emote_pointright_target [&EMT&$a$ points right. "This way, $t$."] } // HASH_VALUE BBE8546B34771503 EMOTE_POINT_NOBODY (entity a) { emote_point_nobody [&EMT&$a$ points.] } // HASH_VALUE BBDDCC61FFF0A6D7 EMOTE_POINT_SELF (player a) { (a.gender = male) emote_point_self_m [&EMT&$a$ points at himself. "Me."] (a.gender = female) emote_point_self_f [&EMT&$a$ points at herself. "Me."] } // HASH_VALUE 190E559B5DB27F72 EMOTE_POINT_TARGET (entity a, entity t) { emote_point_target [&EMT&$a$ points at $t$.] } // HASH_VALUE 3C468EA8CA217A60 EMOTE_POLITE_NOBODY (entity a) { emote_polite_nobody [&EMT&$a$ waits politely.] } // HASH_VALUE 2E6AABCFD33E2782 EMOTE_POLITE_SELF (entity a) { emote_polite_self [&EMT&$a$ is much too polite to do anything to anyone.] } // HASH_VALUE 5B643AC8902B492A EMOTE_POLITE_TARGET (entity a, entity t) { emote_polite_target [&EMT&$a$ smiles politely at $t$.] } // HASH_VALUE A9647E1B79F60B60 EMOTE_POMPOUS_NOBODY (entity a) { emote_pompous_nobody [&EMT&$a$ struts about pompously.] } // HASH_VALUE 0C6F30328419DDFF EMOTE_POMPOUS_SELF (player a) { (a.gender = male) emote_pompous_self_m [&EMT&$a$ puffs up, thinking himself the greatest there is.] (a.gender = female) emote_pompous_self_f [&EMT&$a$ puffs up, thinking herself the greatest there is.] } // HASH_VALUE 22FE393E4CFF9383 EMOTE_POMPOUS_TARGET (entity a, entity t) { emote_pompous_target [&EMT&$a$ calls $t$ a pompous showoff.] } // HASH_VALUE 3A08A6D7957BF87E EMOTE_POWERFUL_NOBODY (entity a) { emote_powerful_nobody [&EMT&$a$ radiates power.] } // HASH_VALUE B5C1F923E0391C72 EMOTE_POWERFUL_SELF (entity a) { emote_powerful_self [&EMT&$a$ is the most powerful in the area!] } // HASH_VALUE E4B7CFB933B70753 EMOTE_POWERFUL_TARGET (entity a, entity t) { emote_powerful_target [&EMT&$a$ knows $t$ is powerful.] } // HASH_VALUE 877997017CB57BD2 EMOTE_PRAYING_NOBODY (entity a) { emote_praying_nobody [&EMT&$a$ looks to the sky for guidance.] } // HASH_VALUE E61813993F7D98B8 EMOTE_PRAYING_SELF (entity a) { emote_praying_self [&EMT&$a$ appears to need divine intervention.] } // HASH_VALUE A82CB3A73E2D8CEB EMOTE_PRAYING_TARGET (entity a, entity t) { emote_praying_target [&EMT&$a$ seeks enlightenment for $t$.] } // HASH_VALUE 1F34A94554D35FD9 EMOTE_PROUD_NOBODY (entity a) { emote_proud_nobody [&EMT&$a$ stands proud and beams.] } // HASH_VALUE ADE01CBE9674A665 EMOTE_PROUD_SELF (player a) { (a.gender = male) emote_proud_self_m [&EMT&$a$ looks proud of himself.] (a.gender = female) emote_proud_self_f [&EMT&$a$ looks proud of herself.] } // HASH_VALUE F7BD7A4CA68A2097 EMOTE_PROUD_TARGET (entity a, entity t) { emote_proud_target [&EMT&$a$ is so proud of $t$.] } // HASH_VALUE DCD37DD6CBBA7F13 EMOTE_PROVOCATIVE_NOBODY (entity a) { emote_provocative_nobody [&EMT&$a$ strikes a provocative pose.] } // HASH_VALUE 218C2D2BD6FED441 EMOTE_PROVOCATIVE_SELF (entity a) { emote_provocative_self [&EMT&$a$ is fairly easy to provoke at the moment.] } // HASH_VALUE 50232BA60C98E1DA EMOTE_PROVOCATIVE_TARGET (entity a, entity t) { emote_provocative_target [&EMT&$a$ attempts to provoke $t$.] } // HASH_VALUE 2154573D7D8BAD32 EMOTE_PUZZLED_NOBODY (entity a) { emote_puzzled_nobody [&EMT&$a$ is trying to figure something out.] } // HASH_VALUE BDB0A2A07EA5F607 EMOTE_PUZZLED_SELF (player a) { (a.gender = male) emote_puzzled_self_m [&EMT&$a$ occasionally manages to even puzzle himself.] (a.gender = female) emote_puzzled_self_f [&EMT&$a$ occasionally manages to even puzzle herself.] } // HASH_VALUE 98FE95B64D8F3832 EMOTE_PUZZLED_TARGET (entity a, entity t) { emote_puzzled_target [&EMT&$a$ eyes $t$ with a puzzled look.] } // HASH_VALUE D17E4D69A1D8F96D EMOTE_QUIET_NOBODY (entity a) { emote_quiet_nobody [&EMT&$a$ gets quiet.] } // HASH_VALUE D8F58AEEB3F75419 EMOTE_QUIET_SELF (entity a) { emote_quiet_self [&EMT&$a$ stays quiet.] } // HASH_VALUE 31FF2AF2CA69FBA5 EMOTE_QUIET_TARGET (entity a, entity t) { emote_quiet_target [&EMT&$a$ needs $t$ to be quiet.] } // HASH_VALUE 1E66BEE0CFE552D5 EMOTE_READY_NOBODY (entity a) { emote_ready_nobody [&EMT&$a$ is ready for anything.] } // HASH_VALUE 6B43A8DD3CF9ED38 EMOTE_READY_SELF (player a) { (a.gender = male) emote_ready_self_m [&EMT&$a$ lets everyone know he is ready.] (a.gender = female) emote_ready_self_f [&EMT&$a$ lets everyone know she is ready.] } // HASH_VALUE 349B4DC6CC69D3D7 EMOTE_READY_TARGET (entity a, entity t) { emote_ready_target [&EMT&$a$ turns to $t$. "Ready?"] } // HASH_VALUE E870515301D7FF71 EMOTE_REASSURED_NOBODY (entity a) { emote_reassured_nobody [&EMT&$a$ finds the situation reassuring.] } // HASH_VALUE EADB28E00A7C3CFE EMOTE_REASSURED_SELF (entity a) { emote_reassured_self [&EMT&$a$ has no worries, and is reassured.] } // HASH_VALUE 1898474ECBE6F273 EMOTE_REASSURED_TARGET (entity a, entity t) { emote_reassured_target [&EMT&$a$ nods to $t$, reassured.] } // HASH_VALUE 492790261CBC1B13 EMOTE_REBELLIOUS_NOBODY (entity a) { emote_rebellious_nobody [&EMT&$a$ looks to incite a rebellion.] } // HASH_VALUE 24A139660B9ABE45 EMOTE_REBELLIOUS_SELF (entity a) { emote_rebellious_self [&EMT&$a$ decides to become a rebel, perhaps with a cause.] } // HASH_VALUE 3673667A834D53B5 EMOTE_REBELLIOUS_TARGET (entity a, entity t) { emote_rebellious_target [&EMT&$a$ tries to get $t$ to rebel.] } // HASH_VALUE 8F2E3B33B78B41EF EMOTE_RECKLESS_NOBODY (entity a) { emote_reckless_nobody [&EMT&$a$ charges onward recklessly.] } // HASH_VALUE 92A3BD7C5EB0C904 EMOTE_RECKLESS_SELF (entity a) { emote_reckless_self [&EMT&$a$ goes full speed ahead, without any thought.] } // HASH_VALUE E20E3FF7D70496B2 EMOTE_RECKLESS_TARGET (entity a, entity t) { emote_reckless_target [&EMT&$a$ proceeds, without regard to $t$.] } // HASH_VALUE 6A80A007DAE867D3 EMOTE_REGRETFUL_NOBODY (player a) { (a.gender = male) emote_regretful_nobody_m [&EMT&$a$ knows he is going to regret this.] (a.gender = female) emote_regretful_nobody_f [&EMT&$a$ knows she is going to regret this.] } // HASH_VALUE 02C5A77DCB0EEDDB EMOTE_REGRETFUL_SELF (player a) { (a.gender = male) emote_regretful_self_m [&EMT&$a$ regrets what he did, immediately.] (a.gender = female) emote_regretful_self_f [&EMT&$a$ regrets what she did, immediately.] } // HASH_VALUE EF09C445AD81E326 EMOTE_REGRETFUL_TARGET (entity a, entity t) { emote_regretful_target [&EMT&$a$ knows $t$ is going to regret it.] } // HASH_VALUE 296E0D0B1DE8AB54 EMOTE_RELAXED_NOBODY (entity a) { emote_relaxed_nobody [&EMT&$a$ is perfectly relaxed.] } // HASH_VALUE 465BE5F75438FF3E EMOTE_RELAXED_SELF (entity a) { emote_relaxed_self [&EMT&$a$ always finds a way to relax.] } // HASH_VALUE E7A838D3B3E73883 EMOTE_RELAXED_TARGET (entity a, entity t) { emote_relaxed_target [&EMT&$a$ is relaxed and thinks $t$ needs to relax, too.] } // HASH_VALUE A021B57DD46FA044 EMOTE_RELIEVED_NOBODY (entity a) { emote_relieved_nobody [&EMT&$a$ is relieved.] } // HASH_VALUE CA65995547024581 EMOTE_RELIEVED_SELF (player a) { (a.gender = male) emote_relieved_self_m [&EMT&$a$ feels a wave of relief wash over him.] (a.gender = female) emote_relieved_self_f [&EMT&$a$ feels a wave of relief wash over her.] } // HASH_VALUE 4B22CC00DBA823A4 EMOTE_RELIEVED_TARGET (entity a, entity t) { emote_relieved_target [&EMT&$a$ sighs, relieved at $t$.] } // HASH_VALUE 391A1B3B2503D731 EMOTE_RELUCTANT_NOBODY (entity a) { emote_reluctant_nobody [&EMT&$a$ goes along, reluctantly.] } // HASH_VALUE 769ED2B782660EFC EMOTE_RELUCTANT_SELF (entity a) { emote_reluctant_self [&EMT&$a$ doesn't really want to do this, but does anyway.] } // HASH_VALUE 9658E7A0A3B4B04C EMOTE_RELUCTANT_TARGET (entity a, entity t) { emote_reluctant_target [&EMT&$a$ follows $t$ reluctantly.] } // HASH_VALUE EFAD5C301357D72B EMOTE_REMORSEFUL_NOBODY (entity a) { emote_remorseful_nobody [&EMT&$a$ looks down, remorseful.] } // HASH_VALUE C060B63B2FD78189 EMOTE_REMORSEFUL_SELF (entity a) { emote_remorseful_self [&EMT&$a$ shows signs of remorse.] } // HASH_VALUE 8700BEB6E70BF749 EMOTE_REMORSEFUL_TARGET (entity a, entity t) { emote_remorseful_target [&EMT&$a$ feels bad for $t$.] } // HASH_VALUE 1E61D973F899C34E EMOTE_RESIGNED_NOBODY (entity a) { emote_resigned_nobody [&EMT&$a$ resigns.] } // HASH_VALUE F35A20722FD3A436 EMOTE_RESIGNED_SELF (entity a) { emote_resigned_self [&EMT&$a$ is resigned to the inevitable.] } // HASH_VALUE 30E21B4E5D567FE0 EMOTE_RESIGNED_TARGET (entity a, entity t) { emote_resigned_target [&EMT&$a$ gives in to $t$.] } // HASH_VALUE E89F41FA76C29034 EMOTE_RESPECTFUL_NOBODY (entity a) { emote_respectful_nobody [&EMT&$a$ stays quiet, in a respectful fashion.] } // HASH_VALUE D97F281B9084C27C EMOTE_RESPECTFUL_SELF (entity a) { emote_respectful_self [&EMT&$a$ stays quiet, in a respectful fashion.] } // HASH_VALUE 3E9C35A4AFD69A58 EMOTE_RESPECTFUL_TARGET (entity a, entity t) { emote_respectful_target [&EMT&$a$ respects $t$.] } // HASH_VALUE A3FA0BCEB68049A9 EMOTE_REVENGEFUL_NOBODY (entity a) { emote_revengeful_nobody [&EMT&$a$ takes revenge.] } // HASH_VALUE 3529FCCEACC76FDC EMOTE_REVENGEFUL_SELF (player a) { (a.gender = male) emote_revengeful_self_m [&EMT&$a$ will have his revenge! Just you wait!] (a.gender = female) emote_revengeful_self_f [&EMT&$a$ will have her revenge! Just you wait!] } // HASH_VALUE 8D9150B0CCF89101 EMOTE_REVENGEFUL_TARGET (player a, entity t) { (a.gender = male) emote_revengeful_target_m [&EMT&$a$ enacts his plan of revenge on $t$.] (a.gender = female) emote_revengeful_target_f [&EMT&$a$ enacts her plan of revenge on $t$.] } // HASH_VALUE CEAF167EF2745907 EMOTE_RICE_NOBODY (entity a) { emote_rice_nobody [&EMT&$a$ tosses rice in celebration.] } // HASH_VALUE A55CE51CE22BE193 EMOTE_RICE_SELF (player a) { (a.gender = male) emote_rice_self_m [&EMT&$a$ sprinkles rice over himself to celebrate.] (a.gender = female) emote_rice_self_f [&EMT&$a$ sprinkles rice over herself to celebrate.] } // HASH_VALUE DFB6677496693B4C EMOTE_RICE_TARGET (entity a, entity t) { emote_rice_target [&EMT&$a$ tosses rice at $t$.] } // HASH_VALUE A0079116FFD1372F EMOTE_RIDICULE_NOBODY (entity a) { emote_ridicule_nobody [&EMT&$a$ thinks things are getting ridiculous.] } // HASH_VALUE 1F7F12BBF0C881FF EMOTE_RIDICULE_SELF (player a) { (a.gender = male) emote_ridicule_self_m [&EMT&$a$ makes fun of himself before someone else does.] (a.gender = female) emote_ridicule_self_f [&EMT&$a$ makes fun of herself before someone else does.] } // HASH_VALUE C140BAD0DD9B5AD8 EMOTE_RIDICULE_TARGET (entity a, entity t) { emote_ridicule_target [&EMT&$a$ makes fun of $t$.] } // HASH_VALUE 5CF289FEE11C88E2 EMOTE_RIGHTEOUS_NOBODY (entity a) { emote_righteous_nobody [&EMT&$a$ walks along a path of righteousness.] } // HASH_VALUE 042E460C89BBF480 EMOTE_RIGHTEOUS_SELF (entity a) { emote_righteous_self [&EMT&$a$ is free from guilt or sin.] } // HASH_VALUE 99BAB9B9154D51EB EMOTE_RIGHTEOUS_TARGET (entity a, entity t) { emote_righteous_target [&EMT&$a$ unleashes a fury of righteousness on $t$.] } // HASH_VALUE CD454132C3C44627 EMOTE_ROMANTIC_NOBODY (entity a) { emote_romantic_nobody [&EMT&$a$ breaks out the candles, flowers, and liquor.] } // HASH_VALUE 06777DDA194A91B0 EMOTE_ROMANTIC_SELF (player a) { (a.gender = male) emote_romantic_self_m [&EMT&$a$ treats himself to something special.] (a.gender = female) emote_romantic_self_f [&EMT&$a$ treats herself to something special.] } // HASH_VALUE C44B9C4EE492A619 EMOTE_ROMANTIC_TARGET (entity a, entity t) { emote_romantic_target [&EMT&$a$ composes an epic, romantic ode to $t$.] } // HASH_VALUE 1914E4EB8D3FFD70 EMOTE_RUDE_NOBODY (entity a) { emote_rude_nobody [&EMT&$a$ snorts rudely.] } // HASH_VALUE 4F23C09875799F4F EMOTE_RUDE_SELF (entity a) { emote_rude_self [&EMT&$a$ isn't paying attention to you. How rude.] } // HASH_VALUE 26759B61485F6172 EMOTE_RUDE_TARGET (entity a, entity t) { emote_rude_target [&EMT&$a$ makes a rude gesture at $t$.] } // HASH_VALUE 68DB1F4AC7CEFC30 EMOTE_SAD_NOBODY (entity a) { emote_sad_nobody [&EMT&$a$ looks around sadly.] } // HASH_VALUE 84316C8E70931A15 EMOTE_SAD_SELF (entity a) { emote_sad_self [&EMT&$a$ could probably use some cheering up.] } // HASH_VALUE F0B1525405AD8874 EMOTE_SAD_TARGET (player a, entity t) { (a.gender = male) emote_sad_target_m [&EMT&$a$ shakes his head sadly at $t$.] (a.gender = female) emote_sad_target_f [&EMT&$a$ shakes her head sadly at $t$.] } // HASH_VALUE F74EEC426440A1F9 EMOTE_SARCASTIC_NOBODY (entity a) { emote_sarcastic_nobody [&EMT&$a$ smiles sarcastically.] } // HASH_VALUE A7BB72842CF16774 EMOTE_SARCASTIC_SELF (entity a) { emote_sarcastic_self [&EMT&$a$ was being sarcastic.] } // HASH_VALUE 23354D3F6867DDAC EMOTE_SARCASTIC_TARGET (entity a, entity t) { emote_sarcastic_target [&EMT&$a$ wonders if $t$ was being sarcastic.] } // HASH_VALUE ADFA9CB3B14CB7AF EMOTE_SCARED_NOBODY (entity a) { emote_scared_nobody [&EMT&$a$ trembles, just a bit scared.] } // HASH_VALUE AF7A09B7F6A1B14A EMOTE_SCARED_SELF (player a) { (a.gender = male) emote_scared_self_m [&EMT&$a$ scares himself. Boo!] (a.gender = female) emote_scared_self_f [&EMT&$a$ scares herself. Boo!] } // HASH_VALUE FEF95E68E1A6293A EMOTE_SCARED_TARGET (entity a, entity t) { emote_scared_target [&EMT&$a$ is scared of $t$.] } // HASH_VALUE 5D666DC006DA8657 EMOTE_SCOLDING_NOBODY (entity a) { emote_scolding_nobody [&EMT&$a$ looks ready to chew someone out.] } // HASH_VALUE 24CC0376EEABA716 EMOTE_SCOLDING_SELF (player a) { (a.gender = male) emote_scolding_self_m [&EMT&$a$ chastises himself. "Bad me."] (a.gender = female) emote_scolding_self_f [&EMT&$a$ chastises herself. "Bad me."] } // HASH_VALUE FB5E8BD308566CEC EMOTE_SCOLDING_TARGET (entity a, entity t) { emote_scolding_target [&EMT&$a$ scolds $t$. Bad $t$!] } // HASH_VALUE 45FA7F9747CCEA06 EMOTE_SEDATE_NOBODY (entity a) { emote_sedate_nobody [&EMT&$a$ is quite sedate.] } // HASH_VALUE 6D074D90853F90BA EMOTE_SEDATE_SELF (entity a) { emote_sedate_self [&EMT&$a$ needs to be sedated.] } // HASH_VALUE B2383D61736188D6 EMOTE_SEDATE_TARGET (entity a, entity t) { emote_sedate_target [&EMT&$a$ sedates $t$.] } // HASH_VALUE A6336FFCF135FB9C EMOTE_SELFISH_NOBODY (entity a) { emote_selfish_nobody [&EMT&$a$ thinks selfish thoughts.] } // HASH_VALUE E91936491F34A25D EMOTE_SELFISH_SELF (entity a) { emote_selfish_self [&EMT&$a$ is being selfish right now.] } // HASH_VALUE 48F763DA8406EB38 EMOTE_SELFISH_TARGET (entity a, entity t) { emote_selfish_target [&EMT&$a$ considers $t$ selfish.] } // HASH_VALUE 94C698AA1B3F3604 EMOTE_SERIOUS_NOBODY (entity a) { emote_serious_nobody [&EMT&$a$ gets serious.] } // HASH_VALUE D1D8F7C97D960F44 EMOTE_SERIOUS_SELF (entity a) { emote_serious_self [&EMT&$a$ straightens up and acts serious.] } // HASH_VALUE 4BF5C0CFB7658383 EMOTE_SERIOUS_TARGET (entity a, entity t) { emote_serious_target [&EMT&$a$ tells $t$ to be serious.] } // HASH_VALUE 9C73B3A8CE0B2472 EMOTE_SHAMELESS_NOBODY (entity a) { emote_shameless_nobody [&EMT&$a$ has no shame.] } // HASH_VALUE 18FCCA9EE038636A EMOTE_SHAMELESS_SELF (entity a) { emote_shameless_self [&EMT&$a$ struts shamelessly.] } // HASH_VALUE F904B667312EB107 EMOTE_SHAMELESS_TARGET (entity a, entity t) { emote_shameless_target [&EMT&$a$ wonders if $t$ has any shame whatsoever.] } // HASH_VALUE 840F4B2BAD1475E4 EMOTE_SHEEPISH_NOBODY (entity a) { emote_sheepish_nobody [&EMT&$a$ looks suddenly sheepish.] } // HASH_VALUE 971C5DA05B723449 EMOTE_SHEEPISH_SELF (player a) { (a.gender = male) emote_sheepish_self_m [&EMT&$a$ shuffles his foot and looks sheepish.] (a.gender = female) emote_sheepish_self_f [&EMT&$a$ shuffles her foot and looks sheepish.] } // HASH_VALUE 0AE888B93B9E0C5C EMOTE_SHEEPISH_TARGET (entity a, entity t) { emote_sheepish_target [&EMT&$a$ looks sheepishly at $t$.] } // HASH_VALUE 23CFB2854FA03FEB EMOTE_SHIFTY_NOBODY (entity a) { emote_shifty_nobody [&EMT&$a$ shifts, perhaps suspiciously, or perhaps tectonically.] } // HASH_VALUE C631E664BE3752EA EMOTE_SHIFTY_SELF (entity a) { emote_shifty_self [&EMT&$a$ looks around like a shifty sort.] } // HASH_VALUE 1A15E2CACDD7A5F6 EMOTE_SHIFTY_TARGET (entity a, entity t) { emote_shifty_target [&EMT&$a$ regards $t$ as shifty.] } // HASH_VALUE 0F45E96243103EEE EMOTE_SHOCKED_NOBODY (entity a) { emote_shocked_nobody [&EMT&$a$ is shocking.] } // HASH_VALUE 89BBE149E42506BA EMOTE_SHOCKED_SELF (entity a) { emote_shocked_self [&EMT&$a$ is too shocked to respond.] } // HASH_VALUE 8AC0BCDBB316A3C8 EMOTE_SHOCKED_TARGET (entity a, entity t) { emote_shocked_target [&EMT&$a$ looks shocked at $t$.] } // HASH_VALUE 65BF35DB36D97458 EMOTE_SHUTUP_NOBODY (entity a) { emote_shutup_nobody [&EMT&$a$ is having problems thinking clearly. Could everyone please shut up?] } // HASH_VALUE 91FB8F59BA132527 EMOTE_SHUTUP_SELF (player a) { (a.gender = male) emote_shutup_self_m [&EMT&$a$ mutters that he should probably shut up now.] (a.gender = female) emote_shutup_self_f [&EMT&$a$ mutters that she should probably shut up now.] } // HASH_VALUE 021D5B3065E8DAF0 EMOTE_SHUTUP_TARGET (entity a, entity t) { emote_shutup_target [&EMT&$a$ wants $t$ to shut up.] } // HASH_VALUE 544BB7713CDE093D EMOTE_SHY_NOBODY (entity a) { emote_shy_nobody [&EMT&$a$ is not saying much.] } // HASH_VALUE 564291BD348E8FFC EMOTE_SHY_SELF (entity a) { emote_shy_self [&EMT&$a$ mumbles quietly about being very shy.] } // HASH_VALUE 35375E6FA5166C10 EMOTE_SHY_TARGET (entity a, entity t) { emote_shy_target [&EMT&$a$ glances shyly at $t$] } // HASH_VALUE BFBD27CEAEA82403 EMOTE_SIGH_NOBODY (entity a) { emote_sigh_nobody [&EMT&$a$ sighs.] } // HASH_VALUE AAEF101C02357E5D EMOTE_SIGH_SELF (player a) { (a.gender = male) emote_sigh_self_m [&EMT&$a$ sighs softly to himself.] (a.gender = female) emote_sigh_self_f [&EMT&$a$ sighs softly to herself.] } // HASH_VALUE DEFFCE42B5786807 EMOTE_SIGH_TARGET (entity a, entity t) { emote_sigh_target [&EMT&$a$ sighs loudly at $t$.] } // HASH_VALUE EAD7CE9399EDDF56 EMOTE_SILENCE_NOBODY (entity a) { emote_silence_nobody [&EMT&$a$ calls for silence.] } // HASH_VALUE 2C0591E5C03047BE EMOTE_SILENCE_SELF (entity a) { emote_silence_self [&EMT&$a$ hasn't said anything.] } // HASH_VALUE 83FC77303C5DCE1D EMOTE_SILENCE_TARGET (entity a, entity t) { emote_silence_target [&EMT&$a$ motions at $t$. Shh.] } // HASH_VALUE 1D551687CC3EA970 EMOTE_SILLY_NOBODY (entity a) { emote_silly_nobody [&EMT&$a$ finds this silly.] } // HASH_VALUE 9F584663D4246273 EMOTE_SILLY_SELF (entity a) { emote_silly_self [&EMT&$a$ is silly, and knows it.] } // HASH_VALUE F8ED5A91F1D20AB8 EMOTE_SILLY_TARGET (entity a, entity t) { emote_silly_target [&EMT&$a$ calls $t$ silly.] } // HASH_VALUE 296FF32D69BCFA8B EMOTE_SINCERELY_NOBODY (player a) { (a.gender = male) emote_sincerely_nobody_m [&EMT&$a$ means what he says.] (a.gender = female) emote_sincerely_nobody_f [&EMT&$a$ means what she says.] } // HASH_VALUE 8D55C544313196E9 EMOTE_SINCERELY_SELF (entity a) { emote_sincerely_self [&EMT&$a$ is sincere.] } // HASH_VALUE 534244C5301112A0 EMOTE_SINCERELY_TARGET (entity a, entity t) { emote_sincerely_target [&EMT&$a$ nods sincerely to $t$.] } // HASH_VALUE 1A69579A34CEBBBF EMOTE_SLEEPY_NOBODY (entity a) { emote_sleepy_nobody [&EMT&$a$ is becoming sleepy.] } // HASH_VALUE DDAE5FB5275F04ED EMOTE_SLEEPY_SELF (entity a) { emote_sleepy_self [&EMT&$a$ yawns and stretches. Perhaps it's time for bed.] } // HASH_VALUE 58F4EEDA790E6262 EMOTE_SLEEPY_TARGET (entity a, entity t) { emote_sleepy_target [&EMT&$a$ wonders if $t$ is sleepy.] } // HASH_VALUE 79CAEA61FC8099A5 EMOTE_SLY_NOBODY (entity a) { emote_sly_nobody [&EMT&$a$ eyes the area, subtly.] } // HASH_VALUE D2E1840C1AD914FD EMOTE_SLY_SELF (player a) { (a.gender = male) emote_sly_self_m [&EMT&$a$ lets out a slow, sly smile. What is he up to?] (a.gender = female) emote_sly_self_f [&EMT&$a$ lets out a slow, sly smile. What is she up to?] } // HASH_VALUE 333749DBFF66140D EMOTE_SLY_TARGET (entity a, entity t) { emote_sly_target [&EMT&$a$ gives $t$ a sly glance.] } // HASH_VALUE C49987F156230343 EMOTE_SMACK_NOBODY (entity a) { emote_smack_nobody [&EMT&$a$ gets ready to smack someone.] } // HASH_VALUE 4160D5DD5E231108 EMOTE_SMACK_SELF (player a) { (a.gender = male) emote_smack_self_m [&EMT&$a$ smacks himself, then realizes that hurts and stops.] (a.gender = female) emote_smack_self_f [&EMT&$a$ smacks herself, then realizes that hurts and stops.] } // HASH_VALUE B3A262805AB41C9A EMOTE_SMACK_TARGET (entity a, entity t) { emote_smack_target [&EMT&$a$ smacks $t$ around.] } // HASH_VALUE 19A3D84F2CA83039 EMOTE_SMUG_NOBODY (entity a) { emote_smug_nobody [&EMT&$a$ looks smug.] } // HASH_VALUE 780DF5F744C365CD EMOTE_SMUG_SELF (entity a) { emote_smug_self [&EMT&$a$ smirks.] } // HASH_VALUE B3EB26C1724D7BFB EMOTE_SMUG_TARGET (entity a, entity t) { emote_smug_target [&EMT&$a$ smirks smugly at $t$.] } // HASH_VALUE 50DF5168F287E577 EMOTE_SORRY_NOBODY (entity a) { emote_sorry_nobody [&EMT&$a$ apologizes.] } // HASH_VALUE 920C8B078819254D EMOTE_SORRY_SELF (entity a) { emote_sorry_self [&EMT&$a$ is in a sorry mess.] } // HASH_VALUE 698634F1D7B171B7 EMOTE_SORRY_TARGET (player a, entity t) { (a.gender = male) emote_sorry_target_m [&EMT&$a$ is sorry, $t$. Please forgive him?] (a.gender = female) emote_sorry_target_f [&EMT&$a$ is sorry, $t$. Please forgive her?] } // HASH_VALUE FDE8288F77762A2F EMOTE_SPITEFUL_NOBODY (entity a) { emote_spiteful_nobody [&EMT&$a$ needs to get back at someone.] } // HASH_VALUE C59B730DA7617BC7 EMOTE_SPITEFUL_SELF (entity a) { emote_spiteful_self [&EMT&$a$ is just being spiteful.] } // HASH_VALUE 5383DBC09A0D5805 EMOTE_SPITEFUL_TARGET (entity a, entity t) { emote_spiteful_target [&EMT&$a$ does it to spite $t$.] } // HASH_VALUE B81E1F482A6C06E1 EMOTE_SQUEAMISH_NOBODY (entity a) { emote_squeamish_nobody [&EMT&$a$ squirms at something.] } // HASH_VALUE CD86A5B384609EE9 EMOTE_SQUEAMISH_SELF (entity a) { emote_squeamish_self [&EMT&$a$ is squeamish.] } // HASH_VALUE 7BC3B3F2F6B9D7DD EMOTE_SQUEAMISH_TARGET (entity a, entity t) { emote_squeamish_target [&EMT&$a$ squirms at $t$.] } // HASH_VALUE 996494F8EECAB878 EMOTE_STOP_NOBODY (entity a) { emote_stop_nobody [&EMT&$a$ yells "Stop!"] } // HASH_VALUE 7A8BA4078899A5B7 EMOTE_STOP_SELF (player a) { (a.gender = male) emote_stop_self_m [&EMT&$a$ stops himself from doing something foolish.] (a.gender = female) emote_stop_self_f [&EMT&$a$ stops herself from doing something foolish.] } // HASH_VALUE F5FB4242AA271E06 EMOTE_STOP_TARGET (entity a, entity t) { emote_stop_target [&EMT&$a$ wants $t$ to stop.] } // HASH_VALUE E28B0C33AEA854DB EMOTE_STRONG_NOBODY (entity a) { emote_strong_nobody [&EMT&$a$ is the strongest in the area!] } // HASH_VALUE BEDD43F4C427A8F1 EMOTE_STRONG_SELF (entity a) { emote_strong_self [&EMT&$a$ flexes.] } // HASH_VALUE DA4256E0994C0AA1 EMOTE_STRONG_TARGET (entity a, entity t) { emote_strong_target [&EMT&$a$ bets $t$ is really strong.] } // HASH_VALUE 425E573AF1586EE7 EMOTE_STUBBORN_NOBODY (entity a) { emote_stubborn_nobody [&EMT&$a$ glares around stubbornly.] } // HASH_VALUE AEAF47269BD486F0 EMOTE_STUBBORN_SELF (player a) { (a.gender = male) emote_stubborn_self_m [&EMT&$a$ is stubborn, and you're not changing his mind.] (a.gender = female) emote_stubborn_self_f [&EMT&$a$ is stubborn, and you're not changing her mind.] } // HASH_VALUE 5EF7E74AB97E5838 EMOTE_STUBBORN_TARGET (entity a, entity t) { emote_stubborn_target [&EMT&$a$ glares stubbornly at $t$.] } // HASH_VALUE 69D86BCCC1B742E5 EMOTE_SUFFERING_NOBODY (entity a) { emote_suffering_nobody [&EMT&$a$ suffers, loudly.] } // HASH_VALUE 1EB38AF744B4D5E0 EMOTE_SUFFERING_SELF (player a) { (a.gender = male) emote_suffering_self_m [&EMT&$a$ lets everyone know he is suffering.] (a.gender = female) emote_suffering_self_f [&EMT&$a$ lets everyone know she is suffering.] } // HASH_VALUE 7D824B279CE58555 EMOTE_SUFFERING_TARGET (player a, player t) { (a.gender = male & t.gender = male) emote_suffering_target_mm [&EMT&$a$ wants $t$ to know how much he makes him suffer.] (a.gender = male & t.gender = female) emote_suffering_target_mf [&EMT&$a$ wants $t$ to know how much she makes him suffer.] (a.gender = female & t.gender = male) emote_suffering_target_fm [&EMT&$a$ wants $t$ to know how much he makes her suffer.] (a.gender = female & t.gender = female) emote_suffering_target_ff [&EMT&$a$ wants $t$ to know how much she makes her suffer.] } // HASH_VALUE 6D38C3D6941CCA96 EMOTE_SURPRISED_NOBODY (entity a) { emote_surprised_nobody [&EMT&$a$ looks surprised.] } // HASH_VALUE 8F67E1AC02C15604 EMOTE_SURPRISED_SELF (entity a) { emote_surprised_self [&EMT&$a$ is surprised.] } // HASH_VALUE 43EA4B60868F8266 EMOTE_SURPRISED_TARGET (entity a, entity t) { emote_surprised_target [&EMT&$a$ is surprised by $t$.] } // HASH_VALUE DCF9AC3BB2ED4099 EMOTE_SUSPICIOUS_NOBODY (entity a) { emote_suspicious_nobody [&EMT&$a$ looks at everyone suspiciously.] } // HASH_VALUE C26B94F0E4E437CC EMOTE_SUSPICIOUS_SELF (entity a) { emote_suspicious_self [&EMT&$a$ ] } // HASH_VALUE 231A137A5A1C47B1 EMOTE_SUSPICIOUS_TARGET (entity a, entity t) { emote_suspicious_target [&EMT&$a$ peers at $t$ suspiciously.] } // HASH_VALUE F92A8E974F41797B EMOTE_TAUNTING_NOBODY (entity a) { emote_taunting_nobody [&EMT&$a$ taunts the crowd.] } // HASH_VALUE AB3AA35140877A97 EMOTE_TAUNTING_SELF (entity a) { (a.gender = male) emote_taunting_self_m [&EMT&$a$ taunts himself and is appropriately intimidated.] (a.gender = female) emote_taunting_self_f [&EMT&$a$ taunts herself and is appropriately intimidated.] } // HASH_VALUE ABDEAAB10010E7CA EMOTE_TAUNTING_TARGET (entity a, entity t) { emote_taunting_target [&EMT&$a$ taunts $t$.] } // HASH_VALUE 0D64675F0481CB57 EMOTE_TERRIFIED_NOBODY (entity a) { emote_terrified_nobody [&EMT&$a$ recoils in horror, terrified.] } // HASH_VALUE B0C786FE2995F916 EMOTE_TERRIFIED_SELF (player a) { (a.gender = male) emote_terrified_self_m [&EMT&$a$ tries to be terrifying to himself, and fails.] (a.gender = female) emote_terrified_self_f [&EMT&$a$ tries to be terrifying to herself, and fails.] } // HASH_VALUE DCC6979B9C142FEA EMOTE_TERRIFIED_TARGET (player a, entity t) { (a.gender = male) emote_terrified_target_m [&EMT&$a$ widens his eyes at $t$, visibly terrified.] (a.gender = female) emote_terrified_target_f [&EMT&$a$ widens her eyes at $t$, visibly terrified.] } // HASH_VALUE D9B1D17A998ED859 EMOTE_THANKFUL_NOBODY (entity a) { emote_thankful_nobody [&EMT&$a$ is thankful.] } // HASH_VALUE DC2E1FE997C31436 EMOTE_THANKFUL_SELF (entity a) { emote_thankful_self [&EMT&$a$ is thankful for being here.] } // HASH_VALUE C06E24BC1B8C501B EMOTE_THANKFUL_TARGET (entity a, entity t) { emote_thankful_target [&EMT&$a$ is thankful for $t$.] } // HASH_VALUE 4F73BB6FCF5ED0E8 EMOTE_THIRSTY_NOBODY (entity a) { emote_thirsty_nobody [&EMT&$a$ is thirsty. Drinks, anyone?] } // HASH_VALUE 3964BA84B86E0DEF EMOTE_THIRSTY_SELF (entity a) { emote_thirsty_self [&EMT&$a$ swigs down a drink.] } // HASH_VALUE D32D1D5349DB48FC EMOTE_THIRSTY_TARGET (entity a, entity t) { emote_thirsty_target [&EMT&$a$ asks $t$ for something to drink.] } // HASH_VALUE 261BC36A3B0F49C5 EMOTE_THOUGHTFUL_NOBODY (entity a) { emote_thoughtful_nobody [&EMT&$a$ mulls it over.] } // HASH_VALUE 3FEBB7365D64FD22 EMOTE_THOUGHTFUL_SELF (entity a) { emote_thoughtful_self [&EMT&$a$ gave it a lot of thought.] } // HASH_VALUE 3EF6973F80633069 EMOTE_THOUGHTFUL_TARGET (entity a, entity t) { emote_thoughtful_target [&EMT&$a$ looks thoughtfully at $t$.] } // HASH_VALUE 8C64B2DB0D1A8976 EMOTE_TIRED_NOBODY (entity a) { emote_tired_nobody [&EMT&$a$ is tired of this.] } // HASH_VALUE 6B8E75E6AD4C2CE6 EMOTE_TIRED_SELF (entity a) { emote_tired_self [&EMT&$a$ is tired.] } // HASH_VALUE 8E340BBC2759348D EMOTE_TIRED_TARGET (entity a, entity t) { emote_tired_target [&EMT&$a$ is really tired of $t$.] } // HASH_VALUE 056C57E6F25491C5 EMOTE_TOLERANT_NOBODY (entity a) { emote_tolerant_nobody [&EMT&$a$ is extremely tolerant.] } // HASH_VALUE 5C6F44722A6783D0 EMOTE_TOLERANT_SELF (player a) { (a.gender = male) emote_tolerant_self_m [&EMT&$a$ puts up with himself.] (a.gender = female) emote_tolerant_self_f [&EMT&$a$ puts up with herself.] } // HASH_VALUE 4C3242934CEDEC5A EMOTE_TOLERANT_TARGET (entity a, entity t) { emote_tolerant_target [&EMT&$a$ tolerates $t$, to a point.] } // HASH_VALUE BAD7CEDB9AD11CB3 EMOTE_TROUBLED_NOBODY (entity a) { emote_troubled_nobody [&EMT&$a$ appears troubled.] } // HASH_VALUE 5938E3960EAE06CA EMOTE_TROUBLED_SELF (entity a) { emote_troubled_self [&EMT&$a$ is deeply troubled.] } // HASH_VALUE F76ECB12D8D7C818 EMOTE_TROUBLED_TARGET (entity a, entity t) { emote_troubled_target [&EMT&$a$ is troubled by $t$.] } // HASH_VALUE 887A7AF96EEFF2CE EMOTE_UNCERTAIN_NOBODY (entity a) { emote_uncertain_nobody [&EMT&$a$ just doesn't know.] } // HASH_VALUE A3D5D320A4DE2E40 EMOTE_UNCERTAIN_SELF (entity a) { emote_uncertain_self [&EMT&$a$ was sure, but is now not so certain.] } // HASH_VALUE 13791C31787098A9 EMOTE_UNCERTAIN_TARGET (entity a, entity t) { emote_uncertain_target [&EMT&$a$ shrugs uncertainly at $t$.] } // HASH_VALUE 5784F295DA1F4606 EMOTE_UNHAPPY_NOBODY (entity a) { emote_unhappy_nobody [&EMT&$a$ looks unhappy.] } // HASH_VALUE CDE80B4064947E60 EMOTE_UNHAPPY_SELF (player a) { (a.gender = male) emote_unhappy_self_m [&EMT&$a$ is unhappy with himself.] (a.gender = female) emote_unhappy_self_f [&EMT&$a$ is unhappy with herself.] } // HASH_VALUE 426F990134E89215 EMOTE_UNHAPPY_TARGET (entity a, entity t) { emote_unhappy_target [&EMT&$a$ is unhappy at $t$.] } // HASH_VALUE 78EFDF052F50F69E EMOTE_UNWILLING_NOBODY (entity a) { emote_unwilling_nobody [&EMT&$a$ stays put, unwilling.] } // HASH_VALUE 09042B91B77400D4 EMOTE_UNWILLING_SELF (entity a) { emote_unwilling_self [&EMT&$a$ is unwilling. Try someone else.] } // HASH_VALUE 2F8FDD04943DB3C7 EMOTE_UNWILLING_TARGET (entity a, entity t) { emote_unwilling_target [&EMT&$a$ is unwilling to comply with $t$.] } // HASH_VALUE F6C51FF1AFA0CDB5 EMOTE_VENGEFUL_NOBODY (entity a) { emote_vengeful_nobody [&EMT&$a$ is eager for revenge.] } // HASH_VALUE 60FFF30A9F9CB8F3 EMOTE_VENGEFUL_SELF (player a) { (a.gender = male) emote_vengeful_self_m [&EMT&$a$ seeks to avenge himself.] (a.gender = female) emote_vengeful_self_f [&EMT&$a$ seeks to avenge herself.] } // HASH_VALUE CCE2A01B2BCAB391 EMOTE_VENGEFUL_TARGET (entity a, entity t) { emote_vengeful_target [&EMT&$a$ seeks vengence for $t$.] } // HASH_VALUE 1AF3203129CAE573 EMOTE_WAIT_NOBODY (entity a) { emote_wait_nobody [&EMT&$a$ waits around.] } // HASH_VALUE 5C2943686519E117 EMOTE_WAIT_SELF (entity a) { emote_wait_self [&EMT&$a$ yells, "Wait for me!"] } // HASH_VALUE B4BF61BE46384304 EMOTE_WAIT_TARGET (entity a, entity t) { emote_wait_target [&EMT&$a$ wants to wait for $t$.] } // HASH_VALUE 71858CBB231FDE99 EMOTE_WARM_NOBODY (entity a) { emote_warm_nobody [&EMT&$a$ lets out a warm smile.] } // HASH_VALUE 379EDD265D7818D5 EMOTE_WARM_SELF (entity a) { emote_warm_self [&EMT&$a$ warms up.] } // HASH_VALUE 0DE26B002ECD63D4 EMOTE_WARM_TARGET (entity a, entity t) { emote_warm_target [&EMT&$a$ gives $t$ a warm welcome.] } // HASH_VALUE 794999AC815FCCA3 EMOTE_WARY_NOBODY (entity a) { emote_wary_nobody [&EMT&$a$ peers about warily.] } // HASH_VALUE 35602CE996A39624 EMOTE_WARY_SELF (player a) { (a.gender = male) emote_wary_self_m [&EMT&$a$ looks at himself warily.] (a.gender = female) emote_wary_self_f [&EMT&$a$ looks at herself warily.] } // HASH_VALUE BA0C6608EE6D37A6 EMOTE_WARY_TARGET (entity a, entity t) { emote_wary_target [&EMT&$a$ gives $t$ a wary look.] } // HASH_VALUE C8BD53182971719E EMOTE_WAVE_NOBODY (entity a) { emote_wave_nobody [&EMT&$a$ attempts to start a wave. Everybody now!] } // HASH_VALUE 9C1257A4B633D675 EMOTE_WAVE_SELF (player a) { (a.gender = male) emote_wave_self_m [&EMT&$a$ waves his hands in the air like he just doesn't care.] (a.gender = female) emote_wave_self_f [&EMT&$a$ waves her hands in the air like she just doesn't care.] } // HASH_VALUE 57F9295414A87692 EMOTE_WAVE_TARGET (entity a, entity t) { emote_wave_target [&EMT&$a$ waves at $t$.] } // HASH_VALUE 948D55617078A86E EMOTE_WHINE_NOBODY (entity a) { emote_whine_nobody [&EMT&$a$ is whining.] } // HASH_VALUE 7C9C4BABCD0495FB EMOTE_WHINE_SELF (entity a) { emote_whine_self [&EMT&$a$ whines to no one in particular, but knows it probably won't help.] } // HASH_VALUE 190EFDA25D429B63 EMOTE_WHINE_TARGET (entity a, entity t) { emote_whine_target [&EMT&$a$ whines at $t$.] } // HASH_VALUE 56D96241F4413AB3 EMOTE_WICKED_NOBODY (entity a) { emote_wicked_nobody [&EMT&$a$ has a wicked look.] } // HASH_VALUE 68FE9919991BE758 EMOTE_WICKED_SELF (player a) { (a.gender = male) emote_wicked_self_m [&EMT&$a$ couldn't be more wicked if he tried.] (a.gender = female) emote_wicked_self_f [&EMT&$a$ couldn't be more wicked if she tried.] } // HASH_VALUE 71EBA04357AFEEB4 EMOTE_WICKED_TARGET (entity a, entity t) { emote_wicked_target [&EMT&$a$ thinks $t$ is positively wicked.] } // HASH_VALUE 50979612301496F5 EMOTE_WISE_NOBODY (entity a) { emote_wise_nobody [&EMT&$a$ considers things, wisely.] } // HASH_VALUE 10A47E5C4B3A1241 EMOTE_WISE_SELF (entity a) { emote_wise_self [&EMT&$a$ chooses wisely.] } // HASH_VALUE 3080DA40AB043344 EMOTE_WISE_TARGET (entity a, entity t) { emote_wise_target [&EMT&$a$ considers $t$ wise.] } // HASH_VALUE 2B245B878D7E2CDC EMOTE_WISTFUL_NOBODY (entity a) { emote_wistful_nobody [&EMT&$a$ looks wistfully into the distance.] } // HASH_VALUE 788C701D851CC44F EMOTE_WISTFUL_SELF (entity a) { emote_wistful_self [&EMT&$a$ sighs wistfully, lost in thought.] } // HASH_VALUE 63025B4004610B33 EMOTE_WISTFUL_TARGET (entity a, entity t) { emote_wistful_target [&EMT&$a$ looks wistfully at $t$.] } // HASH_VALUE 6DAC761D3365D612 EMOTE_WORRIED_NOBODY (entity a) { emote_worried_nobody [&EMT&$a$ worries, generically.] } // HASH_VALUE A52B346603BEF10F EMOTE_WORRIED_SELF (player a) { (a.gender = male) emote_worried_self_m [&EMT&$a$ worries about himself sometimes.] (a.gender = female) emote_worried_self_f [&EMT&$a$ worries about herself sometimes.] } // HASH_VALUE 452123E8F392AE0B EMOTE_WORRIED_TARGET (entity a, entity t) { emote_worried_target [&EMT&$a$ worries about $t$.] } // HASH_VALUE EC1BE69D585E025B EMOTE_WOUNDED_NOBODY (entity a) { emote_wounded_nobody [&EMT&$a$ staggers, wounded.] } // HASH_VALUE 4511DB1549D9FD4D EMOTE_WOUNDED_SELF (player a) { (a.gender = male) emote_wounded_self_m [&EMT&$a$ has managed to wound himself. Heal?] (a.gender = female) emote_wounded_self_f [&EMT&$a$ has managed to wound herself. Heal?] } // HASH_VALUE B3D7FBAFE811B664 EMOTE_WOUNDED_TARGET (entity a, entity t) { emote_wounded_target [&EMT&$a$ has wounded $t$.] } // HASH_VALUE 1746E1B8C11ED176 EMOTE_YAWN_NOBODY (entity a) { emote_yawn_nobody [&EMT&$a$ yawns noticeably.] } // HASH_VALUE 5BC8EDB3F9F1CADD EMOTE_YAWN_SELF (entity a) { emote_yawn_self [&EMT&$a$ yawns. Could be bored, could be tired.] } // HASH_VALUE F12CB2B44349EB5A EMOTE_YAWN_TARGET (entity a, entity t) { emote_yawn_target [&EMT&$a$ yawns straight at $t$.] } // HASH_VALUE 775B8D4A99B2DB11 EMOTE_YOUANDME_NOBODY (player a) { (a.gender = male) emote_youandme_nobody_m [&EMT&$a$ knows its just you and him out here.] (a.gender = female) emote_youandme_nobody_f [&EMT&$a$ knows its just you and her out here.] } // HASH_VALUE 2DE00EB63F0870A7 EMOTE_YOUANDME_SELF (entity a) { emote_youandme_self [&EMT&$a$ wonders if "it's just you and me", where everyone went.] } // HASH_VALUE 19BF102308847026 EMOTE_YOUANDME_TARGET (entity a, entity t) { emote_youandme_target [&EMT&$a$ says, "It's just you and me, $t$."] } /** this file contains encyclopedia texts for album 00 */ /* OLD VALUE : [ ENCY_ALB_00 () { [The Chest of Wisdom] } ] */ // Clause 0 : text changed. // HASH_VALUE 9B09487AA292C397 ENCY_ALB_00 () { [First Encyclopaedia Album] } /* OLD VALUE : [ ENCY_ALB_PREREQ_NO () { [You have to discover all of the themes of this album to complete it.] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE 2B1A30D1E8FB50BA ENCY_ALB_PREREQ_NO () { [You have to discover all of the themes of this album to complete it.] } /* OLD VALUE : [ ENCY_THEMA_FINISHED () { [&THM& Vous avez fini un thème de l'encyclopédie.] } ] */ // Clause 0 : text changed. // HASH_VALUE EE16C1A7353CB16B ENCY_THEMA_FINISHED () { [&THM& You have finished a theme of the encyclopaedia.] } /* OLD VALUE : [ ENCY_THM_00_01 () { [Amber Cubes] } ] */ // Clause 0 : text changed. // HASH_VALUE 9059EC76EDD8AF99 ENCY_THM_00_01 () { [First Encyclopaedia Mission] } /** this file contains encyclopedia texts for all albums */ /* OLD VALUE : [ ENCY_THM_PREREQ_NO () { [You must carry out certain tasks before you can accomplish the mission linked to this theme.] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE CA1F541B01CAAD92 ENCY_THM_PREREQ_NO () { [You must carry out certain tasks before you can accomplish the mission linked to this theme.] } /* OLD VALUE : [ ENCY_THM_PREREQ_YES () { [You are ready to accomplish the mission linked to this theme.] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE 2A63030448E4BA22 ENCY_THM_PREREQ_YES () { [You are ready to accomplish the mission linked to this theme.] } /* OLD VALUE : [ ENCY_THM_TXT_00_01 () { [A long time ago, following a terrible blaze which ravaged their library, homin sages put their heads together to come up with a new medium to preserve their knowledge; something more reliable than a scroll, all too sensitive to the ravages of time and the voracity of flames. They thus explored the properties of amber : crafters and magicians combined their talents to fashion amber cubes inside which knowledge could be magically stored. A deal more robust and less cumbersome than parchments or tablets, these cubes also had the advantage of being understandable by all homin peoples thanks to the magic nature of their inscriptions ? in those times homins used different dialects. Furthermore, it was found that duplicating a cube was less fastidious than copying a manuscript, so enabling knowledge to be conveyed more easily.\n \n A great many cubes were created? but the Great Swarming of kitins and the period of exile in the Prime Roots led to their dispersion. Cubes were lost during the homin flight, and others were hidden to keep them from destruction or unlawful designs. In this way, much knowledge became forgotten. From the outset of the reconstruction of their civilizations, homins have been searching high and low to recover these ancient cubes each one of which may unveil a fragment of that forgotten past.\n \n The process allowing the creation and the duplication of cubes of amber is still known by homins today, though few they may be. Generally speaking, only old and eminent scholars possess knowledge of this process and it is they who conserve the cubes. They are willing, however, to share the knowledge contained in the cubes with those whom they deem honorable; a homin who is keen to learn by gathering cubes may speak to them. Ancient cubes may be unearthed throughout Atys, however more often than not these cubes have to be reactivated by a homin initiated in the art. The very old cubes are evidently regarded as rare and precious treasure.\n \n When they are not conserved in an amber chest, over time the cubes lose their energy, only an initiated few may recharge them. A long time ago, a chest was sculpted in amber to preserve all the existing cubes, needless to say its size was legendary. This great chest came to be known as the Chest of Wisdom because of the amount of knowledge it contained. Homins eager to gather cubes have their own chest of wisdom, which is none other than a smaller replica of the first great chest.\n \n The color of a amber cube often indicates its age, and therefore may also provide an indication as to the value of the information contained inside. Yellow cubes are recent, no more than a few decades old, and are the most common. Red cubes are older and can be centuries old. Purple cubes are the most ancient and consequently the most sought after.\n \n Most cubes bear the stamp of the civilization that created them. It is therefore possible to come across cubes with seals corresponding to the Matis, Zoraïs, Fyros or the Trykers. Certain cubes, such as those of tribes, often do not bear a seal. As for the Karavan and the Kamis, they have their own mysterious system of recording knowledge, though more often than not they use cubes of amber to convey knowledge to homins.] } ] */ // Clause 0 : text changed. // HASH_VALUE 04F77DAD543A00DF ENCY_THM_TXT_00_01 () { [This is an example encyclopaedia text.] } // HASH_VALUE AFB48AD038DFC5D0 EXCHANGE_ACCEPTED () { exchange_accepted [&ITM&Exchange accepted on both sides.] } // HASH_VALUE 8E1171D5E148915F EXCHANGE_ACCEPT_TOO_FAR (player p) { exchange_accept_too_far [&CHK&$p$ accepted the exchange but is too far from you.] } // HASH_VALUE C004F70B4CAF3B50 EXCHANGE_ALREADY_TRADING () { exchange_already_trading [&CHK&You can't exchange with someone if you are already trading.] } // HASH_VALUE A61A803A2AE424D1 EXCHANGE_BUSY (player p) { exhange_busy [&CHK&$p$ is already busy and cannot exchange with you.] } // HASH_VALUE 4A23C88E0606161B EXCHANGE_DECLINE (player p) { exchange_decline [&SYS&$p$ doesn't want to exchange with you.] } // HASH_VALUE 7E91E52DBA79F184 EXCHANGE_END (player p) { exchange_end [&SYS&$p$ ended exchange.] } // HASH_VALUE FB4C1446D0C06A42 EXCHANGE_INVITATION (player p) { exchange_invitation [$p$ invites you to exchange with him.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE FE8FBF2348B0A540 EXCHANGE_MONEY_ERROR () { [&SYS&Money was spent during this exchange. Please retry the operation.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 74BFEC6A8D05EF53 EXCHANGE_SEND_PROPOSAL (player p) { exchange_send_proposal [&SYS&You invite $p$ to exchange with you.] } // HASH_VALUE 0ACC2F8C5B38A66B EXCHANGE_TEMP_INVENTORY_MUST_EMPTY () { exchange_temp_inventory_must_empty [&CHK&You can't validate the exchange if your temporary inventory is not empty!] } // HASH_VALUE 56D5CF0B4D4D9777 EXCHANGE_TITLE_BOT ( bot b ) { [Gift to $b$.] } //////////////////////////////////////////////////////////////////////////////////// // exchange related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 5B5E971B09D9B8B5 EXCHANGE_TITLE_PLAYER ( player p ) { [Exchange with $p$.] } // HASH_VALUE 4C0F7D150C5C2929 EXCHANGE_TOO_FAR (player p) { exchange_too_far [&CHK&You are too far from $p$ to exchange something with him.] } // HASH_VALUE FF4DD72BC9323BBC FABER_CANCEL () { faber_cancel [&ITMF&Your crafting action has been interrupted!] } // HASH_VALUE 1B8C1EB5812251CD FABER_CREATE_ITEM_FAIL () { faber_item_fail [&CHK&Craft system failure: can't create crafted item! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 204D112D69830D8B FABER_CREATE_STACK_ITEM_FAIL () { faber_stack_fail [&CHK&Craft system failure: can't create stack item! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 5083D64571980797 FABER_CRITICAL_SUCCESS () { faber_critical_sucess [&ITM&Your crafting action is a critical success! Crafted item is exceptional for this action and selected raw materials!] } // HASH_VALUE 7B01CB1D4B9B4045 FABER_FUMBLE () { faber_fumble [&ITMF&Your crafting action is a complete failure, you may lose some of the raw materials used for crafting!] } // HASH_VALUE 9BD79C665B6039CB FABER_MISS () { faber_miss [&CHK&Your crafting action is a failure!, you may lose some of the raw materials used for crafting!] } // HASH_VALUE 857A3DDAC11E7BF8 FABER_PARTIAL_SUCCESS () { faber_partial_sucess [&ITMF&Your crafting action is a partial success! Crafted item is degraded!] } // HASH_VALUE 6A07118772A0E305 FABER_SUCCESS () { faber_sucess [&ITM&Your crafting action is a success! Crafted item corresponding to your action and raw materials selected!] } // HASH_VALUE FA5DD68E47CA38CA FABER_TEMP_INVENTORY_FULL () { [&CHK&Can't create crafted item. Your temporary inventory is full!] } // HASH_VALUE 9DA4C47498F58FAD FACTION_EN () { [English Uni] } // HASH_VALUE E6A26437A6F2C87C FACTION_FR () { [French Uni] } // HASH_VALUE EBB7DC6F5729C05F FACTION_FYROS () { [Faction Fyros] } // HASH_VALUE 9C284C4087D88463 FACTION_KAMI () { [Faction Kami] } // HASH_VALUE 6CBA6053C332B4AF FACTION_KARAVAN () { [Faction Karavan] } // HASH_VALUE 6AD77C70D8A8DC5F FACTION_MATIS () { [Faction Matis] } // HASH_VALUE 18C26630D84ED4B1 FACTION_POINT_CANNOT_GAIN_YET (player victim, int m, int s) { (m = 1) faction_points_cannot_gain_yet_1m [&XP&1 minute est nécessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.] (m > 1) faction_points_cannot_gain_yet_xm [&XP&$m$ minutes sont nécessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.] (s = 1) faction_points_cannot_gain_yet_1s [&XP&1 seconde est nécessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.] faction_points_cannot_gain_yet_xs [&XP&$s$ secondes sont nécessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.] } // HASH_VALUE 6337E071F21A222C FACTION_POINT_GAIN (faction faction, int fp) { (fp > 1) faction_points_gain_p [&XP&Vous gagnez $fp$ points de faction avec $faction.da$ $faction$.] (fp = 1) faction_points_gain_1 [&XP&Vous gagnez 1 point de faction avec $faction.da$ $faction$.] faction_points_gain_0 [&XP&Vous ne gagnez pas de point de faction.] } // HASH_VALUE 708D0B96D4512554 FACTION_POINT_GAIN_KILL (faction faction, int fp, player victim) { (fp > 1) [&XP&Vous avez vaincu $victim$, un ennemi de la faction $faction.da$ $faction$, votre faction ! Vous gagnez $fp$ points de faction.] (fp = 1) [&XP&Vous avez vaincu $victim$, un ennemi de la faction $faction.da$ $faction$, votre faction ! Vous gagnez un point de faction.] [&XP&Vous ne gagnez pas de point de faction pour la mort de $victim$.] } // HASH_VALUE 21A81C9E37DD5A31 FACTION_POINT_LOSE (faction faction, int fp) { (fp > 1) faction_points_lose_p [&XP&Vous perdez $fp$ points de faction avec $faction.da$ $faction$.] (fp = 1) faction_points_lose_1 [&XP&Vous perdez 1 point de faction avec $faction.da$ $faction$.] faction_points_lose_0 [&XP&Vous ne perdez pas de point de faction.] } // HASH_VALUE 6EB9CC7619C58B82 FACTION_TRYKER () { [Faction Tryker] } // HASH_VALUE 68B78C7557881055 FACTION_ZORAI () { [Faction Zorai] } // HASH_VALUE CEF7D042BA49E433 FAME_CIV_NOT_GOOD_FOR_GUILD () { [&CHK&Vous ne pouvez pas vous declarer d'une civilisation en contradiction avec l'allegeance de votre guilde.] } // HASH_VALUE C39090E8FC1C2936 FAME_CULT_NOT_GOOD_FOR_GUILD () { [&CHK&Vous ne pouvez pas vous declarer d'un cult en contradiction avec l'allegeance de votre guilde.] } /* OLD VALUE : [ FAME_GAIN_CHAR (faction faction, int propagation) { (propagation = 0) fame_gain_char [You gain fame with $faction.da$ $faction$] (propagation != 0) fame_gain_char_propagation [You gain fame with their allies $faction.da$ $faction$] } ] */ // Parameter list changed. // Clause list changed. // HASH_VALUE EC4E05CF09EE8C44 FAME_GAIN_CHAR (faction faction, int propagation_type) { (propagation_type = 0) fame_gain_char [You gain fame with $faction.da$ $faction$] (propagation_type = 1) fame_gain_char_ally [You gain fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_gain_char_enemy [You gain fame with their enemies $faction.da$ $faction$] } /* OLD VALUE : [ FAME_GAIN_GUILD (faction faction, int propagation) { (propagation = 0) fame_gain_guild [Your guild gain fame with $faction.da$ $faction$] (propagation != 0) fame_gain_guild_propagation [Your guild gain fame with their allies $faction.da$ $faction$] } ] */ // Parameter list changed. // Clause list changed. // HASH_VALUE A57E401B7F529371 FAME_GAIN_GUILD (faction faction, int propagation_type) { (propagation_type = 0) fame_gain_guild [Your guild gain fame with $faction.da$ $faction$] (propagation_type = 1) fame_gain_guild_ally [Your guild gain fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_gain_guild_enemy [Your guild gain fame with their enemies $faction.da$ $faction$] } /* OLD VALUE : [ FAME_LOST_CHAR (faction faction, int propagation) { (propagation = 0) fame_lost_char [You lost fame with $faction.da$ $faction$] (propagation != 0) fame_lost_char_propagation [You lost fame with their enemies $faction.da$ $faction$] } ] */ // Parameter list changed. // Clause list changed. // HASH_VALUE 732095F5103EA45A FAME_LOST_CHAR (faction faction, int propagation_type) { (propagation_type = 0) fame_lost_char [You lost fame with $faction.da$ $faction$] (propagation_type = 1) fame_lost_char_ally [You lost fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_lost_char_enemy [You lost fame with their enemies $faction.da$ $faction$] } /* OLD VALUE : [ FAME_LOST_GUILD (faction faction, int propagation) { (propagation = 0) fame_lost_guild [Your guild lost fame with $faction.da$ $faction$] (propagation != 0) fame_lost_guild_propagation [Your guild lost fame with their enemies $faction.da$ $faction$] } ] */ // Parameter list changed. // Clause list changed. // HASH_VALUE 2C50D04186A2AB87 FAME_LOST_GUILD (faction faction, int propagation_type) { (propagation_type = 0) fame_lost_guild [Your guild lost fame with $faction.da$ $faction$] (propagation_type = 1) fame_lost_guild_ally [Your guild lost fame with their allies $faction.da$ $faction$] (propagation_type = 2) fame_lost_guild_enemy [Your guild lost fame with their enemies $faction.da$ $faction$] } // HASH_VALUE 52F1E5A4412451F2 FAME_LOW_WARNING_FOR_ALLIANCE (faction faction) { [&CHK&Your fame is almost too low for membership with the $faction.member$. You may be removed if your fame continues to drop.] } // HASH_VALUE E78B54AE441D84D7 FAME_TOO_LOW_FOR_ALLEGIANCE (faction faction) { [&SYS&The $faction.member$ no longer accept you due to your low fame.] } /* OLD VALUE : [ FORAGE_ABSORB_DMG (int damage) { forage_absorb_dmg [&DMG&You absorb $damage$ forage source points of damage.] } ] */ // Clause 0 : text changed. // HASH_VALUE 2FA9D9CFF579723E FORAGE_ABSORB_DMG (int damage) { forage_absorb_dmg [&DMG&You absorb raw material source damage for $damage$ points of damage.] } // HASH_VALUE A0E7280F57C7FCA7 FORAGE_CANT_ADD_SOURCE () { forage_cant_add_source [&ITMF&No more forage sources can be seen at the moment.] } // HASH_VALUE 8A5FDB0F47E20F56 FORAGE_CARE_XP_NEEDS_TEAM () { forage_care_xp_needs_team [&XP&You must team with the extractor to earn XP from care actions.] } // HASH_VALUE 96C0F328F314D17B FORAGE_DEPOSIT_DEPLETED () { forage_deposit_depleted [&ITMF&Some raw materials used to be present here, but all have been pulled out and the deposit is now empty for a while.] } // Clause list changed. // HASH_VALUE 00D2AB8D24C5AF31 FORAGE_DEPOSIT_DISTANCE (int distance) { (distance=0) forage_deposit_distance_0 [&FORLD&Deposit at less than 1 m] forage_deposit_distance [&FORLD&Deposit at $distance$ m] } // HASH_VALUE 831331154C9DB919 FORAGE_DEPOSIT_IS_EMPTY () { forage_deposit_is_empty [&ITMF&There are no more raw materials in this deposit.] } // HASH_VALUE 6869AA868D479DA8 FORAGE_DEPOSIT_LOCATED () { forage_deposit_located [&FORLD&A deposit is very close, which means the raw material you are searching for is in the surrounding area.] } // HASH_VALUE 8934C2BC4BBF326E FORAGE_DEP_TRACKG_STOPPED () { forage_dep_trackg_stopped [&FORLD&End of prospection.] } // HASH_VALUE E715689E7A1F44B3 FORAGE_DROP_QUALITY () { forage_drop_quality [&ITMF&You spoiled the quality of the material!] } // HASH_VALUE B18F1E24DB1AF56F FORAGE_DROP_QUANTITY () { forage_drop_quantity [&ITMF&You failed to catch the material!] } // HASH_VALUE 4B75F6A2AE3326E5 FORAGE_ECOTYPE_SPEC_NOT_MATCHING () { forage_ecotype_spec_not_matching [&CHK&The terrain specialization cannot be used here.] } // HASH_VALUE 039EA420DE933B62 FORAGE_EXTRACTION_NEEDS_TARGET_SOURCE () { forage_extraction_needs_target_source [&CHK&You need to target a forage source to begin extraction.] } // HASH_VALUE 8A23E3E59AF5D21F FORAGE_FAIL () { forage_fail [&ITMF&You didn't manage to get any whole pieces of raw material.] } // HASH_VALUE 39A8763CFDBBC704 FORAGE_FOUND_SOURCES (int n) { (n=0) forage_nothing_found [&ITMF&You found nothing.] (n=1) forage_found_source [&ITM&You found a raw material source.] forage_found_sources [&ITM&You found $n$ raw material sources.] } // HASH_VALUE 05155F9763000844 FORAGE_INVALID_PLACE () { forage_invalid_place [&CHK&You can't forage for raw materials in this place.] } // HASH_VALUE 84548C3D859B6397 FORAGE_KAMI_ANGER_PUNISH () { forage_kami_anger_punish [&SYS&A Kami tells you: Me very angry! Take this!] } // HASH_VALUE 055A70484F524308 FORAGE_KAMI_ANGER_WARNING () { forage_kami_anger_warning [&SYS&A Kami warns you: you steal resources of this land. His anger is growing! Beware!] } // HASH_VALUE 4E56A9E47BE82CD4 FORAGE_KAMI_OFFERING_ITEM (item i) { forage_kami_offering_item [&SYS&You offer some $i$ to lessen the Kami's wrath.] } // HASH_VALUE F05DD46350670747 FORAGE_KAMI_OFFERING_NOT_ENOUGH_ITEMS () { forage_kami_offering_not_enough_items [&CHK&You don't have enough items to offer.] } // HASH_VALUE 0D2532FE4004DAA2 FORAGE_MATERIAL_SPEC_NOT_MATCHING () { forage_material_spec_not_matching [&CHK&The material specialization does not match the material source.] } // HASH_VALUE DC9FE05AA3658231 FORAGE_MISS () { forage_miss [&ITMF&Hard luck, part of your forage action failed!] } // HASH_VALUE 84416955E82F4C1C FORAGE_NO_CARE_FIRST () { forage_no_care_first [&CHK&You can't begin an extraction with a care action.] } // HASH_VALUE B77A5758600A0C11 FORAGE_NO_DEPOSIT_EXACT_STATQUALITY () { forage_no_deposit_exact_statquality [&ITMF&You have detected the presence of raw materials, but they are of a different class than the materials searched for by your current prospecting action.] } // HASH_VALUE D5692C9ADDCFFC6C FORAGE_NO_DEPOSIT_HERE () { forage_no_deposit_here [&ITMF&No raw materials were detected in this area.] } /* OLD VALUE : [ FORAGE_NO_DEPOSIT_IN_CONTEXT () { forage_no_deposit_in_context [&ITMF&No raw materials are detected in the area at the moment.] } ] */ // Clause 0 : text changed. // HASH_VALUE 96378CB3534630D6 FORAGE_NO_DEPOSIT_IN_CONTEXT () { forage_no_deposit_in_context [&ITMF&No specified raw materials are present in the area at the moment.] } // HASH_VALUE 9F09EC45C9B1ABD4 FORAGE_NO_DEPOSIT_IN_SEASON () { forage_no_deposit_in_season [&ITMF&No specified raw materials are present in the area in this season.] } // HASH_VALUE 5F402942C702A0A9 FORAGE_NO_DEPOSIT_IN_WEATHER () { forage_no_deposit_in_weather [&ITMF&No specified raw materials are present in the area in these weather conditions.] } // HASH_VALUE C48270BA87E3ED43 FORAGE_NO_DEPOSIT_MATERIAL_FILTER () { forage_no_deposit_material_filter [&ITMF&No specified raw materials are present in the area.] } /* OLD VALUE : [ FORAGE_NO_DEPOSIT_STATQUALITY () { forage_no_deposit_statquality [&ITMF&You could detect the presence of raw materials, but they are too hard to find using your current prospecting action.] } ] */ // Clause 0 : text changed. // HASH_VALUE D1D9E53E949FA2A0 FORAGE_NO_DEPOSIT_STATQUALITY () { forage_no_deposit_statquality [&ITMF&You have detected the presence of raw materials, but they are of a higher class than your current prospecting action allows you to forage.] } // HASH_VALUE 9B57553C9A9CC66C FORAGE_NO_LOCAL_RM_EXACT_STATQUALITY () { forage_no_local_rm_exact_statquality [&ITMF&Some raw materials have been detected here, but are of a different class than the materials searched for by your current prospecting action. Some matching materials were detected near by, though.] } // HASH_VALUE 9DFA982863438C38 FORAGE_NO_LOCAL_RM_MATERIAL_FILTER () { forage_no_local_rm_material_filter [&ITMF&Some specified raw materials were detected near by, though.] } /* OLD VALUE : [ FORAGE_NO_LOCAL_RM_STATQUALITY () { forage_no_local_rm_statquality [&ITMF&Some raw materials were detected here, but they are too hard to find using your current prospecting action. Some lower materials were detected near by, though.] } ] */ // Clause 0 : text changed. // HASH_VALUE AE5B3AA672AE8288 FORAGE_NO_LOCAL_RM_STATQUALITY () { forage_no_local_rm_statquality [&ITMF&Some raw materials have been detected here, but they are of a higher class than your current prospecting action allows you to forage. Some lower class materials were detected near by, though.] } // HASH_VALUE C6E695FBE1A157AC FORAGE_ONLY_ONE_EXTRACTOR () { forage_only_one_extractor [&CHK&Someone is already extracting this forage source, you may only apply care actions.] } // HASH_VALUE 325CED987A66B96A FORAGE_QUALITY_TOO_LOW () { forage_too_low [&CHK&Your quality stanza is too low to be used on this forage source.] } // HASH_VALUE 35CD593C9A47E6D0 FORAGE_SITE_DEPLETED () { forage_site_depleted [&ITMF&Some raw materials used to be present here, but the place seems depleted.] } // HASH_VALUE 98DA24C9C40E23A8 FORAGE_SOURCE_DEPLETED () { forage_source_depleted [&ITMF&The forage source was prematurely destroyed.] } // HASH_VALUE 412CAB4305C0AFD1 FORAGE_SOURCE_IMPACT_MODE (int m) { forage_source_impact_mode0 [&SYS&The source mode is $m$.] } // HASH_VALUE 342F47F267BFB0CC FORAGE_SOURCE_MAXLEVEL (int l) { forage_source_maxlevel [&SYS&The optimal quality available in this source is $l$.] } // HASH_VALUE 6BD1EB8612DB061A FORAGE_SOURCE_OBSTACLE () { forage_source_obstacle [&ITMF&You couldn't find a raw material source due to some obstacle.] } // HASH_VALUE ECE8C4D6F529190C FORAGE_SOURCE_SITE_DEPLETED () { forage_source_site_depleted [&ITMF&The forage source was prematurely destroyed and the area is exhausted!] } // HASH_VALUE 08EB580ADC75619F FORAGE_TOO_FAR_FROM_SOURCE () { forage_too_far_from_source [&CHK&You are too far from the source to forage.] } // HASH_VALUE E5DB8171715A5C56 FORAGE_XP_PROSPECTION (int i) { (i=0) forage_xp_prospection_0 [&XP&This score includes points earned for prospecting.] forage_xp_prospection_1 [&XP&This score was earned for a source that you discovered but someone else exploited.] } // HASH_VALUE 97FBED35661630F3 GMOTD (literal s) { [&MTD&Guild message of the day: $s$] } // HASH_VALUE 5D25BA1A923DCD9F GUILD_ALREADY_HAS_JOIN_PROPOSAL (player p) { [&CHK&$p$ already has a proposal to join a guild.] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E667970C8CE840CF GUILD_ALREADY_IN_A_GUILD () { [&CHK&You are already in a guild.] } // HASH_VALUE 360092E31E1CD723 GUILD_ALREADY_MEMBER (player p) { [&CHK&$p$ is already member of a guild.] } // HASH_VALUE E38C0D72C828B266 GUILD_BAD_SESSION () { [&CHK&Please retry this operation : guild parameters have just been modified by someone.] } // HASH_VALUE EA9E74CACADBC4BF GUILD_BUILDING_ALREADY_BOUGHT () { [&CHK&Your guild already has a building.] } // HASH_VALUE 46EC2FACEF4848CE GUILD_BUILDING_BAD_FAME ( int i, race r ) { [&CHK&To buy a building here, your guild need a fame of $i$ toward the $r$ people .] } // HASH_VALUE 5287B3CCC5EF43B5 GUILD_BUILDING_BAD_GRADE () { [&CHK&Your guild grade is not sufficient to perform this action.] } // HASH_VALUE 13A03344E5B085F8 GUILD_BUILDING_BAD_MONEY ( int i ) { [&CHK&To buy a building here, you need $i$ dappers.] } // HASH_VALUE EE9A1D55D32C20A5 GUILD_BUILDING_NEEDED () { [&CHK&You need a guild building to perform this action.] } // HASH_VALUE 3FAFE205FEC81501 GUILD_CANT_INVITE_OUTPOST_ENEMY () { [&CHK&Vous ne pouvez pas inviter un ennemi d'avant-poste dans votre guilde] } // HASH_VALUE 1CBF80670260FDE0 GUILD_CHALLENGE_OUTPOST_ALREADY_ATTACKED () { [&CHK&The outpost is already under attack.] } // HASH_VALUE E5E12BA2328FCF7C GUILD_CREATED () { [&AROUND&Vous avez réussi à créer une guilde.] } // HASH_VALUE EF3BC61D0BC86F60 GUILD_DESCRIPTION_BAD_WORD () { [&CHK&The description you chose contains forbidden words] } // HASH_VALUE C9279C9CE5325FCF GUILD_DESC_BAD_CHAR () { [&CHK&Guild descriptions must contains only alphabetic characters and blanks. Descriptions cannot start or end with a Blank. A blank cannot follow another one] } // HASH_VALUE 37697C7DBD564412 GUILD_DESC_BAD_SIZE () { [&CHK&Guild descriptions length can't exceed two hundred characters] } // HASH_VALUE 78CF8EFEC171A6D9 GUILD_DESTROYED () { [&SYS& You were the last member of your guild. So has been destroyed.] } // HASH_VALUE 8B79AC145AD8EBD1 GUILD_GAIN_CHARGE_POINT (int points) { [&SYS&Your guild gained $points$ charge points.] } // HASH_VALUE 2A8EAD4F9B1A4BA4 GUILD_GIVEUP_OUTPOST_ATTACK_NOT_ATTACKED () { [&CHK&The outpost is not under attack.] } // HASH_VALUE 8C9D4BE034196541 GUILD_GRADE_FULL (string_id p) { [&CHK&There are not enough members in your guild to change the grade of $p$ to the one you chose.] } // HASH_VALUE 73251C3920E7B253 GUILD_ICOMPATIBLE_ALLEGIANCE ( player p, faction b) { [&CHK&Le joueur $p$ a une allegeance $b$ incompatible avec les allegeances de votre guilde.] } // HASH_VALUE 200437124E266BF6 GUILD_INSUFFICIENT_GRADE () { [&CHK&You dont have a sufficient grade in your guild.] } // HASH_VALUE 5E63105C1C55481A GUILD_INVALID_DESCRIPTION () { [&CHK&Invalid guild description.] } // HASH_VALUE 58A05C191F799CCD GUILD_INVALID_NAME () { [&CHK&Invalid guild name.] } // HASH_VALUE ABEDE1E42B70C872 GUILD_INVITED_CHARACTER_MUST_BE_ONLINE () { [&CHK&Invited character must be online.] } // HASH_VALUE 3B62CEE91A44BA35 GUILD_INVITE_ONLY_LOCAL_GUILD () { [&CHK&Vous ne pouvez pas inviter quelqu'un dans votre guilde si vous n'êtes pas sur le continent.] } // HASH_VALUE C6164693CCD9BB10 GUILD_IS_PROXY () { [&CHK&Vous ne pouvez executer cette action qu'à partir du teritoire du jeu, hors vous êtes dans une instance.] } // HASH_VALUE 3149F694B95DE2DC GUILD_ITEM_BAD_SESSION () { [&CHK&Someone is handling this item. Please retry.] } // HASH_VALUE 15DAF161CB1095FC GUILD_ITEM_CANT_BE_PUT () { [&CHK&This item cannot be put in the guild inventory.] } // HASH_VALUE 7373361549656E02 GUILD_ITEM_DONT_HAVE_RIGHTS () { [&CHK&you are not allowed to perform that action] } // HASH_VALUE 4E7718F5AA858C67 GUILD_ITEM_MAX_BULK () { [&CHK&The guild warehouse is full.] } // HASH_VALUE 9E3A74B6B179050B GUILD_JOIN (player a) { [&AROUND&$a$ rejoint votre guilde.] } // Clause 0 : text changed. // HASH_VALUE 723E4A2C44C30253 GUILD_JOIN_PROPOSAL (player p, string_id g) { [$p$ invites you to join the guild $g$.] } // HASH_VALUE 3A77AEE8DC91E8C2 GUILD_KICK_MEMBER (player a, string_id b) { [&AROUND&$a$ a chassé $b$ de votre guilde.] } // HASH_VALUE CBFEFFC1E16EF793 GUILD_MAX_MEMBER_COUNT ( int i ) { [&CHK&Votre guilde a atteint le nombre maximum de membres ($i$).] } // HASH_VALUE 9DAF9E0D3C782458 GUILD_MAX_MEMBER_COUNT_INVITE ( int i ) { [&CHK&Votre guilde a déjà atteint le nombre maximum de membres ($i$).] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE AEA7CC11E38CA1B4 GUILD_NAME_ALREADY_EXISTS () { [&CHK&This Name is already used. Please choose another One] } // HASH_VALUE EA8B4C0C97730D81 GUILD_NAME_BAD_CHAR () { [&CHK&Guild names must contains only alphabetic characters and blanks. Names can't start or end with a Blank.] } // HASH_VALUE 037691B3D2A317F6 GUILD_NAME_BAD_SIZE () { [&CHK&Guild names must have a length of at least three characters, and no more than fifty.] } // HASH_VALUE DDAE55A30DE5B12C GUILD_NAME_BAD_WORD () { [&CHK&The name you chose contains forbidden words] } // HASH_VALUE 19EF90B35AB07F80 GUILD_NEW_LEADER (string_id a) { [&SYS&$a$ is now the new leader of your guild.] } // HASH_VALUE 7AD1DD01A7F69F4F GUILD_NOT_ENOUGH_MONEY (int m) { [&CHK&You need $m$ dappers to create a guild.] } // HASH_VALUE F9DAC54A5B159844 GUILD_NOT_MEMBER () { [&SYS&You are not a member of any guild.] } //////////////////////////////////////////////////////////////////////////////////// // guild related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE A1FB620219A9C353 GUILD_PLAYER_BAG_FULL () { [You cannot take this item from your guild : your bag is full] } // HASH_VALUE 8CC659FA741900B0 GUILD_QUIT (player a) { [&AROUND&$a$ a quitté votre guilde.] } // HASH_VALUE E2A2FB76FC9F6088 GUILD_REFUSE_JOIN (player a) { [&AROUND&$a$ refuse de rejoindre votre guilde.] } // HASH_VALUE 86E62530E37DFE2F GUILD_RM_ALREADY_BOUGHT () { [&CHK&Your guild already bought this rolemaster.] } // HASH_VALUE 9C01C33984D5570D GUILD_ROOM ( string_id i ) { [To Guild "$i$".] } /* OLD VALUE : [ GUILD_SET_GRADE_HIGHOFFICER (player a, player b, string_id str) { [&SYS&$a$ named $b$ high officer of your guild $str$.] } ] */ // Parameter list changed. // HASH_VALUE C09E14B9CD6D0101 GUILD_SET_GRADE_HIGHOFFICER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ high officer of your guild $str$.] } /* OLD VALUE : [ GUILD_SET_GRADE_MEMBER (player a, player b, string_id str) { [&SYS&$a$ degraded $b$ as member of your guild $str$.] } ] */ // Parameter list changed. // HASH_VALUE E472EB80CADDE5B4 GUILD_SET_GRADE_MEMBER (player a, string_id b, string_id str) { [&SYS&$a$ degraded $b$ as member of your guild $str$.] } /* OLD VALUE : [ GUILD_SET_GRADE_OFFICER (player a, player b, string_id str) { [&SYS&$a$ named $b$ officer of your guild $str$.] } ] */ // Parameter list changed. // HASH_VALUE 985DDBCD01685342 GUILD_SET_GRADE_OFFICER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ officer of your guild $str$.] } /* OLD VALUE : [ GUILD_SET_LEADER (player a, player b, string_id str) { [&SYS&$a$ named $b$ leader of your guild $str$.] } ] */ // Parameter list changed. // HASH_VALUE 8A0A602C02E0FE50 GUILD_SET_LEADER (player a, string_id b, string_id str) { [&SYS&$a$ named $b$ leader of your guild $str$.] } // HASH_VALUE DF6CE721DD94C039 GUILD_USER_DELETED ( player a ) { [&SYS&$a$ was deleted.] } // HASH_VALUE F05FF937EC1C58FC GUILD_XP_GAIN () { [&XP&Your guild gained experience points.] } // HASH_VALUE 8D1829F0D9D95041 GUILD_YOU_JOIN (string_id str) { [&AROUND&Vous rejoignez la guilde $str$.] } // HASH_VALUE 4575EFA39AE4C9B3 GUILD_YOU_QUIT (string_id str) { [&AROUND&Vous quittez la guilde $str$.] } // HASH_VALUE F3B7496C5A7BE762 HARVEST_LOOT_ALREADY_IN_PROGRESS_OTHER (entity creature, entity harvester) { harvest_loot_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being looted by $harvester$.] } // HASH_VALUE A3A4154242F17E89 HARVEST_NOTHING_TO_LOOT (entity e) { harvest_nothing_to_loot [&ITMF&There is nothing to loot on $e.da$ $e$.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used during harvest/loot //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E0BBB1A5602058DC HARVEST_NOTHING_TO_QUARTER (entity e) { harvest_nothing_to_quarter [&ITMF&There is nothing to quarter on $e.da$ $e$.] } // HASH_VALUE 3B93BE92D7717450 HARVEST_QUARTER_ALREADY_IN_PROGRESS_OTHER (entity creature, entity harvester) { harvest_quarter_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being quartered by $harvester$.] } // HASH_VALUE 1DE2571375CE22C3 HARVEST_QUARTER_ALREADY_IN_PROGRESS_SELF (entity e) { harvest_quarter_already_in_progress_self [&CHK&You are already quartering $e.da$ $e$.] } // HASH_VALUE A0451ADA4C74B0C2 HARVEST_SUCCESS (int nb, item item, int quality) { (nb > 1) harvest_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.] (nb = 1) harvest_success_1 [&ITM&You obtain one $item$ of quality $quality$.] } // HASH_VALUE 602170E63AE66603 HARVEST_SUCCESS_OTHER (player p, int nb, item item, int quality) { (nb > 1) harvest_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.] (nb = 1) harvest_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.] } // HASH_VALUE 56EC3B434025AFC2 INTERLOCUTOR_TOO_ENCUMBERED_FOR_EXCHANGE (player p) { [&CHK&Character $p$ are to encumbered for made this exchange.] } // HASH_VALUE A8432116597BB0FD INVALID_EXCHANGE_IN_RING () { [&CHK&ECHANGE REFUSE : Certains de ces items ne peuvent être échangé entre serveurs.] } // HASH_VALUE 69034B07AE13EF9F INVALID_FORAGE_TOOL () { invalid_forage_tool [&CHK&You don't have a forage tool in hand.] } // HASH_VALUE 13477814241634CD INVALID_TARGET () { [&CHK&Invalid Target.] } // HASH_VALUE 7DBEDB3D4256448B INVALID_TEAM_TARGET () { [&CHK& Your target can't be invited to join a team.] } // HASH_VALUE 947D8085472FD062 INVENTORY_BUY_ITEM (item item, int qty, int cost, int fp) { (qty=1 & fp=0) inventory_buy_item_1 [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.] (qty>1 & fp=0) inventory_buy_item_p [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.] (qty=1 & fp>0 & cost>0) inventory_buy_item_1fc [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds and $fp$ faction points.] (qty>1 & fp>0 & cost>0) inventory_buy_item_pfc [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds and $fp$ faction points.] (qty=1 & fp>0 & cost=0) inventory_buy_item_1f [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.] (qty>1 & fp>0 & cost=0) inventory_buy_item_pf [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.] } // HASH_VALUE AB16739C8E77D070 INVENTORY_BUY_ITEM_FP (item item, int qty, int fp) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.] } // HASH_VALUE FF51CA5A61710379 INVENTORY_BUY_ITEM_RRP (item item, int qty, int rrpLevel, int rrps) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $rrps$ ring reward points of level $rrpLevel$.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $rrps$ ring reward points of level $rrpLevel$.] } // HASH_VALUE 3BB0C78E27A1AE96 INVENTORY_BUY_ITEM_dinS (item item, int qty, int cost) { (qty=1) [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.] (qty>1) [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.] } //////////////////////////////////////////////////////////////////////////////////// // sentences related to Inventory/items management //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE F80AFD68F52F609C INVENTORY_DESTROY_ITEM (item item, int qty) { (qty=1) inventory_destroy_item_1 [&ITM&You have destroyed $item.ia$ $item$.] (qty>1) inventory_destroy_item_p [&ITM&You have destroyed $qty$ $item.p$.] } // HASH_VALUE 00C636A2FC54BC91 INVENTORY_DROP_ITEM (item item, int qty) { (qty=1) inventory_drop_item_1 [&ITM&You have dropped $item.ia$ $item$ on the ground.] (qty>1) inventory_drop_item_p [&ITM&You have dropped $qty$ $item.p$ on the ground.] } // HASH_VALUE 0CA4AE2F7EAC3961 INVENTORY_EQUIP (item item, int qty) { (qty=1) inventory_equip_item_1 [&SYS&You equip with your $item$.] (qty>1) inventory_equip_item_p [&SYS&You equip with your $item.p$.] } // HASH_VALUE BB9907F524EA1E8E INVENTORY_UNEQUIP (item item, int qty) { (qty=1) inventory_unequip_item_1 [&SYS&You unequip your $item$.] (qty>1) inventory_unequip_item_p [&SYS&You unequip your $item.p$.] } // HASH_VALUE 1535738A695B8BF0 ISE_CRAFT_ADD_LIMIT (int param) { [&ISE2&Déclenchement de l'effet limites étendues, les limites de l'item que vous avez créé sont étendues de $param$%.] } // HASH_VALUE 6E2D927068A24C47 ISE_CRAFT_ADD_STAT_BONUS (score s, int param) { [&ISE2&Déclenchement de l'effet bonus de stat, l'item que vous avez créé a un bonus de $s$ de $param$.] } // HASH_VALUE 937A95A77E46E9B6 ISE_FORAGE_ADD_RM (int param) { [&ISE&Déclenchement de l'effet bonus de récolte, vous avez récolté $param$% de ressources supplémentaires sur cette action.] } // HASH_VALUE 1320BAF4749C1F27 ISE_FORAGE_NO_RISK () { [&ISE&Déclenchement de l'effet source sans risque, une des sources que vous avez trouvées ne peux pas exploser.] } // HASH_VALUE 76401D73C249D235 ISE_MAGIC_DIVINE_INTERVENTION () { [&ISE&Déclenchement de l'effet intervention divine, les crédits de votre sort ne sont pas consommés.] } // HASH_VALUE 4D3A548A847BC2B4 ISE_MAGIC_SHOOT_AGAIN () { [&ISE&Déclenchement de l'effet feu gratuit, votre prochain sort sera incanté en un temps minimum.] } // HASH_VALUE 11FB2FF3A6A581B4 ITEM_CANT_BE_SOLD ( item item, int qty, int qual ) { (qty=1) item_can_be_solded_1 [&SYS&Your $item$ of quality $qual$ can't be sold.] (qty>1) item_can_be_solded_2 [&SYS&Your $qty$ $item.p$ of quality $qual$ can't be sold.] } // HASH_VALUE 3CC1E4D9C1202FD6 ITEM_IN_RIGHT_HAND_HAVE_NOT_EBOUGHT_SAP () { item_in_right_hand_have_not_ebought_sap [&CHK&The item in your right hand has not enough sap.] } // HASH_VALUE E4076F1697A09B3A ITEM_IS_NOT_CRYSTALLIZED_ACTION (item i) { item_is_not_crystallized_action [&CHK&item $i$ is not an action crystal.] } // HASH_VALUE 7541B61AE59BEAD6 ITEM_IS_NOT_CRYSTALLIZED_SAPLOAD_RECHARGE (item i) { item_is_not_crystallized_sapload_recharge [&CHK&Item $i$ is not a recharge crystal.] } // HASH_VALUE E20FA2D879D81763 ITEM_IS_NOW_ENCHANTED (item i) { item_is_now_enchanted [&SPLM&You have enchanted item $i$.] } // HASH_VALUE C4844F2DA8A049DC ITEM_IS_RECHARGED (item it, int current, int max ) { item_is_recharged [&ITM&Item $it$ is now recharged. Sap load is $current$ of $max$.] } // HASH_VALUE D38EF81A22342BDD ITEM_NOT_AVAILABLE () { item_not_available [&CHK&Item you want buy is no more available.] } /* OLD VALUE : [ ITEM_PUT_IN_RESELLER ( item item, int qty, int basePrice, int sellPrice ) { (qty=1) [&ITM&You placed $item.ia$ $item$ with a merchant, the merchant gives you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] (qty>1) [&ITM&You placed $qty$ $item.p$ with a merchant, the merchant gives to you $basePrice$ dappers now, and you will receive $sellPrice$ dapper(s) if a player buys the item.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 8FD3AA8213B5971A ITEM_PUT_IN_RESELLER ( item item, int qty, int basePrice, int sellPrice ) { (qty=1) [&ITM&You put $item$ in reseller, reseller give to you $basePrice$ dins now, and you received $sellPrice$ dins when players buy our item.] (qty>1) [&ITM&You put $qty$ $item.p$ in reseller, reseller give to you $basePrice$ dins now, and you received $sellPrice$ dins when players buy our items.] } // attention à l'article defini $service.da$ = le supprimer si nécessaire - Si la grammaire n'utilise pas cet article // HASH_VALUE 3704D49E86CD0795 ITEM_SERVICE_CONSUMED (item service) { [&ITM&$service.da$ $service$ a été consommé.] } // HASH_VALUE 17EBE29E39ADA321 ITEM_SERVICE_NOT_AVAILABLE (item service) { [&CHK&Achat refusé, $service.da$ $service$ n'est plus disponible.] } // HASH_VALUE E61122E29E296CE5 ITEM_SHOP_LIMIT_REACHED ( int qty ) { [&CHK&You can't place any more items with the merchant, you have reached the maximum of $qty$ items you can sell at any one time.] } /* OLD VALUE : [ ITEM_SOLD (item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious ) { (qty=1) item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ dapper(s).] (qty>1) item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ dapper(s).] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE A08C50739A1B12D3 ITEM_SOLD (item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious ) { (qty=1) item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ din(s).] (qty>1) item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ din(s).] } /* OLD VALUE : [ ITEM_SOLDED_TO_NPC ( item item, int qty, int price ) { (qty=1) [&ITM&You sold $item$ to NPC for $price$ dappers.] (qty>1) [&ITM&You sold $qty$ $item.p$ to NPC for $price$ dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE ED7980D4CAC67570 ITEM_SOLDED_TO_NPC ( item item, int qty, int price ) { (qty=1) [&ITM&You sold $item$ to NPC for $price$ dins.] (qty>1) [&ITM&You sold $qty$ $item.p$ to NPC for $price$ dins.] } /* OLD VALUE : [ ITEM_SOLD_TO_MARKET (item item, int qty ) { (qty=1) item_sold_market_1 [&ITM&Your $item$ has been sold, the merchant has already given you the corresponding dappers.] (qty>1) item_sold_market_2 [&ITM&Your $qty$ $item.p$ have been sold, the merchant has already given you the corresponding dappers.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 3503FC8DCC806D8D ITEM_SOLD_TO_MARKET (item item, int qty ) { (qty=1) item_sold_market_1 [&ITM&Your $item$ is solded to market, reseller already give to you corresponding dins.] (qty>1) item_sold_market_2 [&ITM&Your $qty$ $item.p$ are solded to market, reseller already give to you corresponding dins.] } //////////////////////////////////////////////////////////////////////////////////// // item decay messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 2C098F252E8D7870 ITEM_UNSPOILED (item item) { [&ITMF&Your $item$ is unspoiled.] } // HASH_VALUE 3FBE6BAC35B2860D ITEM_WORNED (item item) { [&ITMF&Your $item$ is now completely worn out and you can no longer progress by using it. You should find a new one as soon as possible.] } // HASH_VALUE 311D5117E1B79051 ITEM_WORNED_DESTROYED (item item) { [&ITMF&Your $item$ was so worn that it has been destroyed.] } // HASH_VALUE 487F348A002980D4 ITEM_WORN_STATE_1 (item item) { [&ITMF&Your $item$ is slightly worn out.] } // HASH_VALUE C6304036CCD20DE6 ITEM_WORN_STATE_2 (item item) { [&ITMF&Your $item$ is moderately worn out.] } // HASH_VALUE C7B238C3B69D7BD2 ITEM_WORN_STATE_3 (item item) { [&ITMF&Your $item$ is heavily worn out. You should start thinking about replacing it.] } // HASH_VALUE 9D9D2EC75453B91B ITEM_WORN_STATE_4 (item item) { [&ITMF&Your $item$ is nearly completely worn out. You should replace it as soon as possible.] } /* OLD VALUE : [ KAMI_ANGER_DEFENDER_HIT (int damage) { kami_anger_defender_hit [&DMG&A Kami punishes you for $damage$ points of damage.] } ] */ // Parameter list changed. // HASH_VALUE 3E84C079852F9184 KAMI_ANGER_DEFENDER_HIT (int damage, int reduction) { kami_anger_defender_hit [&DMG&A Kami punishes you for $damage$ points of damage.] } // HASH_VALUE 3C2BE38D600D4509 KAMI_ANGER_SPECTATOR_HIT (entity defender, int damage) { kami_anger_spectator_hit [&SYS&A Kami punishes $defender$ for $damage$ points of damage.] } // HASH_VALUE D72449B24A507454 KILLED_BY_GOO () { [&CHKCB&You have been killed by GOO !.] } // HASH_VALUE 08D1BA05D0A39E37 LIFT_BOT_CRAFT (bot_name b) { lift_bot_craft [$b$$$fct_guild_rm_craft$$] } // HASH_VALUE 8701BA05D0C3BE34 LIFT_BOT_FIGHT (bot_name b) { lift_bot_fight [$b$$$fct_guild_rm_fight$$] } // HASH_VALUE 4771BA058BC2C22C LIFT_BOT_MAGIC (bot_name b) { lift_bot_magic [$b$$$fct_guild_rm_magic$$] } // HASH_VALUE 9E8ADCCC6AB3A760 LIFT_EXIT () { lift_exit [Exit$$exit$$] } // HASH_VALUE 7030A3151A34FB57 LITERAL ( literal lit ) { [$lit$] } // HASH_VALUE 995F88DA5206A916 LOOT_SUCCESS (int nb, item item, int quality) { (nb > 1) loot_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.] (nb = 1) loot_success_1 [&ITM&You obtain one $item$ of quality $quality$.] } // HASH_VALUE D03F023CF31DC7BC LOOT_SUCCESS_OTHER (player p, int nb, item item, int quality) { (nb > 1) loot_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.] (nb = 1) loot_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.] } // HASH_VALUE 15334A199940D454 MAGIC_BAD_TARGET () { magic_bad_target [&CHKCB&Target missing or invalid.] } // HASH_VALUE 1C921D6B617C47DD MAGIC_BEGIN_CAST_BAD_ACTOR (entity e) { magic_begin_bad_actor [&SPLM&You invoke an offensive spell on $e.ia$ $e$.] } // HASH_VALUE B8926218E80365E0 MAGIC_BEGIN_CAST_BAD_SPECTATOR (entity actor, entity target) { magic_begin_cast_bad_spectator [&SYS&$actor.ia$ $actor$ invokes an offensive spell on $target.ia$ $target$.] } // HASH_VALUE 8D182EE613733B2C MAGIC_BEGIN_CAST_BAD_TARGET (entity e) { magic_begin_cast_bad_target [&SPL&$e.ia$ $e$ invokes an offensive spell on you.] } ///////////////////////////////////////////////////////////////////////// // sentences related to magic ///////////////////////////////////////////////////////////////////////// // HASH_VALUE 526865AF085DB98D MAGIC_BEGIN_CAST_GOOD_ACTOR (entity e) { magic_begin_good_actor [&SPLM&You invoke a beneficial spell on $e.ia$ $e$.] } // HASH_VALUE 84A1E2172FD41694 MAGIC_BEGIN_CAST_GOOD_SPECTATOR (entity actor, entity target) { magic_begin_cast_good_spectator [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on $target.ia$ $target$.] } // HASH_VALUE ACC2B9BB6C927D3B MAGIC_BEGIN_CAST_GOOD_TARGET (entity e) { magic_begin_cast_good_target [&SPL&$e.ia$ $e$ invokes a beneficial spell on you.] } // HASH_VALUE 83B4DF3828630D85 MAGIC_BEGIN_CAST_NEUTRAL_ACTOR (entity e) { magic_begin_neutral_actor [&SPLM&You invoke a neutral spell on $e.ia$ $e$.] } // HASH_VALUE BBF620764114D9DA MAGIC_BEGIN_CAST_NEUTRAL_SPECTATOR (entity actor, entity target) { magic_begin_cast_neutral_spectator [&SYS&$actor.ia$ $actor$ invokes a neutral spell on $target.ia$ $target$.] } // HASH_VALUE 81BF1DC775BA6958 MAGIC_BEGIN_CAST_NEUTRAL_TARGET (entity e) { magic_begin_cast_neutral_target [&SPL&$e.ia$ $e$ invokes a neutral spell on you.] } // HASH_VALUE B135E27DE5D0C4F4 MAGIC_BEGIN_SELFCAST_BAD_ACTOR () { magic_begin_selfcast_bad_actor [&SPL&You invoke an offensive spell on yourself.] } // HASH_VALUE 2BEE6B2A13459E2A MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_CREATURE (creature actor) { magic_begin_bad_spectator_c [&SYS&$actor.ia$ $actor$ invokes an offensive spell on itself.] } // HASH_VALUE DD4E7C642D4F2CCD MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_bad_spectator_nm [&SYS&$actor.ia$ $actor$ invokes an offensive spell on himself.] (actor.gender = female) magic_begin_bad_spectator_nf [&SYS&$actor.ia$ $actor$ invokes an offensive spell on herself.] } // HASH_VALUE A1AFEC6F51C3C84D MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_bad_spectator_pm [&SYS&$actor$ invokes an offensive spell on himself.] (actor.gender = female) magic_begin_bad_spectator_pf [&SYS&$actor$ invokes an offensive spell on herself.] } // HASH_VALUE E33C81BE0644B5CB MAGIC_BEGIN_SELFCAST_GOOD_ACTOR () { magic_begin_selfcast_good_actor [&SPL&You invoke a beneficial spell on yourself.] } // HASH_VALUE BC38AA8216B2C408 MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_CREATURE (creature actor) { magic_begin_good_spectator_c [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on itself.] } // HASH_VALUE DA85939418EB35FF MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_good_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on himself.] (actor.gender = female) magic_begin_good_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on herself.] } // HASH_VALUE C6AF90F398892934 MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_good_spectator_pm [&SYS&$actor$ invokes a beneficial spell on himself.] (actor.gender = female) magic_begin_good_spectator_pf [&SYS&$actor$ invokes a beneficial spell on herself.] } // HASH_VALUE 5D35683E31734DB9 MAGIC_BEGIN_SELFCAST_NEUTRAL_ACTOR () { magic_begin_selfcast_neutral_actor [&SPL&You invoke a neutral spell on yourself.] } // HASH_VALUE EE1F8CDAA1D4BB32 MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_CREATURE (creature actor) { magic_begin_neutral_spectator_c [&SYS&$actor.ia$ $actor$ invokes a neutral spell on itself.] } // HASH_VALUE 3B17A1375EC9ED97 MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_NPC (bot actor) { (actor.gender = male) magic_begin_neutral_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a neutral spell on himself.] (actor.gender = female) magic_begin_neutral_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a neutral spell on herself.] } // HASH_VALUE 1C77648F02C311FC MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_PLAYER (player actor) { (actor.gender = male) magic_begin_neutral_spectator_pm [&SYS&$actor$ invokes a neutral spell on himself.] (actor.gender = female) magic_begin_neutral_spectator_pf [&SYS&$actor$ invokes a neutral spell on herself.] } // HASH_VALUE 10FAD949C7B1B67F MAGIC_CANNOT_CAST_ON_ENEMY () { magic_cannot_cast_on_enemy [&CHKCB&This spell cannot be cast on an enemy.] } // HASH_VALUE 80F0487A8E6C6E18 MAGIC_CANNOT_CAST_ON_PVP () { [&CHKCB&You cannot cast this spell on an opponent.] } // HASH_VALUE FC541A5EB120C577 MAGIC_CANNOT_CAST_YET () { magic_cannot_cast_yet [&CHKCB&You cannot cast yet.] } // HASH_VALUE B353104A75E88B53 MAGIC_CANNOT_SELFCAST () { magic_cannot_selfcast [&CHKCB&You cannot cast this spell on yourself.] } // HASH_VALUE E865930E87FB9837 MAGIC_CAN_ONLY_CAST_ON_ENEMY () { magic_can_only_cast_on_enemy [&CHKCB&This spell can only be cast on an enemy.] } // HASH_VALUE 2BDA50F7BE47D59B MAGIC_CAN_ONLY_CAST_ON_PLAYERS () { magic_can_only_cast_on_players [&CHKCB&You can only use this spell on other players.] } // HASH_VALUE B4C0BF28BDB25910 MAGIC_DAMAGE_HP_CASTER (entity e, int n, int m) { magic_damage_hp_caster [&DGM&You inflict $n$($m$) magic hit points damage to $e.da$ $e$.] } // HASH_VALUE B1C6C261649853D8 MAGIC_DAMAGE_HP_SPECTATORS (entity caster, entity target, int n) { magic_damage_hp_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ hit points of damage.] } // HASH_VALUE 1128A12E4205F74F MAGIC_DAMAGE_HP_TARGET (entity e, int n, int m) { magic_damage_hp_target [&DMG&$e.da$ $e$ inflicts you $n$($m$) magic hit points damage.] } // HASH_VALUE 9A93A96635C558D7 MAGIC_DAMAGE_SAP_CASTER (entity e, int n, int m) { magic_damage_sap_caster [&SPLM&You inflict $n$($m$) magic sap damage to $e.da$ $e$.] } // HASH_VALUE EB56F394CB43A360 MAGIC_DAMAGE_SAP_SPECTATORS (entity caster, entity target, int n) { magic_damage_sap_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ sap points of damage.] } // HASH_VALUE 3AE23CD2503F7CA7 MAGIC_DAMAGE_SAP_TARGET (entity e, int n, int m) { magic_damage_sap_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic sap damage.] } // HASH_VALUE 3E2527CCF1C953D6 MAGIC_DAMAGE_STA_CASTER (entity e, int n, int m) { magic_damage_sta_caster [&SPLM&You inflict $n$($m$) magic stamina damage to $e.da$ $e$.] } // HASH_VALUE FD82B6FC13FC7579 MAGIC_DAMAGE_STA_SPECTATORS (entity caster, entity target, int n) { magic_damage_sta_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $n$ stamina points of damage.] } // HASH_VALUE 46D33091D865F168 MAGIC_DAMAGE_STA_TARGET (entity e, int n, int m) { magic_damage_sta_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic stamina damage.] } // HASH_VALUE 541FAE7AFDB5444A MAGIC_DESTROY_LINK_CASTER (entity e) { magic_destroy_link_caster [&SPLM&The link you created with $e.da$ $e$ has been broken.] } // HASH_VALUE 47B5996D2C1BBD9E MAGIC_DESTROY_LINK_TARGET (entity e) { magic_destroy_link_target [&SPL&The link created with you by $e.da$ $e$ has been broken.] } // HASH_VALUE 6CB1A8CCAD4AFFAF MAGIC_END_CAST_FAILED_ACTOR () { magic_end_cast_failed_actor [&MISM&You failed your incantation.] } // HASH_VALUE 2859C1C34E8F976B MAGIC_END_CAST_FAILED_SPECTATORS (entity e) { magic_end_cast_failed_spectators [&SYS&$e.da$ $e$'s incantation failed.] } // HASH_VALUE 4BF3275250EC6C75 MAGIC_END_CAST_FAILED_TARGET (entity e) { magic_end_cast_failed_target [&MIS&$e.da$ $e$'s incantation failed.] } // HASH_VALUE 462CEEA91303560A MAGIC_END_CAST_FUMBLE_ACTOR () { magic_end_cast_fumble_actor [&MISM&You made a blunder.] } // HASH_VALUE 2A29A9DB538F4FA2 MAGIC_END_CAST_FUMBLE_SPECTATORS (entity e) { magic_end_cast_fumble_spectators [&SYS&$e.da$ $e$'s incantation fumbled.] } // HASH_VALUE 1253EF9C905C447A MAGIC_END_CAST_FUMBLE_TARGET (entity e) { magic_end_cast_fumble_target [&MIS&$e.da$ $e$'s incantation fumbled.] } // HASH_VALUE BE2092ADD39A4F30 MAGIC_END_CAST_SUCCESS_ACTOR () { magic_end_cast_success_actor [&SPLM&You succesfully cast your spell.] } // HASH_VALUE ADF9FE00ACF2ABF2 MAGIC_END_CAST_SUCCESS_SPECTATORS (entity caster, entity target) { magic_end_cast_success_spectators [&SYS&$caster.da$ $caster$ succesfully casts a spell on $target.da$ $target$.] } // HASH_VALUE 0DD0018EE3B6A702 MAGIC_END_CAST_SUCCESS_TARGET (entity e) { magic_end_cast_success_target [&SPL&$e.da$ $e$ succesfully casts a spell on you.] } // HASH_VALUE 60D0527C1E1A2204 MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_CREATURE (creature c) { magic_end_selfcast_success_spectators_c [&SYS&$c.da$ $c$ succesfully casts a spell on itself.] } // HASH_VALUE 1CC46E019D482DFD MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_NPC (bot caster) { (caster.gender = male) magic_end_selfcast_success_spectators_bm [&SYS&$caster.da$ $caster$ succesfully casts a spell on himself.] (caster.gender = female) magic_end_selfcast_success_spectators_bf [&SYS&$caster.da$ $caster$ succesfully casts a spell on herself.] } // HASH_VALUE 5B811491A6F514B2 MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_PLAYER (player caster) { (caster.gender = male) magic_end_selfcast_success_spectators_pm [&SYS&$caster$ succesfully casts a spell on himself.] (caster.gender = female) magic_end_selfcast_success_spectators_pf [&SYS&$caster$ succesfully casts a spell on herself.] } // HASH_VALUE F48D21E9C32E0BC1 MAGIC_HEAL_FOCUS_CASTER (entity e, int i) { magic_heal_focus_caster [&SPLM&You restore $e.da$ $e$ $i$ focus points.] } // HASH_VALUE A2459A37645E3362 MAGIC_HEAL_FOCUS_SPECTATORS (entity caster, entity target, int i) { magic_heal_focus_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ focus points.] } // HASH_VALUE EF2A8D05B9EE0286 MAGIC_HEAL_FOCUS_TARGET (entity e, int i) { magic_heal_focus_target [&SPL&$e.da$ $e$ restores you $i$ focus points.] } // HASH_VALUE 45C80D68F2E0B3D1 MAGIC_HEAL_FULL_SCORE_ACTOR (entity e, score s) { magic_heal_full_score_actor [&SYS&$e.da$ $e$ is now at full $s$ and no longer needs $s$ recovery spells.] } // HASH_VALUE E9D66E5F10744C47 MAGIC_HEAL_FULL_SCORE_TARGET (score s) { (s.score_ID = hit_points) magic_heal_full_score_target_hp [&SYS&You are now at full health and no longer need healing.] magic_heal_full_score_target [&SYS&You are now at full $s$.] } // HASH_VALUE D97BCF12FFC05787 MAGIC_HEAL_HP_CASTER (entity e, int i) { magic_heal_hp_caster [&SPLM&You heal $e.da$ $e$ $i$ hit points.] } // HASH_VALUE 0D06D71C6F6F00DC MAGIC_HEAL_HP_SPECTATORS (entity caster, entity target, int i) { magic_heal_hp_spectators [&SYS&$caster.da$ $caster$ heals $target.da$ $target$ $i$ hit points.] } // HASH_VALUE AAE764FC791C7EFF MAGIC_HEAL_HP_TARGET (entity e, int i) { magic_heal_hp_target [&SPL&$e.da$ $e$ heals you $i$ hit points.] } // HASH_VALUE A42D6FFFD935FE65 MAGIC_HEAL_SAP_CASTER (entity e, int i) { magic_heal_sap_caster [&SPLM&You restore $e.da$ $e$ $i$ sap points.] } // HASH_VALUE 23B04AB86B20EF6C MAGIC_HEAL_SAP_SPECTATORS (entity caster, entity target, int i) { magic_heal_sap_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ sap points.] } // HASH_VALUE 147A2FC9A0F66D61 MAGIC_HEAL_SAP_TARGET (entity e, int i) { magic_heal_sap_target [&SPL&$e.da$ $e$ restores you $i$ sap points.] } // HASH_VALUE C2E13B1FAF2E8C04 MAGIC_HEAL_STA_CASTER (entity e, int i) { magic_heal_stamina_caster [&SPLM&You restore $e.da$ $e$ $i$ stamina points.] } // HASH_VALUE 117386A59D82B8D9 MAGIC_HEAL_STA_SPECTATORS (entity caster, entity target, int i) { magic_heal_sta_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ stamina points.] } // HASH_VALUE 89A2AA1B1F7B4CCE MAGIC_HEAL_STA_TARGET (entity e, int i) { magic_heal_stamina_target [&SPL&$e.da$ $e$ restores you $i$ stamina points.] } // HASH_VALUE 8FE7756D159FC2C0 MAGIC_LACK_HP () { magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.] } // HASH_VALUE 2A85ACC8C5ACD945 MAGIC_LACK_SAP () { magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.] } /* OLD VALUE : [ MAGIC_MAGICIAN_STAFF_LOW_REQ () { magic_magician_staff_low_req [&CHK&Your magic amplifier quality is too low to handle the power of your spell, you won't benefit from your amplifier bonuses.] } ] */ // Clause 0 : text changed. // HASH_VALUE 4C8D72E57334D652 MAGIC_MAGICIAN_STAFF_LOW_REQ () { magic_magician_staff_low_req [&CHK&Your magic amplifier quality is too low to handle the power of your spell, you won't benefit from your amplifier bonuses.] } // HASH_VALUE 1D393D9AC9437EF5 MAGIC_NEED_TARGET () { magic_need_target [&CHKCB&This spell needs a target.] } // HASH_VALUE 611C60369732D8CD MAGIC_NEW_LINK_CASTER (entity e) { magic_new_link_caster [&SPLM&You have created a new magic link with $e.da$ $e$.] } // HASH_VALUE EFA9B091352ED961 MAGIC_NEW_LINK_TARGET (entity e) { magic_new_link_target [&SPL&$e.da$ $e$ has created a new magic link with you.] } // HASH_VALUE C7A861BD5BA12D0B MAGIC_RESIST_CASTER (entity e) { magic_resist_caster [&MISM&$e.da$ $e$ resists the effects of your spell.] } // HASH_VALUE C33F8119D361BC20 MAGIC_RESIST_SPECTATORS (entity caster, entity target) { magic_resist_spectators [&SYS&$target.da$ $target$ resists the effects of the spell invoked by $caster.da$ $caster$.] } // HASH_VALUE D983D59DBE91ED25 MAGIC_RESIST_TARGET (entity e) { magic_resist_target [&MIS&You resist the effects of the spell invoked by $e.da$ $e$.] } // HASH_VALUE 773982806319A5B9 MAGIC_SELF_DAMAGE_HP (int n, int m) { magic_self_damage_hp [&DMG&You inflict yourself $n$($m$) magic hit points damage.] } // HASH_VALUE FFE86AE12CF5F30E MAGIC_SELF_DAMAGE_HP_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_hp_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ hit points of damage.] } // HASH_VALUE 2F0FF543062EC547 MAGIC_SELF_DAMAGE_HP_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_hp_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ hit points of damage.] (b.gender = female) magic_self_damage_hp_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ hit points of damage.] } // HASH_VALUE 87169FF6B98059CE MAGIC_SELF_DAMAGE_HP_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_hp_spectators_pm [&SYS&$p$'s spell hits himself for $n$ hit points of damage.] (p.gender = female) magic_self_damage_hp_spectators_pf [&SYS&$p$'s spell hits herself for $n$ hit points of damage.] } // HASH_VALUE EF6053FACA1B833E MAGIC_SELF_DAMAGE_SAP (int n, int m) { magic_self_damage_sap [&SPL&You inflict yourself $n$($m$) magic sap points damage.] } // HASH_VALUE 76FFE8288D561772 MAGIC_SELF_DAMAGE_SAP_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_sap_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ sap points of damage.] } // HASH_VALUE D0ABEAFA8164BE53 MAGIC_SELF_DAMAGE_SAP_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_sap_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ sap points of damage.] (b.gender = female) magic_self_damage_sap_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ sap points of damage.] } // HASH_VALUE F15D42429DEA047F MAGIC_SELF_DAMAGE_SAP_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_sap_spectators_pm [&SYS&$p$'s spell hits himself for $n$ sap points of damage.] (p.gender = female) magic_self_damage_sap_spectators_pf [&SYS&$p$'s spell hits herself for $n$ sap points of damage.] } // HASH_VALUE 83E00EA25B317DD9 MAGIC_SELF_DAMAGE_STA (int n, int m) { magic_self_damage_sta [&SPL&You inflict yourself $n$($m$) magic stamina points damage.] } // HASH_VALUE 236BB4993B0F147D MAGIC_SELF_DAMAGE_STA_SPECTATORS_CREATURE (creature c, int n) { magic_self_damage_sta_spectators_c [&SYS&$c.da$ $c$'s spell hits itself for $n$ stamina points of damage.] } // HASH_VALUE E323D58D2867E1A6 MAGIC_SELF_DAMAGE_STA_SPECTATORS_NPC (bot b, int n) { (b.gender = male) magic_self_damage_sta_spectators_bm [&SYS&$b.da$ $b$'s spell hits himself for $n$ stamina points of damage.] (b.gender = female) magic_self_damage_sta_spectators_bf [&SYS&$b.da$ $b$'s spell hits herself for $n$ stamina points of damage.] } // HASH_VALUE 3752813B0BA1DFAE MAGIC_SELF_DAMAGE_STA_SPECTATORS_PLAYER (player p, int n) { (p.gender = male) magic_self_damage_sta_spectators_pm [&SYS&$p$'s spell hits himself for $n$ stamina points of damage.] (p.gender = female) magic_self_damage_sta_spectators_pf [&SYS&$p$'s spell hits herself for $n$ stamina points of damage.] } // HASH_VALUE 71030179EF6C9770 MAGIC_SELF_HEAL_FOCUS (int i) { magic_self_heal_focus [&SPLM&You restore yourself $i$ focus points.] } // HASH_VALUE BBA110D58911328F MAGIC_SELF_HEAL_FOCUS_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_focus_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ focus points.] } // HASH_VALUE E63753ACBCB1E424 MAGIC_SELF_HEAL_FOCUS_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_focus_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ focus points.] (b.gender = female) magic_self_heal_focus_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ focus points.] } // HASH_VALUE 746F7DFC8B79A637 MAGIC_SELF_HEAL_FOCUS_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_focus_spectators_pm [&SYS&$p$ restores himself $i$ focus points.] (p.gender = female) magic_self_heal_focus_spectators_pf [&SYS&$p$ restores herself $i$ focus points.] } // HASH_VALUE 3A8BBBFA96140E07 MAGIC_SELF_HEAL_HP (int i) { magic_self_heal_hp [&SPLM&You heal yourself $i$ hit points.] } // HASH_VALUE FA6250171B5E2C90 MAGIC_SELF_HEAL_HP_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_hp_spectators_c [&SYS&$c.da$ $c$ heals itself $i$ hit points.] } // HASH_VALUE C5FF64EDFE03FF9C MAGIC_SELF_HEAL_HP_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_hp_spectators_bm [&SYS&$b.da$ $b$ heals himself $i$ hit points.] (b.gender = female) magic_self_heal_hp_spectators_bf [&SYS&$b.da$ $b$ heals herself $i$ hit points.] } // HASH_VALUE 36DAE5290AF6418B MAGIC_SELF_HEAL_HP_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_hp_spectators_pm [&SYS&$p$ heals himself $i$ hit points.] (p.gender = female) magic_self_heal_hp_spectators_pf [&SYS&$p$ heals herself $i$ hit points.] } // HASH_VALUE 6B193A7A953C9A3A MAGIC_SELF_HEAL_SAP (int i) { magic_self_heal_sap [&SPLM&You restore yourself $i$ sap points.] } // HASH_VALUE 04831D7702695E64 MAGIC_SELF_HEAL_SAP_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_sap_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ sap points.] } // HASH_VALUE D05D0AA594745DC4 MAGIC_SELF_HEAL_SAP_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_sap_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ sap points.] (b.gender = female) magic_self_heal_sap_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ sap points.] } // HASH_VALUE C6E3462A41E89732 MAGIC_SELF_HEAL_SAP_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_sap_spectators_pm [&SYS&$p$ restores himself $i$ sap points.] (p.gender = female) magic_self_heal_sap_spectators_pf [&SYS&$p$ restores herself $i$ sap points.] } // HASH_VALUE C6D3EB89D08932AC MAGIC_SELF_HEAL_STA (int i) { magic_self_heal_sta [&SPLM&You restore yourself $i$ stamina points.] } // HASH_VALUE C9DBD2320D594E16 MAGIC_SELF_HEAL_STA_SPECTATORS_CREATURE (creature c, int i) { magic_self_heal_sta_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ stamina points.] } // HASH_VALUE 7F57A24599B633FE MAGIC_SELF_HEAL_STA_SPECTATORS_NPC (bot b, int i) { (b.gender = male) magic_self_heal_sta_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ stamina points.] (b.gender = female) magic_self_heal_sta_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ stamina points.] } // HASH_VALUE B76EF464474967C6 MAGIC_SELF_HEAL_STA_SPECTATORS_PLAYER (player p, int i) { (p.gender = male) magic_self_heal_sta_spectators_pm [&SYS&$p$ restores himself $i$ stamina points.] (p.gender = female) magic_self_heal_sta_spectators_pf [&SYS&$p$ restores herself $i$ stamina points.] } // HASH_VALUE 8B33561C126FBF9B MAGIC_SPECIAL_DAMAGE_ACTOR (entity e, int i, damagetype d) { magic_special_damage_actor [&DGM&Your spell hits $e.da$ $e$ for $i$ $d$ points of damage.] } // HASH_VALUE 90C0BDF578D3FB11 MAGIC_SPECIAL_DAMAGE_SELF (int i, damagetype d) { magic_special_damage_self [&DMG&You inflict yourself $i$ $d$ damage.] } // HASH_VALUE 9D29F01833533890 MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_CREATURE (creature c, int n, damagetype d) { magic_special_damage_self_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ $d$ damage.] } // HASH_VALUE A17F6CFD4E953438 MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_NPC (bot b, int n, damagetype d) { (b.gender = male) magic_special_damage_self_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ $d$ damage.] (b.gender = female) magic_special_damage_self_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ $d$ damage.] } // HASH_VALUE 930FD3A8C93D301D MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_PLAYER (player p, int n, damagetype d) { (p.gender = male) magic_special_damage_self_spectators_pm [&SYS&$p$ inflict himself $n$ $d$ damage.] (p.gender = female) magic_special_damage_self_spectators_pf [&SYS&$p$ inflict herself $n$ $d$ damage.] } // HASH_VALUE 0E5D8DE5A998057E MAGIC_SPECIAL_DAMAGE_SPECTATORS (entity caster, entity target, int i, damagetype d) { magic_special_damage_spectators [&SYS&$caster.da$ $caster$'s spell hits $target.da$ $target$ for $i$ $d$ points of damage.] } // HASH_VALUE 8A88A7ED7D3171E3 MAGIC_SPECIAL_DAMAGE_TARGET (entity e, int i, damagetype d) { magic_special_damage_target [&DMG&$e.da$ $e$'spell hits you for $i$ $d$ points of damage.] } // HASH_VALUE 4CB1CEEA78E4FAF1 MAGIC_TARGET_DEAD () { magic_target_dead [&CHKCB&You cannot cast on a corpse.] } // HASH_VALUE 13FA47BD3F26593B MAGIC_TARGET_IMMUNE (entity e) { magic_target_immune [&CHKCB&$e.da$ $e$ is immune to this kind of magic.] } // HASH_VALUE EC2BC52817387584 MAGIC_TARGET_INVULNERABLE_ALL_MAGIC (entity e) { magic_target_invulnerable_all_magic [&CHKCB&$e.da$ $e$ is unaffected by magic.] } // HASH_VALUE D9A765B543E480FE MAGIC_TARGET_INVULNERABLE_OFFENSIVE (entity e) { magic_target_invulnerable_offensive [&CHKCB&$e.da$ $e$ is invulnerable to offensive spells.] } // HASH_VALUE 67B0F747AA1014C9 MAGIC_TARGET_OUT_OF_RANGE (entity e) { magic_target_out_of_range [&CHKCB&$e.da$ $e$ is out of range for your spell.] } // HASH_VALUE 2B8FCCC9B4B7E3A8 MAGIC_YOU_BREAK_ENEMY_CAST (entity e) { [&SYS&Vous interrompez $e.da$ $e$.] } // HASH_VALUE 8BB24071ED24576B MAX_CHARGE_REACHED () { [&CHK&your guild has already applied for the maximum number of charges.] } // HASH_VALUE 1B78F408E6E6BC27 MENU_OUTPOST () { [Consulter l'enseigne d'avant-poste] } // HASH_VALUE 9DB5648DD206E8AF MENU_RING_ENTRY () { [Accédez au Ring] } /************************************************************************************************************************** MENUS PHRASES **************************************************************************************************************************/ // HASH_VALUE 72DE68C3256B4820 MENU_WHOAMI (player p, bot b) { menu_who_am_i [Who are you?] } /* OLD VALUE : [ MENU_WHOISKARAVAN (player p, bot b) { (b.race = karavan) menu_who_is_karavan [What is the karavan?] } ] */ // Clause 0 : text changed. // HASH_VALUE B05705F4910D106D MENU_WHOISKARAVAN (player p, bot b) { (b.race = karavan) menu_who_is_karavan [What is the Karavan?] } // HASH_VALUE 7C2623A06F834E6E MISSION_ENTER_CRITITAL_PART_DECLINE (dyn_string_id str) { [Vous avez décliné la proposition, vous etes maintenant en mode sommeil pour la mission $str$.] } // HASH_VALUE 90D54834ED1955F4 MISSION_ENTER_CRITITAL_PART_PROPOSAL (dyn_string_id str) { [Voulez vous entrer dans la partie critique de la mission $str$ ?] } // HASH_VALUE F03A78365DD65C11 MISSION_ENTER_CRITITAL_PART_TIMEOUT (dyn_string_id str) { [Vous n'avez pas répondu assez vite, vous etes maintenant en mode sommeil pour la mission $str$.] } //////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 01D93A167A17700A MISSION_FAILED () { mission_failed [&TSK&You failed in a mission.] } // HASH_VALUE E908D049289AAE56 MISSION_GOAL_STEP_ANY_OR (dyn_string_id id) { [Soit $id$] } // HASH_VALUE CF0BAC5D4564E2D4 MISSION_MAX_GROUP_REACHED () { [&CHK&You have already picked the maximum number of group missions] } // HASH_VALUE D2AC9C3772F3EEC7 MISSION_MAX_SOLO_REACHED () { [&CHK&You have already picked the maximum number of solo missions] } // HASH_VALUE 923525270019F64B MISSION_PREREQ_ACTION (sbrick s) { [Cette mission nécessite que vous connaissiez la stanza "$s$".] } // HASH_VALUE 55C5DF440C5D5E93 MISSION_PREREQ_ALREADY_DONE () { [Cette mission ne peut être prise qu'une seule fois.] } // HASH_VALUE E3115069B78BCDCB MISSION_PREREQ_CAN_NO_LONGER_TAKE () { [Vous ne pouvez plus prendre cette mission.] } // HASH_VALUE 7E5B5144EEF618DF MISSION_PREREQ_ENCYCLO_ALL_DONE (dyn_string_id thema, dyn_string_id album) { [Toutes les tâches rituelles relatives au thème "$thema$" dans l'album "$album$" doivent avoir été réussies.] } // HASH_VALUE AA972AC236D15732 MISSION_PREREQ_EVENT_FACTION (event_faction ef) { [Your must be in event faction '$ef$'.] } // HASH_VALUE 0DFCF30ED9F115FD MISSION_PREREQ_FAME_FACTION (faction f, int level) { [Votre réputation auprès de la faction "$f$" doit être au moins égale à $level$.] } // HASH_VALUE 94DD0E9B083FF5F4 MISSION_PREREQ_KAMI () { [Votre réputation auprès des Kamis doit être supérieure à votre réputation auprès de la Karavan.] } // HASH_VALUE 9D95C86D2895AE00 MISSION_PREREQ_KARAVAN () { [Votre réputation auprès de la Karavan doit être supérieure à votre réputation auprès des Kamis.] } // HASH_VALUE 09011928A0D4164C MISSION_PREREQ_MISSION_DONE (dyn_string_id str) { [Cette mission nécessite la réussite de la mission '$str$'.] } // HASH_VALUE 1482BE95C1942C5D MISSION_PREREQ_MISSION_NOTDONE (dyn_string_id str) { [Cette mission nécessite que la mission '$str$' ne soit pas accomplie.] } // HASH_VALUE 96E3D297BE60A02A MISSION_PREREQ_MISSION_NOTRUNNING (dyn_string_id str) { [Cette mission nécessite que la mission '$str$' ne soit pas en cours.] } // HASH_VALUE DE884FAF3DAD0B98 MISSION_PREREQ_MISSION_RUNNING (dyn_string_id str) { [Cette mission nécessite la prise de la mission '$str$'.] } // HASH_VALUE 231F493A834B9768 MISSION_PREREQ_MONO () { [Cette mission ne peut être prise pour le moment, revenez plus tard.] } // HASH_VALUE 8699709165C95345 MISSION_PREREQ_NEED_ITEM_BAG (item item) { [Vous devez posséder $item.ia$ $item$ dans votre sac.] } // HASH_VALUE AA98C59B39EA8F8B MISSION_PREREQ_NEED_ITEM_WORN (item item) { [Vous devez être équipé avec $item.ia$ $item$.] } // HASH_VALUE 8CF6396EB84CBFF1 MISSION_PREREQ_SEASON_AUTUMN () { [Cette mission n'est disponible qu'en automne.] } // HASH_VALUE 5026556DF5FEC833 MISSION_PREREQ_SEASON_SPRING () { [Cette mission n'est disponible qu'au printemps.] } // HASH_VALUE 3310842D153CE1C3 MISSION_PREREQ_SEASON_SUMMER () { [Cette mission n'est disponible qu'en été.] } // HASH_VALUE 33F24D64388BDBC3 MISSION_PREREQ_SEASON_WINTER () { [Cette mission n'est disponible qu'en hiver.] } // HASH_VALUE 63705C6A9D3C64DD MISSION_PREREQ_SKILL_LEVEL (skill skill, int min, int max) { (max >= 250) [Votre niveau dans la compétence '$skill$' doit être supérieur à $min$.] (min = 0) [Votre niveau dans la compétence '$skill$' doit être inférieur à $max$.] [Votre niveau dans la compétence '$skill$' doit être supérieur à $min$ et inférieur à $max$.] } // HASH_VALUE 126BD1B81BC59626 MISSION_PREREQ_TEAM () { [Vous devez être membre d'une équipe.] } // HASH_VALUE 687477AB918F81D4 MISSION_PREREQ_TEAM_LEADER () { [Vous devez être le chef de votre équipe.] } // HASH_VALUE 345611AFA150C5BE MISSION_PREREQ_TEAM_SIZE (int n) { [Votre équipe doit comporter au moins $n$ membres.] } // HASH_VALUE 54045059ABC0533C MISSION_PREREQ_TIMER (int days, int h, int m) { (days > 0 ) mission_prereq_timer_dhm [Cette mission sera disponible dans $days$ jours, $h$ heures et $m$ minutes.] (days = 0 & h > 0 ) mission_prereq_timer_hm [Cette mission sera disponible dans $h$ heures et $m$ minutes.] mission_prereq_timer_m [Cette mission sera disponible dans $m$ minutes.] } // HASH_VALUE D7C8585B2742189B MISSION_PREREQ_TITLE (title title) { [Vous devez afficher le titre "$title$".] } // HASH_VALUE 59E5493B4604882F MISSION_QUEUE_WAIT (int nbWaiters, int onlineWaiters, int days, int hours, int m) { (nbWaiters = 0 & days > 0) [Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $days$ jours $hours$ heures et $m$ minutes.] (nbWaiters = 0 & hours > 0) [Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $hours$ heures et $m$ minutes.] (nbWaiters = 0) [Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $m$ minutes.] (days>0) [Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $days$ jours $hours$ heures et $m$ minutes.] (hours > 0) [Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $hours$ heures et $m$ minutes.] [Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $m$ minutes.] } //buy item-------------------------------------------------------------------------------- // HASH_VALUE A60C7FB81BCB0B19 MIS_BUY_1 (item i1, int q1, int ql1) { mis_buy_1 [Buy $q1$ $i1$ of at least quality $ql1$] } // HASH_VALUE 0552543A0737769E MIS_BUY_2 (item i1, int q1, int ql1, item i2, int q2, int ql2) { mis_buy_2 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 5C29E9BD1F370B62 MIS_BUY_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) { mis_buy_3 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$] } // HASH_VALUE 95D5DE44C0024FD8 MIS_BUY_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) { mis_buy_4 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$] } // HASH_VALUE 939DDC31163664E6 MIS_BUY_5 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5) { mis_buy_5 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$] } // HASH_VALUE 563DC89A40E48005 MIS_BUY_6 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6) { mis_buy_6 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$] } // HASH_VALUE 42239D6C4535DD80 MIS_BUY_7 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7) { mis_buy_7 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$] } //buy item from specific NPC------------------------------------------------------------------ // HASH_VALUE 004FD44FC8CA471E MIS_BUY_NPC_1 (item i1, int q1, int ql1, bot b) { mis_buy_npc_1 [Buy $q1$ $i1$ of at least quality $ql1$ from $b$] } // HASH_VALUE 41AA6425433532B7 MIS_BUY_NPC_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_buy_npc_2 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n from $b$] } // HASH_VALUE E99759BDBF25367C MIS_BUY_NPC_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_buy_npc_3 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n from $b$] } // HASH_VALUE 40EE2231F4E54D92 MIS_BUY_NPC_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_buy_npc_4 [Buy :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n from $b$] } //cast spell----------------------------------------------------------------------------- // HASH_VALUE 0FE3603C98869096 MIS_CAST_1 (sbrick i1) { mis_cast_1 [Cast $i1$] } // HASH_VALUE 7F2E592D71A7E3A5 MIS_CAST_2 (sbrick i1, sbrick i2) { mis_cast_2 [Cast :\n - $i1$\n - $i2$] } // HASH_VALUE 6B06547D82B24021 MIS_CAST_3 (sbrick i1, sbrick i2, sbrick i3) { mis_cast_3 [Cast :\n - $i1$\n - $i2$\n - $i3$] } // HASH_VALUE BF66F467BA2D2AE4 MIS_CAST_4 (sbrick i1, sbrick i2, sbrick i3, sbrick i4) { mis_cast_4 [Cast :\n - $i1$\n - $i2$\n - $i3$\n - $i4$] } //cast spell at a specific place------------------------------------------------------------------ // HASH_VALUE AC0ED915CB1D00ED MIS_CAST_LOC_1 (sbrick i1, place p) { mis_cast_loc_1 [Go to $p$ and cast $i1$] } // HASH_VALUE 6E6FD5B2FC4F39AA MIS_CAST_LOC_2 (sbrick i1, sbrick i2, place p) { mis_cast_loc_2 [Go to $p$ and cast :\n - $i1$\n - $i2$] } // HASH_VALUE 8E355643FD3F246B MIS_CAST_LOC_3 (sphrase i1, sphrase i2, sphrase i3, place p) { mis_cast_loc_3 [Go to $p$ and cast :\n - $i1$\n - $i2$\n - $i3$] } // HASH_VALUE 8BC202557105516B MIS_CAST_LOC_4 (sbrick i1, sbrick i2, sbrick i3, sbrick i4, place p) { mis_cast_loc_4 [Go to $p$ and cast :\n - $i1$\n - $i2$\n - $i3$\n - $i4$] } // HASH_VALUE 4E7FB1091CAE99D2 MIS_CHARGE_POINT (int point_needed, int percent_realized) { mis_charge_point [You need $point_needed$ charge points.\n You have $percent_realized$% of the total required.] } //craft items--------------------------------------------------------------------------------- // HASH_VALUE 231EED8E21871FF1 MIS_CRAFT_1 (item i, int qt,int ql ) { mis_craft_1 [Craft $qt$ $i$ of at least quality $ql$] } // HASH_VALUE F021D9EAA117F9C0 MIS_CRAFT_2 (item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) { mis_craft_2 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 0463BBDC498BC4BA MIS_CRAFT_3 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) { mis_craft_3 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$] } // HASH_VALUE 873DBAD4B03D5FB1 MIS_CRAFT_4 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) { mis_craft_4 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$] } // HASH_VALUE EE982B2A8CBD340E MIS_CRAFT_5 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5) { mis_craft_5 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n ] } /* OLD VALUE : [ MIS_CRAFT_6 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5, item i6, int qt6,int ql6) { mis_craft_6 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n 1 - $qt6$ $i6$ of at least quality $ql6$] } ] */ // Clause 0 : text changed. // HASH_VALUE C0102ED49F4D3796 MIS_CRAFT_6 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5, item i6, int qt6,int ql6) { mis_craft_6 [Craft :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$\n - $qt6$ $i6$ of at least quality $ql6$] } // HASH_VALUE 9B7F3F04E980346F MIS_DESTROY_ITEM (bot b, item i, int qt, int ql) { (qt = 1) mis_destroy_item_1 [$b$ vous a pris $i.ia$ $i$ de qualité $ql$ ou plus] mis_destroy_item_some [$b$ vous a pris $qt$ $i.p$ de qualité $ql$ ou plus] } //escort npc group------------------------------------------------------------------ // HASH_VALUE 4393047225788E0A MIS_ESCORT () { mis_escort [!!! TO DO!!!] } //mission failed----------------------------------------------------------------------------------- // HASH_VALUE 8171423C5040FB47 MIS_FAIL () { mis_fail [!!! TO DO !!!] } // HASH_VALUE 789B0B2A6037C770 MIS_FAME_GAIN (faction faction) { [&TSK&You gain fame with $faction.da$ $faction$.] } /** this file contains all generic mission texts */ /******************************************************************************************** HARD CODED ********************************************************************************************/ /////////////////////////////////STEPS////////////////////////////////////////////////////// //forage raw materials------------------------------------------------------------------------- // HASH_VALUE 2422828F89280512 MIS_FORAGE_1 (item i, int qt,int ql ) { mis_forage_1 [Forage $qt$ $i$ of at least quality $ql$] } // HASH_VALUE DF1AFF6B19DF0A70 MIS_FORAGE_2 (item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) { mis_forage_2 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 7D1689CC747BE6EE MIS_FORAGE_3 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) { mis_forage_3 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$] } // HASH_VALUE C19BAFFF01B027A8 MIS_FORAGE_4 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) { mis_forage_4 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$] } // HASH_VALUE 56CC7755ECF82809 MIS_FORAGE_5 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4, item i5, int qt5,int ql5) { mis_forage_5 [Forage :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n - $qt5$ $i5$ of at least quality $ql5$] } /////////////////////////////// Charge & outpost related /////////////////////////////// // HASH_VALUE ABCDC79615534F86 MIS_GAIN_CONTROL (place outpost_name) { mis_gain_control [Gain control of $outpost_name$.] } // HASH_VALUE 8D7D47FA8FB8516E MIS_GIVE_CONTROL (place outpost_name) { mis_give_control [Your guild has gained control of $outpost_name$.] } //give item------------------------------------------------------------------------------------ // HASH_VALUE 2A02E5C0798BF2AC MIS_GIVE_ITEM_1 (item i1, int q1, bot b) { mis_give_item_1 [Give $q1$ $i1$ to $b$] } // HASH_VALUE C5434440FB8D22E7 MIS_GIVE_ITEM_10 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, bot b) { mis_give_item_10 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n to $b$] } // HASH_VALUE 8BEC0FB6C22A5A28 MIS_GIVE_ITEM_11 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, bot b) { mis_give_item_11 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n - $q11$ $i11$\n to $b$] } // HASH_VALUE 7F495D3C7229ACDD MIS_GIVE_ITEM_12 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, item i12, int q12, bot b) { mis_give_item_12 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n - $q10$ $i10$\n - $q11$ $i11$\n - $q12$ $i12$\n to $b$] } // HASH_VALUE C0E57829A2E24B3B MIS_GIVE_ITEM_2 (item i1, int q1, item i2, int q2, bot b) { mis_give_item_2 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n to $b$] } // HASH_VALUE 2B9B37830CC41FA6 MIS_GIVE_ITEM_3 (item i1, int q1, item i2, int q2, item i3, int q3, bot b) { mis_give_item_3 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n to $b$] } // HASH_VALUE 6EAFBE368006486C MIS_GIVE_ITEM_4 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, bot b) { mis_give_item_4 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n to $b$] } // HASH_VALUE 35C72A0DD0F33C4C MIS_GIVE_ITEM_5 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, bot b) { mis_give_item_5 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n to $b$] } // HASH_VALUE C379F9717BBCD56F MIS_GIVE_ITEM_6 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, bot b) { mis_give_item_6 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n to $b$] } // HASH_VALUE 0E3063F685FD06B9 MIS_GIVE_ITEM_7 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, bot b) { mis_give_item_7 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n to $b$] } // HASH_VALUE 98A0922434C39F06 MIS_GIVE_ITEM_8 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, bot b) { mis_give_item_8 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n to $b$] } // HASH_VALUE 8538F8EADCD0B1FD MIS_GIVE_ITEM_9 (item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, bot b) { mis_give_item_9 [Give :\n - $q1$ $i1$\n - $q2$ $i2$\n - $q3$ $i3$\n - $q4$ $i4$\n - $q5$ $i5$\n - $q6$ $i6$\n - $q7$ $i7$\n - $q8$ $i8$\n - $q9$ $i9$\n to $b$] } //generic give item menu-------------------------------------------------------------------- // HASH_VALUE E47B327FA683E6AE MIS_GIVE_ITEM_MENU (int item_count) { mis_give_item_menu [Give $item_count$ item] } //give item of specific quality------------------------------------------------------------------- // HASH_VALUE 189D95F60A4DF8A6 MIS_GIVE_ITEM_QUAL_1 (item i1, int q1, int ql1, bot b) { mis_give_item_qual_1 [Give $q1$ $i1$ of at least quality $ql1$ to $b$] } // HASH_VALUE EAC2071B036E2C21 MIS_GIVE_ITEM_QUAL_10 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, bot b) { mis_give_item_qual_10 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n to $b$] } // HASH_VALUE ED1E096F5A9E4F00 MIS_GIVE_ITEM_QUAL_11 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, bot b) { mis_give_item_qual_11 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n - $q11$ $i11$ of at least quality $ql11$\n to $b$] } // HASH_VALUE EF52905C9FB2B5FA MIS_GIVE_ITEM_QUAL_12 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, item i12, int q12, int ql12, bot b) { mis_give_item_qual_12 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n - $q10$ $i10$ of at least quality $ql10$\n - $q11$ $i11$ of at least quality $ql11$\n - $q12$ $i12$ of at least quality $ql12$\n to $b$] } // HASH_VALUE E1BD248CAE4713EC MIS_GIVE_ITEM_QUAL_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_give_item_qual_2 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n to $b$] } // HASH_VALUE 74E816790EC5EBEF MIS_GIVE_ITEM_QUAL_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_give_item_qual_3 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n to $b$] } // HASH_VALUE 839441223D09CED5 MIS_GIVE_ITEM_QUAL_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_give_item_qual_4 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n to $b$] } // HASH_VALUE C475F23ADCA139C8 MIS_GIVE_ITEM_QUAL_5 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, bot b) { mis_give_item_qual_5 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n to $b$] } // HASH_VALUE C0FE3951992E80F3 MIS_GIVE_ITEM_QUAL_6 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, bot b) { mis_give_item_qual_6 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n to $b$] } // HASH_VALUE 6E4755F760AE363B MIS_GIVE_ITEM_QUAL_7 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, bot b) { mis_give_item_qual_7 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n to $b$] } // HASH_VALUE F08667429D3F4A8D MIS_GIVE_ITEM_QUAL_8 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, bot b) { mis_give_item_qual_8 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n to $b$] } // HASH_VALUE 41539692AECB3F4A MIS_GIVE_ITEM_QUAL_9 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, bot b) { mis_give_item_qual_9 [Give :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n - $q5$ $i5$ of at least quality $ql5$\n - $q6$ $i6$ of at least quality $ql6$\n - $q7$ $i7$ of at least quality $ql7$\n - $q8$ $i8$ of at least quality $ql8$\n - $q9$ $i9$ of at least quality $ql9$\n to $b$] } /////////////////////////////////OBJECTIFS////////////////////////////////////////////////////// // HASH_VALUE 5A86F6F804CA3AAB MIS_GIVE_MISSION_ITEM (item i, int qt, bot b) { mis_give_mission_item [Give $i$ to $b$] } //give money--------------------------------------------------------------------------------------- // HASH_VALUE 78EB6359A6181150 MIS_GIVE_MONEY (int amount, bot b) { mis_give_money [Give $amount$ dapper(s) to $b$] } //generic give money menu-------------------------------------------------------------------- // HASH_VALUE 9C6AD07E984818AE MIS_GIVE_MONEY_MENU () { mis_give_money_menu [Give Money] } /////////////////////////////////CONSTRAINTS////////////////////////////////////////////////////// //place constraints------------------------------------------------------------------------ //generic inside place constraint 3d message // HASH_VALUE A2D563964CC7A89C MIS_INSIDE (place p) { mis_inside [You must go back quickly to $p$] } /** this file contains all generic mission texts */ /******************************************************************************************** HARD CODED ********************************************************************************************/ // HASH_VALUE CEB52ADEE6506D3A MIS_INSIDE_WARN ( place p, int i) { [Warning! You've just left $p$, you must be back in $i$ seconds else you will fail the mission.] } //kill faction------------------------------------------------------------------------------------- // Clause 0 : text changed. // HASH_VALUE 6B22ADFB0F2CFC8F MIS_KILL_FACTION (faction f, int qt) { mis_kill_faction [Kill $qt$ $f.member$.] } // Clause 0 : text changed. // HASH_VALUE 5FE0A2614879B0CA MIS_KILL_FACTION_LOC (faction f, int qt, place p) { mis_kill_faction_loc [Kill $qt$ $f.member$ in $p$.] } // HASH_VALUE 69FCE141621DCC18 MIS_KILL_FAUNA_1 (creature_model c1,int q1) { (q1 = 1) mis_kill_fauna_1 [Eliminez $q1$ $c1$] mis_kill_fauna_1_p [Eliminez $q1$ $c1.p$] } // HASH_VALUE 3BCE416969194536 MIS_KILL_FAUNA_2 (creature_model c1,int q1, creature_model c2,int q2) { mis_kill_fauna_2 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$] } // HASH_VALUE 26E7462512E702C1 MIS_KILL_FAUNA_3 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3) { mis_kill_fauna_3 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$] } // HASH_VALUE E5D1F9595BF9F76C MIS_KILL_FAUNA_4 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4) { mis_kill_fauna_4 [Kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$] } //kill fauna in specific place----------------------------------------------------------------------- // HASH_VALUE 1E32B0912B36E7AC MIS_KILL_FAUNA_LOC_1 (creature_model c1,int q1, place p) { mis_kill_fauna_loc_1 [Go to $p$ and kill $q1$ $c1$] } // HASH_VALUE 359F9FE75A7E98F8 MIS_KILL_FAUNA_LOC_2 (creature_model c1,int q1, creature_model c2,int q2, place p) { mis_kill_fauna_loc_2 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$] } // HASH_VALUE E4E0E0771B4D7C34 MIS_KILL_FAUNA_LOC_3 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, place p) { mis_kill_fauna_loc_3 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$] } // HASH_VALUE 6F5828CE0F9C2CFA MIS_KILL_FAUNA_LOC_4 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, place p) { mis_kill_fauna_loc_4 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$] } // HASH_VALUE 135E44D78EAB2A71 MIS_KILL_FAUNA_LOC_5 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, place p) { mis_kill_fauna_loc_5 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$] } // HASH_VALUE C066D2AA0C06E9F5 MIS_KILL_FAUNA_LOC_6 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, place p) { mis_kill_fauna_loc_6 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$] } // HASH_VALUE 8A83FE98B4B9F2DF MIS_KILL_FAUNA_LOC_7 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, place p) { mis_kill_fauna_loc_7 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$\n - $q7$ $c7$] } // HASH_VALUE 00F139A8BD92BFEC MIS_KILL_FAUNA_LOC_8 (creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, creature_model c8,int q8, place p) { mis_kill_fauna_loc_8 [Go to $p$ and kill :\n - $q1$ $c1$\n - $q2$ $c2$\n - $q3$ $c3$\n - $q4$ $c4$\n - $q5$ $c5$\n - $q6$ $c6$\n - $q7$ $c7$\n - $q8$ $c8$] } // HASH_VALUE 72A80E95A0F3CEF7 MIS_KILL_GROUP (bot_name group_name) { mis_kill_group [Eliminez $group_name$] } //kill npc----------------------------------------------------------------------------------------- // HASH_VALUE FA1857652D87A33D MIS_KILL_NPC_1 (bot b1) { mis_kill_npc_1 [Kill $b1$] } // HASH_VALUE 06798C2A48D7E2D5 MIS_KILL_NPC_2 (bot b1, bot b2) { mis_kill_npc_2 [Kill :\n - $b1$\n - $b2$] } // HASH_VALUE 5660D9BFE8DB2E64 MIS_KILL_NPC_3 (bot b1, bot b2, bot b3) { mis_kill_npc_3 [Kill :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE A747265588DF7EF3 MIS_KILL_NPC_4 (bot b1, bot b2, bot b3, bot b4) { mis_kill_npc_4 [Kill :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } //kill npc by name------------------------------------------------------------------------------------- // HASH_VALUE 4D7A5EE92B0483EE MIS_KILL_NPC_BY_NAME ( bot_name b, int qt ) { [Kill $qt$ $b$.] } // HASH_VALUE 33B0760E41A60DB8 MIS_KILL_NPC_BY_NAME_LOC ( bot_name b, int qt, place p ) { [Go to $p$ and kill $qt$ $b$.] } //kill npc in specific place----------------------------------------------------------------------- // HASH_VALUE F9465AB3FDDC89A2 MIS_KILL_NPC_LOC_1 (bot b1, place p) { mis_kill_npc_loc_1 [Go to $p$ and kill $b1$] } // HASH_VALUE D9D93756928F1862 MIS_KILL_NPC_LOC_2 (bot b1, bot b2, place p) { mis_kill_npc_loc_2 [Go to $p$ and kill :\n - $b1$\n - $b2$] } // HASH_VALUE AD4684D9E5530CE8 MIS_KILL_NPC_LOC_3 (bot b1, bot b2, bot b3, place p) { mis_kill_npc_loc_3 [Go to $p$ and kill :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE C2B3D15C3817046E MIS_KILL_NPC_LOC_4 (bot b1, bot b2, bot b3, bot b4, place p) { mis_kill_npc_loc_4 [Go to $p$ and kill :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } //kill species------------------------------------------------------------------------------------ // HASH_VALUE 64E36D222DFFBF3E MIS_KILL_RACE_1 (race c1,int q1) { (q1 = 1) mis_kill_race_1 [Eliminez $q1$ $c1$] mis_kill_race_1_p [Eliminez $q1$ $c1.p$] } // HASH_VALUE 0C8B1EAF483B9C79 MIS_KILL_RACE_2 (race c1,int q1, race c2,int q2) { mis_kill_race_2 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$] } // HASH_VALUE 1D4EA6D8C4CCCF76 MIS_KILL_RACE_3 (race c1,int q1, race c2,int q2, race c3,int q3) { mis_kill_race_3 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$] } // HASH_VALUE E767C21E87177A56 MIS_KILL_RACE_4 (race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4) { mis_kill_race_4 [Kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$\n - $q4$ of any type of $c4$] } // kill species in specific place------------------------------------------------------------------- // HASH_VALUE 6BFD4C7870C75208 MIS_KILL_RACE_LOC_1 (race c1,int q1, place p) { mis_kill_race_loc_1 [Go to $p$ and kill $q1$ of any type of $c1$] } // HASH_VALUE B63C62342B3EAF35 MIS_KILL_RACE_LOC_2 (race c1,int q1, race c2,int q2, place p) { mis_kill_race_loc_2 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$] } // HASH_VALUE E913C945575E98D8 MIS_KILL_RACE_LOC_3 (race c1,int q1, race c2,int q2, race c3,int q3, place p) { mis_kill_race_loc_3 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$] } // HASH_VALUE 63BB9B333CBD1AA0 MIS_KILL_RACE_LOC_4 (race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4, place p) { mis_kill_race_loc_4 [Go to $p$ and kill :\n - $q1$ of any type of $c1$\n - $q2$ of any type of $c2$\n - $q3$ of any type of $c3$\n - $q4$ of any type of $c4$] } // HASH_VALUE 93EE090CE4EEDC52 MIS_LOOT_ITEM_1 (item i1) { mis_loot_item_1 [Loot $i1.ia$ $i1$ on a dead target.] } // HASH_VALUE 40E60ED2EE514B0F MIS_LOOT_ITEM_2 (item i1, item i2) { mis_loot_item_2 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n on a dead target.] } // HASH_VALUE B32A1E9C35842E94 MIS_LOOT_ITEM_3 (item i1, item i2, item i3) { mis_loot_item_3 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n on a dead target.] } // HASH_VALUE 27EE8EED4F0C9ACB MIS_LOOT_ITEM_4 (item i1, item i2, item i3, item i4) { mis_loot_item_4 [Loot :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$\n on a dead target.] } //loot items--------------------------------------------------------------------------------- // HASH_VALUE 1590DC3B80BFD0C5 MIS_LOOT_MP_1 (item i1, int qt1, int ql1) { mis_loot_mp_1 [Loot $qt1$ $i1$ of at least quality $ql1$ on a dead creature.] } // HASH_VALUE DB199B0E7FAF8660 MIS_LOOT_MP_2 (item i1, int qt1, int ql1, item i2, int qt2, int ql2) { mis_loot_mp_2 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n on a dead creature.] } // HASH_VALUE 27438C5C3AD7B3CB MIS_LOOT_MP_3 (item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3) { mis_loot_mp_3 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n on a dead creature.] } // HASH_VALUE 4BE40B211DB89F64 MIS_LOOT_MP_4 (item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, item i4, int qt4, int ql4) { mis_loot_mp_4 [Loot :\n - $qt1$ $i1$ of at least quality $ql1$\n - $qt2$ $i2$ of at least quality $ql2$\n - $qt3$ $i3$ of at least quality $ql3$\n - $qt4$ $i4$ of at least quality $ql4$\n on a dead creature.] } //generic outside place constraint 3d message // HASH_VALUE F27B563FF2F14B35 MIS_OUTSIDE (place p) { mis_outside [You must quit $p$ quickly] } // HASH_VALUE CEB52ADEE6506D3A MIS_OUTSIDE_WARN ( place p, int i) { [Warning! You've just left $p$, you must be back in $i$ seconds else you will fail the mission.] } //generic receive action--------------------------------------------------------------------------- // HASH_VALUE 3F8B602EA32B80C6 MIS_RECV_ACTION_1 (sphrase a1) { mis_recv_action_1 [You learn $a1$] } // HASH_VALUE 0B9D7DFDF77531C5 MIS_RECV_ACTION_2 (sphrase a1, sphrase a2) { mis_recv_action_2 [You learn :\n - $a1$\n - $a2$] } // HASH_VALUE F30F3AC61B93DE91 MIS_RECV_ACTION_3 (sphrase a1, sphrase a2, sphrase a3) { mis_recv_action_3 [You learn :\n - $a1$\n - $a2$\n - $a3$] } // HASH_VALUE C77BF79953B78F54 MIS_RECV_ACTION_4 (sphrase a1, sphrase a2, sphrase a3, sphrase a4) { mis_recv_action_4 [You learn :\n - $a1$\n - $a2$\n - $a3$\n - $a4$] } //generic receive action from specific NPC------------------------------------------------------------- // HASH_VALUE 64D900D3CCF3C9CB MIS_RECV_ACTION_NPC_1 (sphrase a1, bot b) { mis_recv_action_npc_1 [$b$ teaches you $a1$] } // HASH_VALUE 1C20DE617E33A943 MIS_RECV_ACTION_NPC_2 (sphrase a1, sphrase a2, bot b) { mis_recv_action_npc_2 [$b$ teaches you :\n - $a1$\n - $a2$] } // HASH_VALUE 2B7DE637A6B87F23 MIS_RECV_ACTION_NPC_3 (sphrase a1, sphrase a2, sphrase a3, bot b) { mis_recv_action_npc_3 [$b$ teaches you :\n - $a1$\n - $a2$\n - $a3$] } // HASH_VALUE CC42DC583CD56FB8 MIS_RECV_ACTION_NPC_4 (sphrase a1, sphrase a2, sphrase a3, sphrase a4, bot b) { mis_recv_action_npc_4 [$b$ teaches you :\n - $a1$\n - $a2$\n - $a3$\n - $a4$] } //generic receive brick--------------------------------------------------------------------------- // HASH_VALUE 38DBD9BD9FA678AD MIS_RECV_BRICK_1 (sbrick b1) { mis_recv_brick_1 [You learn $b1$.] } // HASH_VALUE 9994F890AD746D1C MIS_RECV_BRICK_2 (sbrick b1, sbrick b2) { mis_recv_brick_2 [You learn :\n - $b1$\n - $b2$] } // HASH_VALUE 43F26171F3898ECD MIS_RECV_BRICK_3 (sbrick b1, sbrick b2, sbrick b3) { mis_recv_brick_3 [You learn :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE BE89ADA6D3E34E9E MIS_RECV_BRICK_4 (sbrick b1, sbrick b2, sbrick b3, sbrick b4) { mis_recv_brick_4 [You learn :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } //generic receive action from specific NPC------------------------------------------------------------- // HASH_VALUE 4FE946CD81BB6757 MIS_RECV_BRICK_NPC_1 (sbrick b1, bot b) { mis_recv_brick_npc_1 [$b$ teaches you $b1$.] } // HASH_VALUE 9B6AA02E82DA753B MIS_RECV_BRICK_NPC_2 (sbrick b1, sbrick b2, bot b) { mis_recv_brick_npc_2 [$b$ teaches you :\n - $b1$\n - $b2$] } // HASH_VALUE 63093AE12CB8B6EA MIS_RECV_BRICK_NPC_3 (sbrick b1, sbrick b2, sbrick b3, bot b) { mis_recv_brick_npc_3 [$b$ teaches you :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE A4B3A43DD7077825 MIS_RECV_BRICK_NPC_4 (sbrick b1, sbrick b2, sbrick b3, sbrick b4, bot b) { mis_recv_brick_npc_4 [$b$ teaches you :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } // HASH_VALUE BAC3C9FC0BB5A7B3 MIS_RECV_CHARGE_POINT (int nb_point) { mis_recv_charge_point [You have won $nb_point$ charge point(s) for your guild.] } //generic receive fame----------------------------------------------------------------------------- // HASH_VALUE 9417130D8671D38E MIS_RECV_FAME () { mis_recv_fame [!!! TO DO !!!] } /////////////////////////////////ACTIONS////////////////////////////////////////////////////// //generic receive item------------------------------------------------------------------------ // HASH_VALUE 355DBF670F249822 MIS_RECV_ITEM (item i, int qt, int ql) { (qt = 1) mis_recv_item_1 [You received $i.ia$ $i$ of quality $ql$] mis_recv_item_some [You received $qt$ $i.p$ of quality $ql$] } //generic receive item from specific NPC---------------------------------------------------------- // HASH_VALUE 6F8472C60AFEBB21 MIS_RECV_ITEM_NPC (item i, int qt, int ql, bot b) { (qt = 1) mis_recv_item_npc_1 [$b$ gives you $i.ia$ $i$ of quality $ql$] mis_recv_item_npc_some [$b$ gives you $qt$ $i.p$ of quality $ql$] } //generic receive money----------------------------------------------------------------------------- // HASH_VALUE 4E9D216F9C653279 MIS_RECV_MONEY (int money) { mis_recv_money [You gained $money$ dapper(s)] } // HASH_VALUE 93E4786A5164C60D MIS_RECV_NAMED_ITEM (dyn_string_id id, int qt) { (qt = 1) mis_recv_named_item_1 [You received '$id$'] mis_recv_named_item_some [You received $qt$ '$id$'] } //generic receive xp-------------------------------------------------------------------------------- // HASH_VALUE 3D46A249F7EAC9FE MIS_RECV_XP (int xp) { mis_recv_xp [You gained $xp$ skill points] } //sell item-------------------------------------------------------------------------------- // HASH_VALUE 50B4BF081D374004 MIS_SELL_1 (item i1, int q1, int ql1) { mis_sell_1 [Sell $q1$ $i1$ of at least quality $ql1$] } // HASH_VALUE EC6701302E6DFD5E MIS_SELL_2 (item i1, int q1, int ql1, item i2, int q2, int ql2) { mis_sell_2 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$] } // HASH_VALUE 1A118D8992438CD1 MIS_SELL_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) { mis_sell_3 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$] } // HASH_VALUE C4685E1A1616A3F1 MIS_SELL_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) { mis_sell_4 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$] } //sell item to specific NPC------------------------------------------------------------------ // HASH_VALUE 50BF17AAFB57F4F8 MIS_SELL_NPC_1 (item i1, int q1, int ql1, bot b) { mis_sell_npc_1 [Sell $q1$ $i1$ of at least quality $ql1$ to $b$] } // HASH_VALUE 6D5189D4EF0ED1C7 MIS_SELL_NPC_2 (item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) { mis_sell_npc_2 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n to $b$] } // HASH_VALUE 0C25E80E1F558F56 MIS_SELL_NPC_3 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) { mis_sell_npc_3 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n to $b$] } // HASH_VALUE F2032C3F02ABC09F MIS_SELL_NPC_4 (item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) { mis_sell_npc_4 [Sell :\n - $q1$ $i1$ of at least quality $ql1$\n - $q2$ $i2$ of at least quality $ql2$\n - $q3$ $i3$ of at least quality $ql3$\n - $q4$ $i4$ of at least quality $ql4$\n to $b$] } //reach a specific level in specific skill----------------------------------------------------- // HASH_VALUE 28EB66933DE01A16 MIS_SKILL_1 (skill s1, int l1) { mis_skill_1 [Reach level $l1$ in your $s1$ skill] } // HASH_VALUE 353945169BAD8478 MIS_SKILL_2 (skill s1, int l1, skill s2, int l2) { mis_skill_2 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill] } // HASH_VALUE 2BC4E2A533DE3556 MIS_SKILL_3 (skill s1, int l1, skill s2, int l2, skill s3, int l3) { mis_skill_3 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill\n - level $l3$ in your $s3$ skill] } // HASH_VALUE 4ED1BAA9168AE64A MIS_SKILL_4 (skill s1, int l1, skill s2, int l2, skill s3, int l3, skill s4, int l4) { mis_skill_4 [Reach :\n - level $l1$ in your $s1$ skill\n - level $l2$ in your $s2$ skill\n - level $l3$ in your $s3$ skill\n - level $l4$ in your $s4$ skill] } //talk to specific bot--------------------------------------------------------------------------- // HASH_VALUE 95659C3957D5D45C MIS_TALK_TO (bot b) { mis_talk_to [Talk to $b$] } // HASH_VALUE 99FAC38BDB191362 MIS_TALK_TO_MENU (bot b) { mis_talk_to_menu [Talk to $b$.] } //target fauna------------------------------------------------------------------------------------ // HASH_VALUE CF865FE2A327A241 MIS_TARGET_FAUNA_1 (creature_model c1) { mis_target_fauna_1 [Find and target $c1.ia$ $c1$] } // HASH_VALUE B267B37A46023F57 MIS_TARGET_FAUNA_2 (creature_model c1, creature_model c2) { mis_target_fauna_2 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$] } // HASH_VALUE AC513068F1671915 MIS_TARGET_FAUNA_3 (creature_model c1, creature_model c2, creature_model c3) { mis_target_fauna_3 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$] } // HASH_VALUE 5F7223F707B9A0F5 MIS_TARGET_FAUNA_4 (creature_model c1, creature_model c2, creature_model c3, creature_model c4) { mis_target_fauna_4 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n - $c4.ia$ $c4$] } // HASH_VALUE 639BE6C6FB0248D8 MIS_TARGET_FAUNA_PLACE_1 (creature_model c1, place p) { mis_target_fauna_place_1 [Find and target $c1.ia$ $c1$ in $p$] } // HASH_VALUE F6A984419D5930BC MIS_TARGET_FAUNA_PLACE_2 (creature_model c1, creature_model c2, place p) { mis_target_fauna_place_2 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n in $p$] } // HASH_VALUE 90098A8F345F0878 MIS_TARGET_FAUNA_PLACE_3 (creature_model c1, creature_model c2, creature_model c3, place p) { mis_target_fauna_place_3 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n in $p$] } // HASH_VALUE 62EE993A9B2A83AB MIS_TARGET_FAUNA_PLACE_4 (creature_model c1, creature_model c2, creature_model c3, creature_model c4, place p) { mis_target_fauna_place_4 [Find and target :\n - $c1.ia$ $c1$\n - $c2.ia$ $c2$\n - $c3.ia$ $c3$\n - $c4.ia$ $c4$\n in $p$] } //target npc------------------------------------------------------------------------------------ // HASH_VALUE E90DDD3486D43615 MIS_TARGET_NPC_1 (bot b1) { mis_target_npc_1 [Find and target $b1$] } // HASH_VALUE 035872A5FA7B8E3B MIS_TARGET_NPC_2 (bot b1, bot b2) { mis_target_npc_2 [Find and target :\n - $b1$\n - $b2$] } // HASH_VALUE 14A1E327847F2AFF MIS_TARGET_NPC_3 (bot b1, bot b2, bot b3) { mis_target_npc_3 [Find and target :\n - $b1$\n - $b2$\n - $b3$] } // HASH_VALUE 25EA54A90E83CEC3 MIS_TARGET_NPC_4 (bot b1, bot b2, bot b3, bot b4) { mis_target_npc_4 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n - $b4$] } // HASH_VALUE 4390E20A1F504360 MIS_TARGET_NPC_PLACE_1 (bot b1, place p) { mis_target_npc_place_1 [Find and target $b1$ in $p$] } // HASH_VALUE FC079F103CC5F32A MIS_TARGET_NPC_PLACE_2 (bot b1, bot b2, place p) { mis_target_npc_place_2 [Find and target :\n - $b1$\n - $b2$\n in $p$] } // HASH_VALUE 9C90DC9F4C274FC0 MIS_TARGET_NPC_PLACE_3 (bot b1, bot b2, bot b3, place p) { mis_target_npc_place_3 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n in $p$] } // HASH_VALUE 3C19192E5C89AF57 MIS_TARGET_NPC_PLACE_4 (bot b1, bot b2, bot b3, bot b4, place p) { mis_target_npc_place_4 [Find and target :\n - $b1$\n - $b2$\n - $b3$\n - $b4$\n in $p$] } //target species-------------------------------------------------------------------------------- // HASH_VALUE 3DBF66E948B0E5A7 MIS_TARGET_SPECIES_1 (race r1) { mis_target_species_1 [Find and target $r1.ia$ $r1$] } // HASH_VALUE 4136EBD027C373AD MIS_TARGET_SPECIES_2 (race r1, race r2) { mis_target_species_2 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$] } // HASH_VALUE 737FCA8ABA27C99D MIS_TARGET_SPECIES_3 (race r1, race r2, race r3) { mis_target_species_3 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$] } // HASH_VALUE 717FFA0BD379E6EC MIS_TARGET_SPECIES_4 (race r1, race r2, race r3, race r4) { mis_target_species_4 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n - $r4.ia$ $r4$] } // HASH_VALUE 4B495E9C16B89F28 MIS_TARGET_SPECIES_PLACE_1 (race r1, place p) { mis_target_species_place_1 [Find and target $r1.ia$ $r1$ in $p$] } // HASH_VALUE 258099DDF48D06F5 MIS_TARGET_SPECIES_PLACE_2 (race r1, race r2, place p) { mis_target_species_place_2 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n in $p$] } // HASH_VALUE 360A20B0E160731B MIS_TARGET_SPECIES_PLACE_3 (race r1, race r2, race r3, place p) { mis_target_species_place_3 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n in $p$] } // HASH_VALUE C55E4E7734308479 MIS_TARGET_SPECIES_PLACE_4 (race r1, race r2, race r3, race r4, place p) { mis_target_species_place_4 [Find and target :\n - $r1.ia$ $r1$\n - $r2.ia$ $r2$\n - $r3.ia$ $r3$\n - $r4.ia$ $r4$\n in $p$] } //teach action------------------------------------------------------------------------------------ // HASH_VALUE 4244972CFF4277D8 MIS_TEACH_ACTION (sphrase action, bot b) { mis_teach_action [Teach $action$ to $b$] } //generic teach action menu----------------------------------------------------------------- // HASH_VALUE A2A57805A6F85CC0 MIS_TEACH_ACTION_MENU () { mis_teach_action_menu [Teach action] } /////////////////////////////////MENUS////////////////////////////////////////////////////// //generic mission teleport menu------------------------------------------------------------ // HASH_VALUE 1299A0279CB59FA3 MIS_TELEPORT (place p) { mis_teleport [Teleport to $p$] } //use item----------------------------------------------------------------------------- // HASH_VALUE C8E3F0903B2E84DB MIS_USE_1 (item i1) { mis_use_1 [Use $i1.ia$ $i1$] } // HASH_VALUE 4C1370CA2E6B6AE8 MIS_USE_2 (item i1, item i2) { mis_use_2 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE BF2A43CADEF1DF2C MIS_USE_3 (item i1, item i2, item i3) { mis_use_3 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE 1A9E0782B332A96C MIS_USE_4 (item i1, item i2, item i3, item i4) { mis_use_4 [Use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } //use item at a specific place------------------------------------------------------------------ // HASH_VALUE 21B1CA167067D96D MIS_USE_LOC_1 (item i1, place p) { mis_use_loc_1 [Go to $p$ and use $i1.ia$ $i1$] } // HASH_VALUE 3B9C80E3939A1DC5 MIS_USE_LOC_2 (item i1, item i2, place p) { mis_use_loc_2 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE 36A0A9487535BE67 MIS_USE_LOC_3 (item i1, item i2, item i3, place p) { mis_use_loc_3 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE D13E98417B2A8A85 MIS_USE_LOC_4 (item i1, item i2, item i3, item i4, place p) { mis_use_loc_4 [Go to $p$ and use :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } //visit place----------------------------------------------------------------------- // HASH_VALUE EAD3FC44B0E162A0 MIS_VISIT (place p) { mis_visit [Go to $p$] } //visit place wearing items---------------------------------------------------------- // HASH_VALUE 4641058793568FCB MIS_VISIT_WEAR_1 (place p, item i1) { mis_visit_wear_1 [Equip $i1.ia$ $i1$ and go to $p$] } // HASH_VALUE 27C9CC99F582A97C MIS_VISIT_WEAR_2 (place p, item i1, item i2) { mis_visit_wear_2 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n and go to $p$] } // HASH_VALUE 64F7D2C8E1868258 MIS_VISIT_WEAR_3 (place p, item i1, item i2, item i3) { mis_visit_wear_3 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n and go to $p$] } // HASH_VALUE 1E4D06911944D361 MIS_VISIT_WEAR_4 (place p, item i1, item i2, item i3, item i4) { mis_visit_wear_4 [Equip :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$\n and go to $p$] } //wait season-------------------------------------------------------------------------------------- // HASH_VALUE 8CA17A0D0FF767A6 MIS_WAIT_SEASON () { mis_wait_season [!!! TO DO !!!] } //wait time---------------------------------------------------------------------------------------- // HASH_VALUE 94974B0D0521C393 MIS_WAIT_TIME () { mis_wait_time [!!! TO DO !!!] } //wear------------------------------------------------------------------------------------ // HASH_VALUE 48DC0B4920953867 MIS_WEAR_1 (item i1) { mis_wear_1 [You must wear $i1.ia$ $i1$] } // HASH_VALUE EB9B4EA64814FF5E MIS_WEAR_2 (item i1, item i2) { mis_wear_2 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$] } // HASH_VALUE 2BE5B51B5CA5212A MIS_WEAR_3 (item i1, item i2, item i3) { mis_wear_3 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$] } // HASH_VALUE 1F6AE4D9FAB59656 MIS_WEAR_4 (item i1, item i2, item i3, item i4) { mis_wear_4 [You must wear :\n - $i1.ia$ $i1$\n - $i2.ia$ $i2$\n - $i3.ia$ $i3$\n - $i4.ia$ $i4$] } // HASH_VALUE 12141F9CD2DE9B3B MOTD (literal s) { // Message Of The Day [&MTD&MOTD: $s$] } // HASH_VALUE 18036DA9E23EE9F6 MOUNT_CANT_WHILE_TP () { [&CHK&Vous ne pouvez pas monter sur votre monture pendant une téléportation.] } // HASH_VALUE C2BEA5F0B87E0434 NEED_MORE_GUILD_MONEY () { [&CHK&Your guild does not have enough money.] } // HASH_VALUE 0F6B581A93153269 NEWBIELAND_START_MIS_DESC () { newbieland_start_mis_desc [Parlez à uil'i pour savoir où vous avez atterri.] } // HASH_VALUE 6A67BFE31F1D8795 NEWBIELAND_START_MIS_TITLE () { newbieland_start_mis_title [Premiers pas dans le lirri'a] } // HASH_VALUE 0486F468E948F850 NEWBIE_INTRO () { newbie_intro [Parlez à Uil'i] } //////////////////////////////////////////////////////////////////////////////////// // compass related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E4F356052A15A663 NEW_COMPASS () { new_compass [&SYS&New target added to the compass.] } // HASH_VALUE 2C98F4382C98F438 NO () { [Non.] } // HASH_VALUE A626E31D48A5A819 NON_DROPABLE_ITEM () { [&CHK&You cannot drop this item.] } // HASH_VALUE 49CFC22FB2207760 NO_ACTION_WHEN_SITTING () { no_action_when_sitting [&CHK&You cannot use actions when sitting down.] } // HASH_VALUE F372AAF7310D582F NO_ACTION_WHILE_EQUIPPING () { [&CHK&You cannot perform an action while equipping.] } // HASH_VALUE 91A69940CDD71009 NO_ACTION_WHILE_INTANGIBLE () { no_action_while_intangible [&CHK&You cannot use an action while you are intangible.] } // HASH_VALUE 204D993E46647161 NO_ACTION_WHILE_MOUNTED () { no_action_while_mounted [&CHK&You cannot use actions while you are mounted.] } /* OLD VALUE : [ NO_ACTION_WHILE_SWIMMING () { no_action_while_swimming [&CHK&You cannot use an action while you are swimming.] } ] */ // Clause 0 : text changed. // HASH_VALUE 1AFC08A4DE04C0A9 NO_ACTION_WHILE_SWIMMING () { no_action_while_swimming [&CHK&You cannot use actions while you are near water.] } // HASH_VALUE ABC4E124FCE6DF05 NO_ACTION_WHILE_TRANSACTION () { no_action_while_transaction [&CHK&You cannot use an action while you have a bot chat or a transaction in progress.] } // HASH_VALUE 2706F3205AABBBAF OBJ_INTRO () { obj_intro [Parlez à Uil'i] } // HASH_VALUE D0D4D7C8C6558A20 ONE_FABER_PLAN_ALLOWED_PER_SENTENCE () { one_faber_plan_allowed_per_sentence [&CHK&Only one craft plan (mandatory stanzas) is allowed in craft sentence! Crafting action aborted!] } // HASH_VALUE A58EFC0B439FB4C8 ONLY_ENCHANTED_ITEMS_CAN_BE_RECHARGED () { [&CHK&Only enchanted items can be recharged.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used in the craft system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE EF1CA0B5EA12A73C ONLY_ONE_ROOT_FABER () { only_one_root_faber [&CHK&Only one root stanza is permitted in craft sentence, crafting action aborted!] } // HASH_VALUE 3AB26C4118A41DFA OPERATION_OFFLINE () { [&CHK&Le joueur n'existe pas ou n'est pas actuellement connecté.] } // HASH_VALUE 5F66CBB6FC23EF64 OPS_DEATH_CARAVAN_RESURECT () { [&SYS&The Karavan works its craft and you exist once more.] } // death messages // HASH_VALUE E862F959E5D694C3 OPS_DEATH_KAMI_RESURECT () { [&SYS&The Kamis honor the pact: Sap flows through you once again as you resurrect.] } // HASH_VALUE F64346B13E7EBFA1 OPS_DEATH_PERMANENT_KILLED () { [&CHK&You no longer have a valid resurrection pact. You return to the humus from which you first emerged.] } // HASH_VALUE 2696CC8F973FF6DF OPS_EXCHANGE_IMPOSSIBLE () { [&CHK&You can't invite someone to exchange if you are already trading.] } // HASH_VALUE B447A170CCBA450F OPS_HARVEST_MP_IN_PROGRESS_E (entity entity) { [&CHK&You are already harvesting raw material on $entity$.] } // HASH_VALUE 254E0565F9CE1042 OPS_NOT_ENOUGHT_SEED () { [&CHK&You are not rich enough to buy this.] } // HASH_VALUE 9844584841ECDC9C OPS_PACT_GAIN_U (int i) { [&SYS&You have won a survival pact of level $i$.] } // HASH_VALUE 50ACE879A918172B OPS_TEAM_MAX_SIZE_REACHED () { [&CHK&The team has reached its size limit and cannot accept anymore players.] } /* OLD VALUE : [ OPS_WELCOME () { [&AROUND&Welcome to Ryzom !] } ] */ // Clause 0 : text changed. // HASH_VALUE 06FFD7653E74BC6D OPS_WELCOME () { [&AROUND&Welcome to Khanat !] } // HASH_VALUE BB84286E67613D94 OUTPOST_ATTACKER (string_id str) { [&SYS&$str$ attacks the outpost now.] } // HASH_VALUE D0FFE8B1E7C1D62D OUTPOST_BCM_LAST_ROUND_LOST (outpost o, int side) { [&OSM&Vous avez perdu le round.] } // HASH_VALUE CF6EE8B1E708FE22 OUTPOST_BCM_LAST_ROUND_WON (outpost o, int side) { [&OSM&Vous avez gagné le round.] } // HASH_VALUE D0FFE8B1E7C1D62D OUTPOST_BCM_ROUND_LOST (outpost o, int side) { [&OSM&Vous avez perdu le round.] } // HASH_VALUE 7409879C8F689011 OUTPOST_BCM_ROUND_NEAR_END (outpost o, int side) { [&OSM&Le round va se terminer dans une minute.] } // HASH_VALUE CF6EE8B1E708FE22 OUTPOST_BCM_ROUND_WON (outpost o, int side) { [&OSM&Vous avez gagné le round.] } // HASH_VALUE 6972CBADCA9297F7 OUTPOST_BCM_UNKNOWN (outpost o, int side) { [&OSM&Erreur : message d'outpost inconnu.] } // HASH_VALUE F0758082C521F09D OUTPOST_BCP_ATTACK_FAILED (outpost o, int side) { (side = 0) [L'attaque de l'avant-poste $o.name$ a échoué, vous conservez le contrôle de l'outpost.] (side = 1) [L'attaque de l'avant-poste $o.name$ a échoué, votre tentive de prise de l'outpost a échoué.] [L'attaque de l'outpost a échoué.] } // HASH_VALUE 020516D8747BCA95 OUTPOST_BCP_ATTACK_FAILED_TITLE (outpost o, int side) { (side = 0) [Victoire !] (side = 1) [Echec !] [Fin de l'attaque] } // HASH_VALUE C7DC015B45CE6A18 OUTPOST_BCP_ATTACK_ROUNDS (outpost o, int side) { (side = 0) [La période d'attaque contre votre avant-poste $o.name$ a commencé !] [La période d'attaque contre l'avant-poste $o.name$ a commencé !] } // HASH_VALUE 87D2F5778FFB06F7 OUTPOST_BCP_ATTACK_ROUNDS_TITLE (outpost o, int side) { [Début de la période d'attaque] } // HASH_VALUE 48AF3C8C81CF4F4F OUTPOST_BCP_ATTACK_SUCCEEDED (outpost o, int side, int guild_owner) { (guild_owner = 1) [L'attaque de l'avant-poste $o.name$ a réussi, préparez vous pour la phase de défense.] (guild_owner = 0 and side = 1) [L'attaque de l'avant-poste $o.name$ a réussi, vous allez gagner le contrôle de l'outpost.] [L'attaque de l'outpost a réussi.] } // HASH_VALUE B2E5A33E852F1D0B OUTPOST_BCP_ATTACK_SUCCEEDED_TITLE (outpost o, int side) { (side = 0) [Echec !] (side = 1) [Victoire !] [Fin de l'attaque] } // HASH_VALUE A9DDE4248662A71A OUTPOST_BCP_DEFENSE_FAILED (outpost o, int side) { (side = 0) [La défense de l'avant-poste $o.name$ a échoué, vous allez perdre le contrôle de l'outpost.] (side = 1) [La défense de l'avant-poste $o.name$ a échoué, vous allez gagner le contrôle de l'outpost.] [La défense de l'outpost a échoué.] } // HASH_VALUE 62DFDB37827FF3FB OUTPOST_BCP_DEFENSE_FAILED_TITLE (outpost o, int side) { (side = 0) [Echec !] (side = 1) [Victoire !] [Fin de la défense] } // HASH_VALUE CBCACBD097E16772 OUTPOST_BCP_DEFENSE_ROUNDS (outpost o, int side) { (side = 0) [La période de défense de votre avant-poste $o.name$ a commencé !] [La période de défense de l'avant-poste $o.name$ a commencé !] } // HASH_VALUE E4D1F01A128AD6FC OUTPOST_BCP_DEFENSE_ROUNDS_TITLE (outpost o, int side) { [Début de la période de défense] } // HASH_VALUE 88E20E3984F9ECD1 OUTPOST_BCP_DEFENSE_SUCEEDED (outpost o, int side) { (side = 0) [La défense de l'avant-poste $o.name$ a réussi, vous conservez le contrôle de l'outpost.] (side = 1) [La défense de l'avant-poste $o.name$ a réussi, votre tentive de prise de l'outpost a échoué.] [La défense de l'outpost a réussi.] } // HASH_VALUE B2FF4ED171CBA085 OUTPOST_BCP_DEFENSE_SUCEEDED_TITLE (outpost o, int side) { (side = 0) [Victoire !] (side = 1) [Echec !] [Fin de la défense] } // HASH_VALUE 74AC84A7670A6EA4 OUTPOST_BCP_UNKNOWN (outpost o, int side) { [Ce message ne devrait pas être visible. Merci de signaler ce bug.] } // HASH_VALUE 4E74B1F115621809 OUTPOST_BCP_UNKNOWN_TITLE (outpost o, int side) { [Erreur : message d'outpost inconnu] } // HASH_VALUE 082211244CA72558 OUTPOST_BCP_WAR_DECLARED (outpost o, int side) { (side = 0) [La guerre est déclarée sur votre avant-poste $o.name$.] [Votre guilde a déclaré la guerre à l'avant-poste $o.name$.] } // HASH_VALUE BA647031D81D38CA OUTPOST_BCP_WAR_DECLARED_TITLE (outpost o, int side) { [La guerre est déclarée] } // HASH_VALUE 8D78E3482DB57A46 OUTPOST_CANNOT_BUY_SQUADS_A (int n) { [&CHK&$n$ escouades n'ont pas pu être achetées et ont été remplacées par des gratuites.] } // HASH_VALUE 7DCA2D1D85515D42 OUTPOST_CANNOT_BUY_SQUADS_B () { [&CHK&L'escouade n'a pas pu être achetée et a été remplacée par une gratuite.] } // HASH_VALUE 48C84188AB25DD38 OUTPOST_CANT_FREE_LAST_SQUAD () { [&CHK&Vous ne pouvez pas supprimer la dernière escouade sinon l'avant-poste sera perdu.] } // HASH_VALUE E91831186DBC058E OUTPOST_CANT_PARTICIPATE () { [&CHK&Vous êtes banni de cet outpost, vous ne pouvez pas participer au conflit en cours.] } // HASH_VALUE 49A85C6C33F9473D OUTPOST_CANT_PARTICIPATE_ATTACK () { [&CHK&Vous êtes banni du camp des attaquants pour la bataille de cet avant-poste.] } // HASH_VALUE EC98E57981ACDD6E OUTPOST_CANT_PARTICIPATE_DEFENSE () { [&CHK&Vous êtes banni du camp des défenseurs pour la bataille de cet avant-poste.] } // HASH_VALUE 5894040364AE27FE OUTPOST_CANT_PAY_SQUAD_WAGE (string_id str) { [&CHK&$str$ n'a pas assez d'argent pour payer le salaire de l'escouade. Celle-ci quitte l'avant-poste !] } // HASH_VALUE 021E0EDFB79FC31F OUTPOST_EDITING_CONCURRENCY_ISSUE (player p) { [&CHK&$p$ est en train d'éditer l'avant-poste, réessayez dans un moment.] } // HASH_VALUE 967E0A2723302B8A OUTPOST_ERROR_ALREADY_ATTACKED () { [Cet outpost fait déjà l'objet d'une attaque.] } // HASH_VALUE E8A6B8A8C620E372 OUTPOST_ERROR_ALREADY_OWNED () { [Vous possédez déjà cet outpost.] } // HASH_VALUE 58CA360736255105 OUTPOST_ERROR_BAD_GUILD_GRADE () { [Vous n'avez pas le grade nécessaire au sein de votre guilde pour attaquer cet outpost.] } // HASH_VALUE 52B18FE683E2E830 OUTPOST_ERROR_BAD_MEMBER_LEVEL () { [Vous devez avoir un joueur en ligne dans la guilde d'un niveau et d'une ancienneté suffisante pour défier cet avant-poste. Le niveau requis ainsi que l'ancienneté dépendent du niveau de l'avant-poste.] } // HASH_VALUE C1BD2BF9AD2A9170 OUTPOST_ERROR_INVALID_OUTPOST () { [Cet outpost n'est pas valide (bug).] } // HASH_VALUE 230B219D8391343E OUTPOST_ERROR_INVALID_USER () { [Votre id de joueur n'est pas valide (bug).] } // Si pas d'erreur inutile de le préciser (à priori). // HASH_VALUE 0000000000000000 OUTPOST_ERROR_NONE () { [] } // HASH_VALUE 4C0CBD9B3C82BFEE OUTPOST_ERROR_NOT_ENOUGH_MONEY () { [Vous et votre guilde n'avez pas assez d'argent pour attaquer cet outpost.] } // HASH_VALUE 5B1ABEF3724CD9D0 OUTPOST_ERROR_NO_GUILD_MODULE () { [Vous devez faire partie d'une guilde pour attaquer un outpost.] } // HASH_VALUE 5DCF114C13D988AB OUTPOST_ERROR_TIME_PERIOD_ESTIMATION_CHANGED () { [La période d'attaque estimée a changé depuis l'ouverture de la fenêtre.] } // HASH_VALUE 3ACF5A57D0DDF770 OUTPOST_ERROR_TOO_MANY_GUILD_OUTPOSTS () { [Votre guilde ne peut pas acquérir plus d'avant-postes.] } // HASH_VALUE E6E6ABF11EB1DCC9 OUTPOST_ERROR_UNKNOWN () { [Erreur d'outpost inconnue (bug).] } // HASH_VALUE 50F23F5093D2C2AB OUTPOST_EVENT_AllSquadsKilled () { [&SYS&All the squads of the outpost have been killed.] } // HASH_VALUE 443FAC264450EC7C OUTPOST_EVENT_AttackerGiveUp () { [&SYS&The attacker of the outpost gave up.] } // HASH_VALUE DCC57D61C30FFD9B OUTPOST_EVENT_AttackerVanished () { [&SYS&The attacker of the outpost has vanished.] } // HASH_VALUE D20944D21AB5405E OUTPOST_EVENT_Challenged () { [&SYS&The outpost is challenged.] } // HASH_VALUE C24BE096E9F4D2D4 OUTPOST_EVENT_OwnerGiveUp () { [&SYS&The owner of the outpost gave up.] } // HASH_VALUE BD925CF8033BBFD2 OUTPOST_EVENT_OwnerVanished () { [&SYS&The owner of the outpost has vanished.] } // HASH_VALUE AB1E2DF5E10F0CDE OUTPOST_EVENT_TimerEnd () { [&SYS&The time is elapsed in the outpost.] } // HASH_VALUE 114590E175FFAC96 OUTPOST_GUILD_BANISHED_ATTACK () { [&SYS&Votre guilde vient d'être bannie du camp des attaquants pour la bataille de cet avant-poste.] } // HASH_VALUE 0D8C0989AEDDB7D0 OUTPOST_GUILD_BANISHED_DEFENSE () { [&SYS&Votre guilde vient d'être bannie du camp des défenseurs pour la bataille de cet avant-poste.] } // HASH_VALUE 8746F547D8B8B6F6 OUTPOST_IN_CONFLICT () { [&SYS&Vous participez au conflit sur cet outpost.] } // HASH_VALUE 90783C6A0A77E13B OUTPOST_LEAVE_ZONE (outpost o) { [&SYS&Vous quittez l'avant poste $o.name$.] } /* OLD VALUE : [ OUTPOST_NO_MORE_IN_CONFLICT () { [&CHK&Vous n'êtes plus engagé dans un conflit d'outpost.] } ] */ // Clause 0 : text changed. // HASH_VALUE 07AB156EE5022A56 OUTPOST_NO_MORE_IN_CONFLICT () { [&SYS&Vous n'êtes plus engagé dans un conflit d'outpost.] } // HASH_VALUE 29D33CD92E298C12 OUTPOST_OWNER (string_id str) { [&SYS&$str$ owns the outpost now.] } // HASH_VALUE E543245972B9FB6C OUTPOST_PLAYER_BANISHED_ATTACK () { [&SYS&Vous venez d'être banni de l'attaque de cet avant-poste.] } // HASH_VALUE 338A7425D577EE64 OUTPOST_PLAYER_BANISHED_DEFENSE () { [&SYS&Vous venez d'être banni de la défense de cet avant-poste.] } // HASH_VALUE A943DC1D1550341C OUTPOST_SQUAD_RECRUITED () { [&SYS&A new squad was recruited.] } // HASH_VALUE 4892A6BBF530F001 OUTPOST_STATE_Attack () { [&SYS&The outpost is now sustaining an attack.] } // HASH_VALUE 0A949F188D57CEE6 OUTPOST_STATE_CounterAttack () { [&SYS&The outpost is now sustaining a counterattack.] } // HASH_VALUE D1394404998B6469 OUTPOST_STATE_Peace () { [&SYS&The outpost is now peaceful.] } // HASH_VALUE DACCEA41DC756A4B OUTPOST_STATE_WarDeclaration () { [&SYS&A conflict is now declared in the outpost.] } // HASH_VALUE 526A52CB3CC182CF OUTPOST_STATE_WarTransition () { [&SYS&A counterattack will begin soon in the outpost...] } // HASH_VALUE 5F7E5B28EA40C655 OUTPOST_VERSION_NOT_SYNC () { [&CHK&Votre action sur l'outpost a été rejetée car une autre action était en cours.] } // HASH_VALUE 274B3F7CD343636D PACK_ANIMAL_INVENTORY_MUST_BE_EMPTY () { [&CHK&You can't exchange an animal with something in its inventory.] } //////////////////////////////////////////////////////////////////////////////////// // phrases management //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE E8C54111C0A6BB77 PHRASE_BUY (sphrase s, int cost) { (cost>1) phrase_buy [&ITM&You have just learnt "$s$" for $cost$ skill points.] phrase_buy_1 [&ITM&You have just learnt "$s$" for one skill point.] } // HASH_VALUE BF6CAD29640A0BE7 PHRASE_BUY_COMBAT (sphrase s, int cost) { (cost>1) phrase_buy_combat [&ITM&You learn the "$s$" combat action for $cost$ skill points.] phrase_buy_combat_1 [&ITM&You learn the "$s$" combat action for one skill point.] } // HASH_VALUE 22910CE971F703B0 PHRASE_BUY_FABER (sphrase s, int cost) { (cost>1) phrase_buy_faber [&ITM&You learn the "$s$" craft plan for $cost$ skill points.] phrase_buy_faber_1 [&ITM&You learn the "$s$" craft plan for one skill point.] } // HASH_VALUE 5F3808AB2EF5C147 PHRASE_BUY_MAGIC (sphrase s, int cost) { (cost>1) phrase_buy_magic [&ITM&You learn the "$s$" spell for $cost$ skill points.] phrase_buy_magic_1 [&ITM&You learn the "$s$" spell for one skill point.] } // HASH_VALUE E01DAB85118E442A PHRASE_CHARAC_BUY (characteristic c, int value, int cost) { phrase_characteristic_buy [&ITM&You increase your $c$ at $value$ for $cost$ skill points.] } // HASH_VALUE 1C575C66F5DAB97A PHRASE_NOT_ENOUGH_CREDIT () { phrase_missing_credit [&CHKCB&Not enough credit to validate the action.] } // HASH_VALUE 1F810F64BF2753AC PHRASE_NOT_ENOUGH_FOCUS () { phrase_not_enough_focus [&CHKCB&Not enough focus to validate the action.] } // HASH_VALUE 765D723D892C61F7 PHRASE_USE_PREDEF (sphrase s) { phrase_use_predef [&SPLM&You use $s$.] } // HASH_VALUE 4792733153D83248 PLAN_FABER_NOT_SECOND () { plan_faber_not_second [&CHK&Craft plan stanzas must be in second position in sentence! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE AB26E808171C2D66 PLAYER_BUILDING_BAD_FAME ( int i, race r ) { [&CHK&To buy a building here, you need a fame of $i$ toward the $r$ people .] } // HASH_VALUE 57348E2BC28B6B27 PLAYER_ROOM ( player p ) { [To player "$p$".] } // HASH_VALUE 8FE58CCB8216B47E POWER_AURA_ACTIVATE (powertype p) { power_aura_activate [&SPLM&You activate your "$p$" power.] } // HASH_VALUE 3740D02648976900 POWER_AURA_ACTIVATE_SPECTATORS (entity e, powertype p) { power_aura_activate_spectators [&SYS&$e.da$ $e$ activates "$p$" power.] } // HASH_VALUE 07FD8C1EDB4AD4F2 POWER_BALANCE_ACTOR ( powertype p, score s, int newVal ) { power_balance_actor [&SPLM&You use "$p$" power and affected members of your team now have $newVal$% of their max $s.points$.] } // HASH_VALUE 2252E88699F03AC6 POWER_BALANCE_NO_TEAM () { power_balance_no_team [&CHK&You must be in a team to use Balance power.] } // HASH_VALUE 7135F9404BF5921B POWER_BALANCE_OTHERS ( entity e, powertype p,score s, int newVal ) { power_balance_others [&SYS&$e.da$ $e$ uses the "$p$" power and you now have $newVal$% of your $s.points$.] } // HASH_VALUE 369D4529D3AD5C1E POWER_DISABLED (powertype p, int m, int s) { (s > 0 & m > 0) power_still_disabled_ms [&CHKCB&Your "$p$" power is still disabled for $m$ minutes and $s$ seconds.] (s = 0 & m > 0) power_still_disabled_m [&CHKCB&Your "$p$" power is still disabled for $m$ minutes.] (s > 0 & m = 0) power_still_disabled_s [&CHKCB&Your "$p$" power is still disabled for $s$ seconds.] } // HASH_VALUE 4042B8F2A37DE5BD POWER_EFFECT_ENDS (powertype p) { power_effect_ends [&SPLM&"$p$" power effects end.] } // HASH_VALUE FB3FE502B969E4E2 POWER_TAUNT (entity e) { power_taunt [&SPLM&You taunt $e.da$ $e$.] } // HASH_VALUE 13095743E1545EF3 POWER_TAUNT_FAILED (entity e) { power_taunt_failed [&MISM&You failed to taunt $e.da$ $e$.] } // HASH_VALUE 51D264AA0D1D9C63 POWER_TAUNT_LEVEL_TOO_HIGH (entity e) { power_taunt_level_too_high [&CHKCB&$e.da$ $e$ is too strong to be impressed by your action.] } // HASH_VALUE 868BCA9899632E49 POWER_TAUNT_TARGET_NOT_ATTACKABLE () { power_taunt_target_not_attackable [&CHKCB&You can only taunt attackable creatures or npcs.] } // HASH_VALUE 61FA30377E1E4748 POWER_TAUNT_TARGET_TOO_FAR (entity e) { power_taunt_target_too_far [&CHKCB&$e.da$ $e$ is too far away to be taunted by you.] } // HASH_VALUE A7E4ADF89344F382 POWER_USE (powertype p) { power_use [&SPLM&You use "$p$" power.] } // HASH_VALUE 7B186E9B81047BE1 POWER_USE_ON_TARGET (entity e, powertype p) { power_use_on_target [&SPLM&You use your "$p$" power on $e.da$ $e$.] } // HASH_VALUE BEAC8B6F8CFD4A1E POWER_USE_ON_TARGET_FAILED (entity e, powertype p) { power_use_on_target_failed [&MISM&Your "$p$" power had no effect on $e.da$ $e$.] } // HASH_VALUE 68C4931CBE270DA1 POWER_USE_ON_TARGET_SPECTATORS (entity user, entity target, powertype p) { power_use_on_target_spectators [&SYS&$user.da$ $user$ uses "$p$" power on $target.da$ $target$.] } // HASH_VALUE 3569C850893DF151 POWER_USE_ON_TARGET_TARGET (entity user, powertype p) { power_use_on_target_target [&SYS&$user.da$ $user$ uses "$p$" power on you.] } // HASH_VALUE 80DE64512C37BBA0 POWER_USE_SPECTATORS (entity e, powertype p) { power_use_spectators [&SYS&$e.da$ $e$ uses "$p$" power.] } // HASH_VALUE 473A999E6DB8C82F PROGRESS_DEATH_PENALTY_COMPLETE () { progress_death_penalty_complete [&XP&You no longer have a death experience penalty !] } // HASH_VALUE 461E6061FD90A273 PROGRESS_DEATH_PENALTY_PAYBACK (int i, skill s, int j, int k) { progress_death_penalty_payback [&XP&Your death penalty is now at $k$ points after substracting $j$ points. You would have gained $i$ experience points in '$s$' without a death penalty] } /* OLD VALUE : [ PROGRESS_FREE_TRIAL_LIMIT (skill s) { progress_normal_gain_0 [&XP&Vous ne gagnez pas d'expérience en '$s$' car vous avez atteint la limite de la FREETRIAL. Pour progresser davantage dans cette compétence vous devez vous abonner.] } ] */ // Clause 0 : identifier changed. // HASH_VALUE EF3B3CD841ADD4EA PROGRESS_FREE_TRIAL_LIMIT (skill s) { progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.] } // HASH_VALUE 5F4165FAC157DDFA PROGRESS_HP () { progress_hp [&XP&Your life force increases.] } // HASH_VALUE 199E08D95F47E5EB PROGRESS_MAX_DAMAGE_TRANSFERED (entity e) { [&XP&The way you killed $e.da$ $e$ was too easy. You don't gain experience for that behaviour.] } //*PROGRESS_MUCH_GAIN(skill s) //{ // progress_much_gain [&JA&You gain much experience in '$s$'.] //} // HASH_VALUE CA598F722DB862FA PROGRESS_MISSION_GAIN (skill s) { progress_mission_gain [&TSK&The success of this mission has given you experience in the '$s$' skill.] } //PROGRESS_LITTLE_GAIN(skill s) //{ // progress_little_gain [&RG&You gain a little experience in '$s$'.] //} // HASH_VALUE DD7B619330B95657 PROGRESS_NORMAL_GAIN (skill s, int i) { (i > 1) progress_normal_gain_p [&XP&You gain $i$ experience points in '$s$'.] (i = 1) progress_normal_gain_1 [&XP&You gain 1 experience point in '$s$'.] progress_normal_gain_0 [&XP&You gain no experience in '$s$'.] } //////////////////////////////////////////////////////////////////////////////////// // these sentences are used in the xp gain system //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE AF370A6B9E73BBA5 PROGRESS_NO_GAIN (skill s) { progress_no_gain [&CHK&You don't gain experience in '$s$', this action is too easy.] } // HASH_VALUE 692BC5AD5D68D82A PROGRESS_SAP () { progress_sap [&XP&Your sap increases.] } // HASH_VALUE 75D5D39DF074B2B0 PROGRESS_SKILL (skill s, int i) { progress_skill [&XP&Your '$s$' skill improves to $i$ points.] } // HASH_VALUE C1D1A939B47AED7C PROGRESS_STA () { progress_sta [&XP&Your endurance increases.] } //PROGRESS_RESIST(??) //{ // progress_resist [&JA&] //} // HASH_VALUE 9A188CFF9E52AF59 PROGRESS_UNLOCK_SKILL (skill s, int i) { progress_unlock_skill [&XP&Well done! You gain the new advanced skill of '$s$' which starts at $i$ points.] } // HASH_VALUE 080085FCBF8B1B77 PVP_CANT_ATTACK_ALLY () { [&CHKCB&Vous ne pouvez pas attaquer votre allié.] } // HASH_VALUE A586866EA35571EF PVP_CANT_ATTACK_NEUTRAL () { [&CHKCB&Vous ne pouvez pas attaquer un personnage neutre.] } // HASH_VALUE E63AA8516B6848FD PVP_CANT_HELP_ENEMY () { [&CHKCB&Vous ne pouvez pas aider un enemie.] } // HASH_VALUE A5029176553B7BAE PVP_CANT_HELP_NEUTRAL_PVP () { [&CHKCB&Vous ne pouvez pas aider un personnage joueur qui est impliqué dans un conflit PVP qui ne vous concerne pas.] } // HASH_VALUE 24C6714EACE83322 PVP_CANT_HELP_UNKNOWN () { [&CHKCB&Vous ne pouvez pas aider cette entité.] } //////////////////////////////////////////////////////////////////////////////////// // PVP //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 654875749FF66485 PVP_CHALLENGE_DISABLED () { [&CHK&PvP challenge has been disabled.] } // HASH_VALUE B71E78A4584E9FB4 PVP_CHALLENGE_INVITATION ( player p ) { [$p$ and his team challenge you and your team.] } // HASH_VALUE 1C17EB2210350F63 PVP_DUEL_DISABLED () { [&CHK&PvP duel has been disabled.] } // HASH_VALUE 0E806A4D3681F739 PVP_FLAG_ALREADY_IN_THIS_MODE ( int i ) { (i = 0) [&CHK&Vous avez déjà désactivé votre tag pvp.] (i != 0) [&CHK&Vous avez déjà activé votre tag pvp.] } // HASH_VALUE 6F3E3746CE442268 PVP_FLAG_RESET_NEED_NO_RECENT_PVP_ACTION ( time totalTimer, time timerLeft ) { [&CHK&Vous ne pouvez pas enlever votre tag PvP car vous avez fait un action PvP de faction il y a moins de $totalTimer$ secondes. Il vous reste $timerLeft$ secondes avant de pouvoir enlever votre tag.] } // HASH_VALUE 5A474B944FCAD6D5 PVP_FLAG_RESET_TAG_MINIMAL_TIME ( time totalTimer, time timerLeft ) { [&CHK&Vous ne pouvez pas enlever votre tag PvP car il à été activé il y a moins de $totalTimer$ secondes. Il vous reste $timerLeft$ secondes avant de pouvoir enlever votre tag.] } // HASH_VALUE 4E8D7A0549676282 PVP_FLAG_WAIT_FOR_TIMER ( int i ) { (i = 0) [&CHK&Vous avez déjà demandé à desactiver votre tag pvp, vous devez attendre la fin du timer pour que ce soit effectif.] (i != 0) [&CHK&Vous avez déjà demandé à activer votre tag pvp, vous devez attendre la fin du timer pour que ce soit effectif.] } // HASH_VALUE 1B9DE79359A2793C PVP_FREE_ZONE_ENTER () { [&CHK&You are now in a Free PVP Zone : no rules there.. be careful!] } // HASH_VALUE F13EB2E858803E74 PVP_GUILD_ZONE_ENTER () { [&CHK&You are now in a Guild PVP Zone : there guilds can confront each other.] } // HASH_VALUE A63AFD02B6E83493 PVP_SAFE_ZONE () { [&CHK&Vous tes dans une zone protg du pvp, tant que vous y restez ou que vous n'initiez pas d'action pvp si vous la quitez, vous restez proteg.] } // HASH_VALUE 4115BE85DA05DB2C PVP_SPIRE_ATTACKED (place region_name, faction faction) { [&SYS&La spire $faction$ dans $region_name.da$ $region_name$ est attaquée !.] } // HASH_VALUE C68BD2805BBC36F7 PVP_SPIRE_BUILD_FINISHED (place region_name, faction f, int audience) { (audience = 0) [&ZON&Une spire $f$ est apparue dans $region_name.da$ $region_name$. Désormais la faction $f$ domine $region_name.da$ $region_name$ et a recruté des gardiens pour veiller sur sa spire.] (audience = 1) [&SYS&Une spire $f$ est apparue dans $region_name.da$ $region_name$. Désormais la faction $f$ domine $region_name.da$ $region_name$ et a recruté des gardiens pour veiller sur sa spire.] } // HASH_VALUE E3542E9264BB1F30 PVP_SPIRE_DESTROYED (place region_name, faction f, int audience) { (audience = 0) [&ZON&Une spire $f$ a été détruite dans $region_name.da$ $region_name$. Désormais la faction $f$ ne domine plus $region_name.da$ $region_name$.] (audience = 1) [&SYS&Une spire $f$ a été détruite dans $region_name.da$ $region_name$. Désormais la faction $f$ ne domine plus $region_name.da$ $region_name$.] } // HASH_VALUE 933322C3C560D13A PVP_SPIRE_FACTION_POINT (int q) { [&XP&Vous avez détruit une spire ennemie ! Vous gagnez $q$ points de faction.] } // HASH_VALUE B551AE9F55A92A05 PVP_SPIRE_REBUILD_DELAY (int m, int s) { (m > 0) [&CHK&Une nouvelle spire ne peut être invoquée sur ce socle par votre faction avant $m$ minutes $s$ seconds.] (m = 0) [&CHK&Une nouvelle spire ne peut être invoquée sur ce socle par votre faction avant $s$ secondes.] } // HASH_VALUE A6EC430C13B63C3A PVP_SPIRE_SPEND_FACTION_POINT (int q) { [&SYS&Vous sacrifiez $q$ points de faction pour invoquer une spire.] } /* OLD VALUE : [ PVP_SPIRE_START_BUILDING (place region_name, faction f, int m, int s) { [&ZON&Une spire $f$ apparaîtra dans $region_name.da$ $region_name$ dans $m$ minutes $s$ secondes.] } ] */ // Clause list changed. // HASH_VALUE 3FC9E1C8175230F5 PVP_SPIRE_START_BUILDING (place region_name, faction f, int m, int s) { (s != 0) [&ZON&Une spire $f$ apparaîtra dans $region_name.da$ $region_name$ dans $m$ minutes $s$ secondes.] (s = 0) [&ZON&Une spire $f$ apparaîtra dans $region_name.da$ $region_name$ dans $m$ minutes.] } // HASH_VALUE 3901F2143931F58B PVP_TAG_PVP_NEED_ALLEGIANCE () { [&CHK&Vous ne pouvez pas être taggé PVP sans avoir déclaré une allegeance au préalable.] } // HASH_VALUE C8432B378FB55A7F PVP_TP_ENEMY_REGION_FORBIDEN () { [&CHK&Vous ne pouvez pas vous teleporter dans une region controlée par une faction enemie.] } /* OLD VALUE : [ PVP_TP_FORBIDEN () { [&CHK&Vous ne pouvez pas vous teleporter alors que vous avez été impliqué dans des actions PVP recement.] } ] */ // Clause 0 : text changed. // HASH_VALUE C147C6495A9BA864 PVP_TP_FORBIDEN () { [&CHK&Vous ne pouvez pas vous teleporter alors que vous avez été impliqué dans des actions de PVP faction recement.] } // HASH_VALUE F7D9DD3A10C8A4B2 PVP_VERSUS_ZONE_ENTER () { [&CHK&You are now in a Versus PVP Zone : your clan is determined by your factions.] } // HASH_VALUE 82846C31A1FC4EE8 PVP_ZONE_CANNOT_ENTER () { [&CHK&You cannot fight in this PVP Zone : you are in another PVP mode.] } // HASH_VALUE DAA60B3629882886 PVP_ZONE_ENTER_BACK () { [&CHK&You are back in the PVP Zone.] } // HASH_VALUE 8CBA3B08C9E10867 PVP_ZONE_ENTER_TIME (int time) { [&CHK&You will be attackable in $time$ seconds.] } // HASH_VALUE F02DB51602506438 PVP_ZONE_ENTER_TIMEOUT () { [&CHK&Now you are attackable , be careful.] } // HASH_VALUE A1530E5EBD2302E5 PVP_ZONE_ENTER_TIME_REPEAT (int time) { [&PVPTM&You will be attackable in $time$ seconds.] } // HASH_VALUE 688279C285D2059D PVP_ZONE_LEAVE_BEFORE_TIMEOUT () { [&CHK&You left the PVP Zone before timeout. Now you are safe.] } // HASH_VALUE C3B78343D74ADC99 PVP_ZONE_LEAVE_TIME (int time) { [&CHK&You left the PVP Zone. You are still attackable for $time$ seconds.] } // HASH_VALUE 5BF2ECAE6481531A PVP_ZONE_LEAVE_TIMEOUT () { [&CHK&Now you are safe.] } // HASH_VALUE CB351B02A6630345 PVP_ZONE_LEAVE_TIME_REPEAT (int time) { [&PVPTM&You are still attackable for $time$ seconds.] } // HASH_VALUE 9206F35B298B3AD9 REQUIRED_EQUIP () { [&CHK&Your characteristics are not sufficiently high for you to use this item.] } // Mission message // HASH_VALUE 845DAFAE3E3E7ACC REQ_LEADER_TO_ABANDON_MISSION () { [&CHK& You must be the leader of your team to abandon or finish a team mission.] } //////////////////////////////////////////////////////////////////////////////////// // enchantment related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 494CABD2F58B6C88 RIGHT_HAND_EMPTY () { right_hand_empty [&CHK&You must carry an item in your right hand to enchant it.] } // HASH_VALUE E8B8604F67B69213 RING_ANI () { [Ring Channel ani.] } // HASH_VALUE E8B8604F68F79213 RING_ARI () { [Ring Channel ari.] } // HASH_VALUE E8B8604F67769A13 RING_CHO () { [Ring Channel cho.] } // HASH_VALUE E878BC80D8763480 RING_CSR () { [Ring Channel CSR] } // HASH_VALUE E8B8604F23D6BE13 RING_LEA () { [Ring Channel lea.] } // HASH_VALUE E8B8604F2347DA13 RING_SEA () { [Ring Channel sea.] } // HASH_VALUE E878BC8066F8BC80 RING_TOO () { [Ring Channel too] } // HASH_VALUE E8B8604F6728DE13 RING_TRE () { [Ring Channel tre.] } // HASH_VALUE F445DBDD5430488D ROLL_DICE (entity e, int min, int max, int roll) { [$e.da$ $e$ a fait $roll$ sur un tirage entre $min$ et $max$.] } // HASH_VALUE F9F811A4B66DEB9C ROOM_TOO_ENCUMBERED () { [&CHK& Your appartment is too encumbered.] } // HASH_VALUE D38CE35F3C896EF9 ROOT_FABER_NOT_FIRST () { root_faber_not_first [&CHK&Root craft stanzas must be in first position in sentence! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 3F8482784D02DD86 RRP_BAD_ACTION (int xpValue) { rrp_bad_action [&XP&Action ignored because too easy (equivalent to $xpValue$ xp)] } // HASH_VALUE 8CCD16409B0B73CD RRP_BAD_SKILL (int sessionType) { (sessionType = 0) rrp_bad_skill_novice [&XP&Action below Novice level ignored] (sessionType = 1) rrp_bad_skill_apprentice [&XP&Action below Apprentice level ignored] (sessionType = 2) rrp_bad_skill_confirmed [&XP&Action below Confirmed level ignored] (sessionType = 3) rrp_bad_skill_advanced [&XP&Action below Advanced level ignored] (sessionType = 4) rrp_bad_skill_expert [&XP&Action below Expert level ignored] (sessionType = 5) rrp_bad_skill_master [&XP&Action below Master level ignored] } // HASH_VALUE CFFFD13132F0E0D9 RRP_BONUS (int ptsBonus, int sessionType, int ptsTotal) { (sessionType = 0) rrp_bonus_novice [&XP&You have gained a BONUS of $ptsBonus$ Novice RRP] (sessionType = 1) rrp_bonus_apprentice [&XP&You have gained a BONUS of $ptsBonus$ Apprentice RRP] (sessionType = 2) rrp_bonus_confirmed [&XP&You have gained a BONUS of $ptsBonus$ Confirmed RRP] (sessionType = 3) rrp_bonus_advanced [&XP&You have gained a BONUS of $ptsBonus$ Advanced RRP] (sessionType = 4) rrp_bonus_expert [&XP&You have gained a BONUS of $ptsBonus$ Expert RRP] (sessionType = 5) rrp_bonus_master [&XP&You have gained a BONUS of $ptsBonus$ Master RRP] } // HASH_VALUE 083AF60E74562A93 RRP_GAIN (int ptsNow, int sessionType, int ptsTotal) { (sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP] (sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP] (sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP] (sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP] (sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP] (sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP] } /* OLD VALUE : [ RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time) { (sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)] } ] */ // Clause 0 : identifier changed. // Clause 1 : identifier changed. // Clause 2 : identifier changed. // Clause 3 : identifier changed. // Clause 4 : identifier changed. // Clause 5 : identifier changed. // HASH_VALUE B7B0DCC083B1E395 RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time) { (sessionType = 0) rrp_gain2_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 1) rrp_gain2_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 2) rrp_gain2_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 3) rrp_gain2_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 4) rrp_gain2_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)] (sessionType = 5) rrp_gain2_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)] } // HASH_VALUE D7AC3EA649E03597 RRP_GENERATE_IGNORED () { rrp_generate_ignored [&ITM&Vous ne pouvez générer de points de récompense ring actuellement] } // HASH_VALUE 92D109A3687CC445 RRP_GENERATE_INVENTORY_FULL () { rrp_generate_inventory_full [&ITM&Votre inventaire est rempli et ne vous permet donc pas de recevoir d'autres récompenses ring] } // HASH_VALUE FD2B97DDFDDADBAA RRP_GENERATE_LACK_POINTS (int sessionType,int ptsRequired,int ptsHeld) { (sessionType = 0) rrp_generate_lack_points_novice [&ITM&You require at least $ptsRequired$ Novice RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 1) rrp_generate_lack_points_apprentice [&ITM&You require at least $ptsRequired$ Apprentice RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 2) rrp_generate_lack_points_confirmed [&ITM&You require at least $ptsRequired$ Confirmed RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 3) rrp_generate_lack_points_advanced [&ITM&You require at least $ptsRequired$ Advanced RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 4) rrp_generate_lack_points_expert [&ITM&You require at least $ptsRequired$ Expert RRP to be worthy of a reward but you only have $ptsHeld$] (sessionType = 5) rrp_generate_lack_points_master [&ITM&You require at least $ptsRequired$ Master RRP to be worthy of a reward but you only have $ptsHeld$] } // HASH_VALUE 14F0D97B4AFAB7A6 RRP_GENERATE_REWARD (int nb, item i, int level) { (nb > 1) rrp_generate_reward_pl [&ITM&Vous obtenez $nb$ $i.p$ de qualité $level$ en tant que récompense ring] (nb = 1) rrp_generate_reward_1 [&ITM&Vous obtenez un $i$ de qualité $level$ en tant que récompense ring] } // HASH_VALUE 7F1D690C3D119D20 RRP_NO_PROGRESS (int time) { rrp_no_progress [&XP& Le prochain point de récompense ring n'est pas encore disponible (il faut attendre $time$ secondes)] } // HASH_VALUE 8B98E9A15AFF6DD8 RRP_PROGRESS (int xpSoFar, int xpRequired, int xpValue) { rrp_progress [&XP&Progression Ring $xpSoFar$/$xpRequired$ des prochains points de récompense (equivalent à $xpValue$ xp)] } // HASH_VALUE F044631EB19657D6 RRP_SESSION_LIMIT_REACHED () { rrp_session_limit_reached [&XP&No more RRP points can be gained this session as you have reached the limit] } // HASH_VALUE 75CFEB928F4BEFE2 RRP_TOO_FEW_ACTIVE_PLAYERS () { rrp_too_few_active_players [&XP&There are too few active players for you to earn Ring Reward Points] } /* OLD VALUE : [ R_00_01_P_DESC (bot giver) { r_00_01_p_desc [Initiation au fonctionnement des cubes d'ambres] } ] */ // Clause 0 : text changed. // HASH_VALUE C7B472C91EFAEF72 R_00_01_P_DESC (bot giver) { r_00_01_p_desc [This is the first rite mission that you will be given] } /* OLD VALUE : [ R_00_01_P_TITLE (bot giver) { r_00_01_p_title [Les cubes d'ambre] } ] */ // Clause 0 : text changed. // HASH_VALUE 0D5881ED58557374 R_00_01_P_TITLE (bot giver) { r_00_01_p_title [First Rite] } //Reward 1SP //------------------- // Karavan guard //------------------- //MENUS // HASH_VALUE 0ED3110C13BAA1A3 SHOPKEEPER_NO_SELL (bot b) { shopkeeper_no_sell [I've got nothing to sell right now, come back later.] } // HASH_VALUE B770BD4394A9991A SHUTDOWN_WARNING (int delay) { [&SYS&The shard will be shutdown in $delay$ seconds, please disconnect ASAP.] } // HASH_VALUE D4B8C021AB0037AF SOLE_PLACE ( place p ) { place_lonely_param [$p$] } // HASH_VALUE EC92BC12C0189212 SOLE_STRING_ID ( string_id i ) { [$i$] } // HASH_VALUE 3BCDABD9E009D0FC SOURCE_DMG_REDUX_MISSED () { source_dmg_redux_early [&CHK&Damage reduction was done too early.] } // HASH_VALUE CAE6B610EDDB7E35 SOURCE_EXPLOSION () { source_explosion [&SPL&The forage source blew up!] } // HASH_VALUE 87AE70FDAAD35CBD SOURCE_EXPLOSION_DEFENDER_HIT (int damage, int maxDamage, int reduction) { (reduction=0) source_explosion_defender_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) points of damage.] source_explosion_defender_reducted_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) points of damage (reduced by $reduction$).] } // HASH_VALUE 2C1E64EECC26A186 SOURCE_EXPLOSION_SPECTATOR_HIT (entity defender, int damage) { source_explosion_spectator_hit [&SYS&An explosion hits $defender$ for $damage$ damage.] } //////////////////////////////////////////////////////////////////////////////////// /// sentences related to natural events (forage risks) //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE FA2A0D0B3A6DFC3E SOURCE_TOXIC_CLOUD () { source_toxic_cloud [&SPL&The forage source released a toxic cloud!] } // HASH_VALUE D1E4B4785AF84F5F SPAWN_MISSION_DESC (bot b) { [SPAWN mission] } // HASH_VALUE D1E4B4785AF84F5F SPAWN_MISSION_TITLE (bot b) { [SPAWN mission] } // Location place // HASH_VALUE DC64D3C9B3940676 START_LOCATION ( place cont, place region ) { start_location [&ZON&You are in the region of $region$ on the continent of $cont$.] } // HASH_VALUE DA70E774D770DA28 SUFFER_GOO_DAMAGE () { [&CHKCB&You suffer GOO damage!.] } //////////////////////////////////////////////////////////////////////////////////// // sentences related to target slection //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 866A0041ACE571EF TARGET_NEW (entity e) { target_new [&SYS&You target $e.ia$ $e$.] } // HASH_VALUE 9C620518BF997DAB TARGET_NONE () { target_none [&SYS&You now have no target .] } // HASH_VALUE 534C75FC1A78909B TARGET_SELF () { target_self [&SYS&You target yourself.] } // HASH_VALUE 80023D784006C1F6 TEAM_ACCEPT (player p) { team_accept [&AROUND&$p$ joins your team.] } // HASH_VALUE CE5CE3F6304C9030 TEAM_ALREADY_HAS_PROPOSAL (player p) { team_already_has_proposal [&CHK&$p$ is already answering an invitation.] } // HASH_VALUE 9A080BF1806B8C05 TEAM_ALREADY_HAS_TEAM (player p) { team_already_has_team [&CHK&$p$ already belongs to a team.] } // HASH_VALUE 387C9EBB4FD3B0A3 TEAM_ALREADY_INVITED () { [&CHK& Your target is already being invited to join a team.] } //////////////////////////////////////////////////////////////////////////////////// // team related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE 0D41835410509929 TEAM_ALREADY_IN_TEAM () { team_already_in_team [&CHK&You already belong to a team, leave your present team before joining another one.] } // HASH_VALUE 4DB0187501A442C8 TEAM_CANT_INVITE () { [&CHK& You must be a team leader or not in a team to be able to invite someone.] } // HASH_VALUE 275D20F3EDBBE6CE TEAM_CANT_INVITE_ENEMIE () { [&CHK& You can't invite an enemie in a team] } // HASH_VALUE 6BC2BAD3711B25E0 TEAM_CREATE () { team_create [&SYS&You have created a new team.] } // HASH_VALUE 7BE5A91E7A648B43 TEAM_DECLINE (player p) { team_decline [&AROUND&$p$ declines your offer to join your team.] } // HASH_VALUE 792CF3AE80FEA723 TEAM_DISOLVED () { team_disolved [&SYS&Your were the last member of your team, so it has been disolved and you no longer belong to a team.] } // HASH_VALUE D404CDBC3D87555E TEAM_GOD_FORBIDDEN () { [&CHK&You or your target have unusual access right that forbid the formation of team.] } // HASH_VALUE 99082CA2E6C25970 TEAM_INVITE (player p) { team_invite [&AROUND&You offer $p$ to join your team.] } // HASH_VALUE ABEDE1E42B70C872 TEAM_INVITED_CHARACTER_MUST_BE_ONLINE () { [&CHK&Invited character must be online.] } // HASH_VALUE B510F853ACE37A0A TEAM_KICKED (player p) { team_kicked [&AROUND&$p$ has been kicked out of your team.] } // HASH_VALUE C7BED110E188CD52 TEAM_KICKED_YOU (player p) { team_kicked_you [&AROUND&You have been kicked out of the team of $p$.] } // HASH_VALUE DEE8D978689A0CD7 TEAM_LEAVE (player p) { team_leave [&AROUND&$p$ left your team.] } // HASH_VALUE BFA0A27A33F21DD7 TEAM_MAX_SIZE_REACHED () { team_max_size_reached [&CHK&The team has reached its size limit and cannot accept anymore players.] } // HASH_VALUE E41A00390F31065E TEAM_NEW_LEADER (player former, player new) { team_new_leader [&SYS&Your team leader, $former$, has left the team, $new$ is the new leader.] } //////////////////////////////////////////////////////////////////////////////////// // team related messages //////////////////////////////////////////////////////////////////////////////////// // HASH_VALUE F66C7DE8AB1A19FC TEAM_NEW_SUCCESSOR ( player p) { [&SYS&$p$ is the successor to the leader of your team.] } // HASH_VALUE 0C11B974DFC54FBB TEAM_NOT_A_PLAYER (entity e) { team_not_a_player [&CHK&$e.da$ $e$ isn't a player. Only players can be teammates.] } // HASH_VALUE B8C8535A15BECF01 TEAM_PROPOSAL (player p) { (p.gender = male) team_proposal_m [$p$ offers you to join his team.] team_proposal_f [$p$ offers you to join her team.] } // HASH_VALUE 050E440249A9BBEC TEAM_PVP_ATTACKER_KICKED (player a, player v) { [&SYS& $a$ a attaqué $v$, un enemie de sa faction. $a$ ne peut pas rester dans la même team que $v$.] } // HASH_VALUE CD03C5BDD1C35D99 TEAM_PVP_ATTACKER_KICKED_YOU (player v) { [&SYS& Vous avez attaqué $v$ de votre team, un enemie de votre faction. Vous ne pouvez pas rester dans cette team.] } // HASH_VALUE A86F4A0ABE9D962A TEAM_PVP_HELPER_KICKED (player a, player v) { [&SYS& $a$ a aidé $v$, un allié de sa faction. $a$ ne peut pas rester dans une team.] } // HASH_VALUE 9DE5D5CA9FEF2655 TEAM_PVP_HELPER_KICKED_YOU (player v) { [&SYS& Vous avez aidé $v$, un allié de votre faction qui n'est pas dans votre team, vous ne pouvez pas rester dans une team.] } // HASH_VALUE 82A95BD5D8B72828 TEAM_TARGET_ALREADY_IN_TEAM () { [&CHK& Your target is already in a team.] } // HASH_VALUE A82B0891256880D2 TEAM_YOU_DECLINE (player p) { team_you_decline [&SYS&You refuse to join the team of $p$.] } // HASH_VALUE F385ED7D5F4B984B TEAM_YOU_JOIN (player p) { team_you_join [&AROUND&You join the team of $p$.] } // HASH_VALUE 23A1E2E1C9A9C1B9 TEAM_YOU_LEAVE (player p) { team_you_leave [&AROUND&You left the team of $p$.] } // HASH_VALUE 1D6DA9EE7200C1BF TEAM_YOU_LEAVE_DISOLVE (player p) { team_you_leave_disolve [&AROUND&You left your team and it has been disolved.] } // HASH_VALUE 5B77118C7BF4489E TEAM_YOU_LEAVE_LEADER (player p) { team_you_leave_leader [&AROUND&You left your team, $p$ is the new leader.] } // HASH_VALUE A167DDD48F31CF92 TEAM_YOU_NEW_LEADER (player p) { team_you_new_leader [&SYS&Your team leader, $p$, has left the team, you are the new leader.] } // HASH_VALUE 3FD647AB20739F55 TELEPORT_BAD_SESSION () { [&CHK&The destinations of this teleporter have been updated. Please re-enter this teleport.] } // HASH_VALUE ABC90DC4E585288C TELEPORT_CANCELED () { [&SYS&Teleportation has been canceled.] } // HASH_VALUE D2CD8470E165018C TELEPORT_NO_PET () { [&CHK&You must put all your animals in a stable before using this teleporter.] } // HASH_VALUE C031AAF47F0C91DF TELEPORT_USED ( int i ) { [&SYS& You will be teleported in $i$ seconds.] } // HASH_VALUE EC17BBB9DDC8E80D TELL_PLAYER_AFK ( player p ) { [&SYS&$p$ is "away from keybord".] } // HASH_VALUE B108E60E1ECBC9B4 TELL_PLAYER_UNKNOWN ( literal name ) { [&SYS&$name$ is unknown or not online. Your message cannot be delivered.] } ///////////////////tasks missions////////////////////// /************************************************************************************************************************** TEMPLATE_TASK_CRAFT **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 82294C8F9163EDED TEMPLATE_TASK_CRAFT_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_craft_0_title_1 [Créer des objets] (random = 2) template_task_craft_0_title_2 [Fabriquer des objets] (random = 3) template_task_craft_0_title_3 [$giver$ a besoin d'objets] (random = 4) template_task_craft_0_title_4 [$giver$ demande un artisan] (random = 5) template_task_craft_0_title_5 [Commande spéciale] (random = 6) template_task_craft_0_title_6 [Fabriquer du matériel] (random = 7) template_task_craft_0_title_7 [$giver$ a besoin de matériel] (random = 8) template_task_craft_0_title_8 [$giver$ a besoin d'un artisan] (random = 9) template_task_craft_0_title_9 [Une commande pour $giver$] template_task_craft_0_title_10 [$giver$ veut des objets sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7D3FD2BDAA3441C3 TEMPLATE_TASK_CRAFT_10_TITLE (bot giver, int random, faction f) { //tribe welcomer / jewels (random = 1) template_task_craft_10_title_1 [Créer des bijoux pour $f.mda$ $f.member$] (random = 2) template_task_craft_10_title_2 [Fabriquer des bijoux pour $f.mda$ $f.member$] (random = 3) template_task_craft_10_title_3 [$f.mda$ $f.member$ ont besoin de bijoux] (random = 4) template_task_craft_10_title_4 [$f.mda$ $f.member$ demandent un joaillier] (random = 5) template_task_craft_10_title_5 [Commande spéciale de bijoux pour $f.mda$ $f.member$] (random = 6) template_task_craft_10_title_6 [Des bijoux pour $f.mda$ $f.member$] (random = 7) template_task_craft_10_title_7 [$f.mda$ $f.member$ veulent de nouveaux bijoux] (random = 8) template_task_craft_10_title_8 [$f.mda$ $f.member$ ont besoin d'un joaillier] (random = 9) template_task_craft_10_title_9 [Une commande de bijoux pour $f.mda$ $f.member$] template_task_craft_10_title_10 [$f.mda$ $f.member$ veulent des bijoux sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE EB581A2E1689A135 TEMPLATE_TASK_CRAFT_11_TITLE (bot giver, int random, faction f) { //double fame journeyman / matis (random = 1) template_task_craft_11_title_1 [Créer des objets matis pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_11_title_2 [Fabriquer des objets matis pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_11_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets matis] (random = 4) template_task_craft_11_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets matis] (random = 5) template_task_craft_11_title_5 [Commande spéciale d'objets matis pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_11_title_6 [Fabriquer du matériel matis pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_11_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel matis] (random = 8) template_task_craft_11_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel matis] (random = 9) template_task_craft_11_title_9 [Une commande de matériel matis pour les amis $f.member$ de $giver$] template_task_craft_11_title_10 [Les amis $f.member$ de $giver$ veulent des objets matis sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 2D08E21A9299895E TEMPLATE_TASK_CRAFT_12_TITLE (bot giver, int random, faction f) { //double fame journeyman / zorai (random = 1) template_task_craft_12_title_1 [Créer des objets zorai pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_12_title_2 [Fabriquer des objets zorai pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_12_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets zorai] (random = 4) template_task_craft_12_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets zorai] (random = 5) template_task_craft_12_title_5 [Commande spéciale d'objets zorai pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_12_title_6 [Fabriquer du matériel zorai pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_12_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel zorai] (random = 8) template_task_craft_12_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel zorai] (random = 9) template_task_craft_12_title_9 [Une commande de matériel zorai pour les amis $f.member$ de $giver$] template_task_craft_12_title_10 [Les amis $f.member$ de $giver$ veulent des objets zorai sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE B0689A4B5B1B9936 TEMPLATE_TASK_CRAFT_13_TITLE (bot giver, int random, faction f) { //double fame journeyman / fyros (random = 1) template_task_craft_13_title_1 [Créer des objets fyros pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_13_title_2 [Fabriquer des objets fyros pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_13_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets fyros] (random = 4) template_task_craft_13_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets fyros] (random = 5) template_task_craft_13_title_5 [Commande spéciale d'objets fyros pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_13_title_6 [Fabriquer du matériel fyros pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_13_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel fyros] (random = 8) template_task_craft_13_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel fyros] (random = 9) template_task_craft_13_title_9 [Une commande de matériel fyros pour les amis $f.member$ de $giver$] template_task_craft_13_title_10 [Les amis $f.member$ de $giver$ veulent des objets fyros sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 55023D298503AF0B TEMPLATE_TASK_CRAFT_14_TITLE (bot giver, int random, faction f) { //double fame journeyman / tryker (random = 1) template_task_craft_14_title_1 [Créer des objets tryker pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_14_title_2 [Fabriquer des objets tryker pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_14_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets tryker] (random = 4) template_task_craft_14_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets tryker] (random = 5) template_task_craft_14_title_5 [Commande spéciale d'objets tryker pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_14_title_6 [Fabriquer du matériel tryker pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_14_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel tryker] (random = 8) template_task_craft_14_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel tryker] (random = 9) template_task_craft_14_title_9 [Une commande de matériel tryker pour les amis $f.member$ de $giver$] template_task_craft_14_title_10 [Les amis $f.member$ de $giver$ veulent des objets tryker sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE B9908D6A7CD213C3 TEMPLATE_TASK_CRAFT_15_TITLE (bot giver, int random, faction f) { //double fame foreman / armor (random = 1) template_task_craft_15_title_1 [Créer des armures pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_15_title_2 [Fabriquer des armures pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_15_title_3 [Les amis $f.member$ de $giver$ ont besoin d'armures] (random = 4) template_task_craft_15_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'armures] (random = 5) template_task_craft_15_title_5 [Commande spéciale d'armures pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_15_title_6 [Des armures pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_15_title_7 [Les amis $f.member$ de $giver$ veulent de nouvelles armures] (random = 8) template_task_craft_15_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer des armures] (random = 9) template_task_craft_15_title_9 [Une commande d'armures pour les amis $f.member$ de $giver$] template_task_craft_15_title_10 [Les amis $f.member$ de $giver$ veulent des armures sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 9ED24D6A10DC30B3 TEMPLATE_TASK_CRAFT_16_TITLE (bot giver, int random, faction f) { //double fame foreman / weapons (random = 1) template_task_craft_16_title_1 [Créer des armes pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_16_title_2 [Fabriquer des armes pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_16_title_3 [Les amis $f.member$ de $giver$ ont besoin d'armes] (random = 4) template_task_craft_16_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'armes] (random = 5) template_task_craft_16_title_5 [Commande spéciale d'armes pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_16_title_6 [Des armes pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_16_title_7 [Les amis $f.member$ de $giver$ veulent de nouvelles armes] (random = 8) template_task_craft_16_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer des armes] (random = 9) template_task_craft_16_title_9 [Une commande d'armes pour les amis $f.member$ de $giver$] template_task_craft_16_title_10 [Les amis $f.member$ de $giver$ veulent des armes sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 9E4DD33DD6C5FC9B TEMPLATE_TASK_CRAFT_17_TITLE (bot giver, int random, faction f) { //double fame foreman / jewel (random = 1) template_task_craft_17_title_1 [Créer des bijoux pour les amis $f.member$ de $giver$] (random = 2) template_task_craft_17_title_2 [Fabriquer des bijoux pour les amis $f.member$ de $giver$] (random = 3) template_task_craft_17_title_3 [Les amis $f.member$ de $giver$ ont besoin de bijoux] (random = 4) template_task_craft_17_title_4 [Les amis $f.member$ de $giver$ demandent un joaillier] (random = 5) template_task_craft_17_title_5 [Commande spéciale de bijoux pour les amis $f.member$ de $giver$] (random = 6) template_task_craft_17_title_6 [Des bijoux pour les amis $f.member$ de $giver$] (random = 7) template_task_craft_17_title_7 [Les amis $f.member$ de $giver$ veulent de nouveaux bijoux] (random = 8) template_task_craft_17_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un joaillier] (random = 9) template_task_craft_17_title_9 [Une commande de bijoux pour les amis $f.member$ de $giver$] template_task_craft_17_title_10 [Les amis $f.member$ de $giver$ veulent des bijoux sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 17F1A7B1016546F9 TEMPLATE_TASK_CRAFT_1_TITLE (bot giver, int random, faction f) { //journeyman / matis, foreman / matis, ambassador / on matis land, welcomer / matis, Kami / on matis land, Karavan / on matis land (random = 1) template_task_craft_1_title_1 [Créer des objets matis] (random = 2) template_task_craft_1_title_2 [Fabriquer des objets matis] (random = 3) template_task_craft_1_title_3 [$giver$ a besoin d'objets matis] (random = 4) template_task_craft_1_title_4 [$giver$ demande un fabricant d'objets matis] (random = 5) template_task_craft_1_title_5 [Commande spéciale d'objets matis] (random = 6) template_task_craft_1_title_6 [Fabriquer du matériel matis] (random = 7) template_task_craft_1_title_7 [$giver$ a besoin de matériel matis] (random = 8) template_task_craft_1_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel matis] (random = 9) template_task_craft_1_title_9 [Une commande de matériel matis] template_task_craft_1_title_10 [$giver$ veut des objets matis sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE D1815BEF0055AAFA TEMPLATE_TASK_CRAFT_2_TITLE (bot giver, int random, faction f) { //journeyman / zorai, foreman / zorai, ambassador / on zorai land, welcomer / zorai, Kami / on zorai land, Karavan / on zorai land (random = 1) template_task_craft_2_title_1 [Créer des objets zorai] (random = 2) template_task_craft_2_title_2 [Fabriquer des objets zorai] (random = 3) template_task_craft_2_title_3 [$giver$ a besoin d'objets zorai] (random = 4) template_task_craft_2_title_4 [$giver$ demande un fabricant d'objets zorai] (random = 5) template_task_craft_2_title_5 [Commande spéciale d'objets zorai] (random = 6) template_task_craft_2_title_6 [Fabriquer du matériel zorai] (random = 7) template_task_craft_2_title_7 [$giver$ a besoin de matériel zorai] (random = 8) template_task_craft_2_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel zorai] (random = 9) template_task_craft_2_title_9 [Une commande de matériel zorai] template_task_craft_2_title_10 [$giver$ veut des objets zorai sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 17512FCB7DE68A22 TEMPLATE_TASK_CRAFT_3_TITLE (bot giver, int random, faction f) { //journeyman / fyros, foreman / fyros, ambassador / on fyros land, welcomer / fyros, Kami / on fyros land, Karavan / on fyros land (random = 1) template_task_craft_3_title_1 [Créer des objets fyros] (random = 2) template_task_craft_3_title_2 [Fabriquer des objets fyros] (random = 3) template_task_craft_3_title_3 [$giver$ a besoin d'objets fyros] (random = 4) template_task_craft_3_title_4 [$giver$ demande un fabricant d'objets fyros] (random = 5) template_task_craft_3_title_5 [Commande spéciale d'objets fyros] (random = 6) template_task_craft_3_title_6 [Fabriquer du matériel fyros] (random = 7) template_task_craft_3_title_7 [$giver$ a besoin de matériel fyros] (random = 8) template_task_craft_3_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel fyros] (random = 9) template_task_craft_3_title_9 [Une commande de matériel fyros] template_task_craft_3_title_10 [$giver$ veut des objets fyros sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 27FDBC87A09F4E81 TEMPLATE_TASK_CRAFT_4_TITLE (bot giver, int random, faction f) { //journeyman / tryker, foreman / tryker, ambassador / on tryker land, welcomer / tryker, Kami / on tryker land, Karavan / on tryker land (random = 1) template_task_craft_4_title_1 [Créer des objets tryker] (random = 2) template_task_craft_4_title_2 [Fabriquer des objets tryker] (random = 3) template_task_craft_4_title_3 [$giver$ a besoin d'objets tryker] (random = 4) template_task_craft_4_title_4 [$giver$ demande un fabricant d'objets tryker] (random = 5) template_task_craft_4_title_5 [Commande spéciale d'objets tryker] (random = 6) template_task_craft_4_title_6 [Fabriquer du matériel tryker] (random = 7) template_task_craft_4_title_7 [$giver$ a besoin de matériel tryker] (random = 8) template_task_craft_4_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel tryker] (random = 9) template_task_craft_4_title_9 [Une commande de matériel tryker] template_task_craft_4_title_10 [$giver$ veut des objets tryker sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 8F3E47D3DEBAF450 TEMPLATE_TASK_CRAFT_5_TITLE (bot giver, int random, faction f) { //foreman / armor (random = 1) template_task_craft_5_title_1 [Créer des armures] (random = 2) template_task_craft_5_title_2 [Fabriquer des armures] (random = 3) template_task_craft_5_title_3 [$giver$ a besoin d'armures] (random = 4) template_task_craft_5_title_4 [$giver$ demande un fabricant d'armures] (random = 5) template_task_craft_5_title_5 [Commande spéciale d'armures] (random = 6) template_task_craft_5_title_6 [Des armures pour $giver$] (random = 7) template_task_craft_5_title_7 [$giver$ veut de nouvelles armures] (random = 8) template_task_craft_5_title_8 [$giver$ a besoin d'un artisan pour fabriquer des armures] (random = 9) template_task_craft_5_title_9 [Une commande d'armures] template_task_craft_5_title_10 [$giver$ veut des armures sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 46C719DDA1B26BD4 TEMPLATE_TASK_CRAFT_6_TITLE (bot giver, int random, faction f) { //foreman / weapons (random = 1) template_task_craft_6_title_1 [Créer des armes] (random = 2) template_task_craft_6_title_2 [Fabriquer des armes] (random = 3) template_task_craft_6_title_3 [$giver$ a besoin d'armes] (random = 4) template_task_craft_6_title_4 [$giver$ demande un fabricant d'armes] (random = 5) template_task_craft_6_title_5 [Commande spéciale d'armes] (random = 6) template_task_craft_6_title_6 [Des armes pour $giver$] (random = 7) template_task_craft_6_title_7 [$giver$ veut de nouvelles armes] (random = 8) template_task_craft_6_title_8 [$giver$ a besoin d'un artisan pour fabriquer des armes] (random = 9) template_task_craft_6_title_9 [Une commande d'armes] template_task_craft_6_title_10 [$giver$ veut des armes sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE F9AC1E89878CD118 TEMPLATE_TASK_CRAFT_7_TITLE (bot giver, int random, faction f) { //foreman / jewel (random = 1) template_task_craft_7_title_1 [Créer des bijoux] (random = 2) template_task_craft_7_title_2 [Fabriquer des bijoux] (random = 3) template_task_craft_7_title_3 [$giver$ a besoin de bijoux] (random = 4) template_task_craft_7_title_4 [$giver$ demande un joaillier] (random = 5) template_task_craft_7_title_5 [Commande spéciale de bijoux] (random = 6) template_task_craft_7_title_6 [Des bijoux pour $giver$] (random = 7) template_task_craft_7_title_7 [$giver$ veut de nouveaux bijoux] (random = 8) template_task_craft_7_title_8 [$giver$ a besoin d'un joaillier] (random = 9) template_task_craft_7_title_9 [Une commande de bijoux] template_task_craft_7_title_10 [$giver$ veut des bijoux sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 436EFB0BEC741E77 TEMPLATE_TASK_CRAFT_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / weapons (random = 1) template_task_craft_8_title_1 [Créer des armes pour $f.mda$ $f.member$] (random = 2) template_task_craft_8_title_2 [Fabriquer des armes pour $f.mda$ $f.member$] (random = 3) template_task_craft_8_title_3 [$f.mda$ $f.member$ ont besoin d'armes] (random = 4) template_task_craft_8_title_4 [$f.mda$ $f.member$ demandent un fabricant d'armes] (random = 5) template_task_craft_8_title_5 [Commande spéciale d'armes pour $f.mda$ $f.member$] (random = 6) template_task_craft_8_title_6 [Des armes pour $f.mda$ $f.member$] (random = 7) template_task_craft_8_title_7 [$f.mda$ $f.member$ veulent de nouvelles armes] (random = 8) template_task_craft_8_title_8 [$f.mda$ $f.member$ ont besoin d'un artisan pour fabriquer des armes] (random = 9) template_task_craft_8_title_9 [Une commande d'armes pour $f.mda$ $f.member$] template_task_craft_8_title_10 [$f.mda$ $f.member$ veulent des armes sur mesure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 0106FD6EA649D5E8 TEMPLATE_TASK_CRAFT_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / armors (random = 1) template_task_craft_9_title_1 [Créer des armures pour $f.mda$ $f.member$] (random = 2) template_task_craft_9_title_2 [Fabriquer des armures pour $f.mda$ $f.member$] (random = 3) template_task_craft_9_title_3 [$f.mda$ $f.member$ ont besoin d'armures] (random = 4) template_task_craft_9_title_4 [$f.mda$ $f.member$ demandent un fabricant d'armures] (random = 5) template_task_craft_9_title_5 [Commande spéciale d'armures pour $f.mda$ $f.member$] (random = 6) template_task_craft_9_title_6 [Des armures pour $f.mda$ $f.member$] (random = 7) template_task_craft_9_title_7 [$f.mda$ $f.member$ veulent de nouvelles armures] (random = 8) template_task_craft_9_title_8 [$f.mda$ $f.member$ ont besoin d'un artisan pour fabriquer des armures] (random = 9) template_task_craft_9_title_9 [Une commande d'armures pour $f.mda$ $f.member$] template_task_craft_9_title_10 [$f.mda$ $f.member$ veulent des armures sur mesure] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_1_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_1_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_1_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_1_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 328A8509C04FBCED TEMPLATE_TASK_CRAFT_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_1_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_1_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_1_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_1_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_2_money [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_2_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_2_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_2_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE BE8182B7246206A6 TEMPLATE_TASK_CRAFT_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_2_money [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_2_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_2_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_2_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_CRAFT_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_3_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_3_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ t $qt3$ $i3$ de niveau $ql3$, et je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_3_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_3_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 13A0DD21D9D377F3 TEMPLATE_TASK_CRAFT_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_craft_intro_3_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_craft_intro_3_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ t $qt3$ $i3$ de niveau $ql3$, et je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_craft_intro_3_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_craft_intro_3_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } /************************************************************************************************************************** TEMPLATE_TASK_FORAGE **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 14FE1B69E5B50F0C TEMPLATE_TASK_FORAGE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_forage_0_title_1 [Nettoyer la terre] (random = 2) template_task_forage_0_title_2 [Nettoyer les champs] (random = 3) template_task_forage_0_title_3 [Purifier la terre] (random = 4) template_task_forage_0_title_4 [$giver$ a besoin que quelqu'un nettoie les champs] (random = 5) template_task_forage_0_title_5 [$giver$ a besoin que quelqu'un nettoie la terre] (random = 6) template_task_forage_0_title_6 [Travailler la terre] (random = 7) template_task_forage_0_title_7 [Préparer les champs] (random = 8) template_task_forage_0_title_8 [$giver$ a besoin de quelqu'un pour préparer les champs] (random = 9) template_task_forage_0_title_9 [Entretenir la terre] template_task_forage_0_title_10 [$giver$ a besoin de quelqu'un pour entretenir les champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 34371E24BC22E29F TEMPLATE_TASK_FORAGE_10_TITLE (bot giver, int random, faction f) { //Kami / nocive (random = 1) template_task_forage_10_title_1 [Nettoyer la terre pour les Kamis] (random = 2) template_task_forage_10_title_2 [Nettoyer les champs pour les Kamis] (random = 3) template_task_forage_10_title_3 [Purifier la terre pour les Kamis] (random = 4) template_task_forage_10_title_4 [Les Kamis ont besoin que quelqu'un nettoie les champs] (random = 5) template_task_forage_10_title_5 [Les Kamis ont besoin que quelqu'un nettoie les terres] (random = 6) template_task_forage_10_title_6 [Travailler la terre pour les Kamis] (random = 7) template_task_forage_10_title_7 [Préparer les champs pour les Kamis] (random = 8) template_task_forage_10_title_8 [Les Kamis ont besoin de quelqu'un pour préparer les champs] (random = 9) template_task_forage_10_title_9 [Entretenir la terre pour les Kamis] template_task_forage_10_title_10 [Les Kamis ont besoin de quelqu'un pour entretenir les champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE FC56B8DC697C0733 TEMPLATE_TASK_FORAGE_11_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_forage_11_title_1 [Nettoyer les traces de kitins pour les Kamis] (random = 2) template_task_forage_11_title_2 [Nettoyer les champs pollués par les kitins pour les Kamis] (random = 3) template_task_forage_11_title_3 [Purifier la terre des traces de kitins pour les Kamis] (random = 4) template_task_forage_11_title_4 [Les Kamis ont besoin que quelqu'un nettoie les traces de kitins dans les champs] (random = 5) template_task_forage_11_title_5 [Eliminer les traces de kitins pour les Kamis] (random = 6) template_task_forage_11_title_6 [Débarrasser les champs des traces de kitins pour les Kamis] (random = 7) template_task_forage_11_title_7 [Les Kamis ont besoin de quelqu'un pour éliminer les traces de kitins des champs] (random = 8) template_task_forage_11_title_8 [Les Kamis ont besoin de quelqu'un pour débarrasser les champs des traces de kitins] (random = 9) template_task_forage_11_title_9 [Les Kamis demandent qu'on nettoie les traces de kitins dans les champs] template_task_forage_11_title_10 [Les Kamis demandent que quelqu'un élimine les traces de kitins des champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 5C4DC98C1FD4CF84 TEMPLATE_TASK_FORAGE_12_TITLE (bot giver, int random, faction f) { //Kami / goo (random = 1) template_task_forage_12_title_1 [Nettoyer les résidus de goo pour les Kamis] (random = 2) template_task_forage_12_title_2 [Nettoyer les champs pollués par la goo pour les Kamis] (random = 3) template_task_forage_12_title_3 [Purifier la terre infestée par la goo pour les Kamis] (random = 4) template_task_forage_12_title_4 [Les Kamis ont besoin que quelqu'un nettoie les résidus de goo dans les champs] (random = 5) template_task_forage_12_title_5 [Eliminer les résidus de goo pour les Kamis] (random = 6) template_task_forage_12_title_6 [Dépolluer les champs infestés par la goo pour les Kamis] (random = 7) template_task_forage_12_title_7 [Les Kamis ont besoin de quelqu'un pour éliminer les résidus de goo des champs] (random = 8) template_task_forage_12_title_8 [Les Kamis ont besoin de quelqu'un pour dépolluer les champs infestés par la goo] (random = 9) template_task_forage_12_title_9 [Les Kamis demandent qu'on nettoie les résidus de goo dans les champs] template_task_forage_12_title_10 [Les Kamis demandent que quelqu'un élimine les résidus de goo des champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE E436F5538EF16741 TEMPLATE_TASK_FORAGE_13_TITLE (bot giver, int random, faction f) { //Karavan / nocive (random = 1) template_task_forage_13_title_1 [Nettoyer la terre pour que la Karavan puisse l'exploiter] (random = 2) template_task_forage_13_title_2 [Nettoyer les champs pour que la Karavan puisse les exploiter] (random = 3) template_task_forage_13_title_3 [Purifier la terre pour que la Karavan puisse l'exploiter] (random = 4) template_task_forage_13_title_4 [La Karavan a besoin que quelqu'un nettoie les champs pour pouvoir les exploiter] (random = 5) template_task_forage_13_title_5 [La Karavan a besoin que quelqu'un nettoie la terre pour pouvoir l'exploiter] (random = 6) template_task_forage_13_title_6 [Travailler la terre pour que la Karavan puisse l'exploiter] (random = 7) template_task_forage_13_title_7 [Préparer les champs pour que la Karavan puisse l'exploiter] (random = 8) template_task_forage_13_title_8 [La Karavan a besoin de quelqu'un pour préparer les champs pour pouvoir les exploiter] (random = 9) template_task_forage_13_title_9 [Entretenir la terre pour que la Karavan puisse l'exploiter] template_task_forage_13_title_10 [La Karavan a besoin de quelqu'un pour entretenir les champs pour pouvoir les exploiter] } // Parameter list changed. // Clause list changed. // HASH_VALUE 4A755A9B65D74719 TEMPLATE_TASK_FORAGE_14_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_forage_14_title_1 [Nettoyer les traces de kitins pour que la Karavan puisse exploiter les ressources] (random = 2) template_task_forage_14_title_2 [Nettoyer les champs pollués par les kitins pour que la Karavan puisse les exploiter] (random = 3) template_task_forage_14_title_3 [Purifier la terre des traces de kitins pour que la Karavan puisse l'exploiter] (random = 4) template_task_forage_14_title_4 [La Karavan a besoin que quelqu'un nettoie les traces de kitins dans les champs pour pouvoir les exploiter] (random = 5) template_task_forage_14_title_5 [Eliminer les traces de kitins pour que la Karavan puisse exploiter les ressources] (random = 6) template_task_forage_14_title_6 [Débarrasser les champs des traces de kitins pour que la Karavan puisse les exploiter] (random = 7) template_task_forage_14_title_7 [La Karavan a besoin de quelqu'un pour éliminer les traces de kitins des champs pour pouvoir les exploiter] (random = 8) template_task_forage_14_title_8 [La Karavan a besoin de quelqu'un pour débarrasser les champs des traces de kitins pour pouvoir les exploiter] (random = 9) template_task_forage_14_title_9 [La Karavan demande qu'on nettoie les traces de kitins dans les champs pour pouvoir les exploiter] template_task_forage_14_title_10 [La Karavan demande que quelqu'un élimine les traces de kitins des champs pour pouvoir les exploiter] } // Parameter list changed. // Clause list changed. // HASH_VALUE 6427058ACDEA1BC4 TEMPLATE_TASK_FORAGE_15_TITLE (bot giver, int random, faction f) { //Karavan / goo (random = 1) template_task_forage_15_title_1 [Nettoyer les résidus de goo pour que la Karavan puisse exploiter les ressources] (random = 2) template_task_forage_15_title_2 [Nettoyer les champs pollués par la goo pour que la Karavan puisse les exploiter] (random = 3) template_task_forage_15_title_3 [Purifier la terre infestée par la goo pour que la Karavan puisse l'exploiter] (random = 4) template_task_forage_15_title_4 [La Karavan a besoin que quelqu'un nettoie les résidus de goo dans les champs pour pouvoir les exploiter] (random = 5) template_task_forage_15_title_5 [Eliminer les résidus de goo pour que la Karavan puisse exploiter les ressources] (random = 6) template_task_forage_15_title_6 [Dépolluer les champs infestés par la goo pour que la Karavan puisse les exploiter] (random = 7) template_task_forage_15_title_7 [La Karavan a besoin de quelqu'un pour éliminer les résidus de goo des champs pour pouvoir les exploiter] (random = 8) template_task_forage_15_title_8 [La Karavan a besoin de quelqu'un pour dépolluer les champs infestés par la goo pour pouvoir les exploiter] (random = 9) template_task_forage_15_title_9 [La Karavan demande qu'on nettoie les résidus de goo dans les champs pour pouvoir les exploiter] template_task_forage_15_title_10 [La Karavan demande que quelqu'un élimine les résidus de goo des champs pour pouvoir les exploiter] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7AC4F993B7056C3A TEMPLATE_TASK_FORAGE_16_TITLE (bot giver, int random, faction f) { //double fame prospector / nocive (random = 1) template_task_forage_16_title_1 [Nettoyer les terres des amis $f.member$ de $giver$] (random = 2) template_task_forage_16_title_2 [Nettoyer les champs des amis $f.member$ de $giver$] (random = 3) template_task_forage_16_title_3 [Purifier les terres des amis $f.member$ de $giver$] (random = 4) template_task_forage_16_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie leurs champs] (random = 5) template_task_forage_16_title_5 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie leurs terres] (random = 6) template_task_forage_16_title_6 [Travailler la terre pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_16_title_7 [Préparer les champs des amis $f.member$ de $giver$] (random = 8) template_task_forage_16_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour préparer leurs champs] (random = 9) template_task_forage_16_title_9 [Entretenir les terres des amis $f.member$ de $giver$] template_task_forage_16_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour entretenir leurs champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE D0804689AD9D27D0 TEMPLATE_TASK_FORAGE_17_TITLE (bot giver, int random, faction f) { //double fame prospector / kitin (random = 1) template_task_forage_17_title_1 [Nettoyer les traces de kitins pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_17_title_2 [Nettoyer les champs des amis $f.member$ de $giver$ pollués par les kitins] (random = 3) template_task_forage_17_title_3 [Purifier les terres des traces de kitins pour les amis $f.member$ de $giver$] (random = 4) template_task_forage_17_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie les traces de kitins dans leurs champs] (random = 5) template_task_forage_17_title_5 [Eliminer les traces de kitins pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_17_title_6 [Débarrasser les champs des traces de kitins pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_17_title_7 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour éliminer les traces de kitins de leurs champs] (random = 8) template_task_forage_17_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour débarrasser leurs champs des traces de kitins] (random = 9) template_task_forage_17_title_9 [Les amis $f.member$ de $giver$ demandent qu'on nettoie les traces de kitins dans leurs champs] template_task_forage_17_title_10 [Les amis $f.member$ de $giver$ demandent que quelqu'un élimine les traces de kitins de leurs champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE C82F1BC8886B2F5F TEMPLATE_TASK_FORAGE_18_TITLE (bot giver, int random, faction f) { //double fame prospector / goo (random = 1) template_task_forage_18_title_1 [Nettoyer les résidus de goo pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_18_title_2 [Nettoyer les champs des amis $f.member$ de $giver$ pollués par la goo] (random = 3) template_task_forage_18_title_3 [Purifier les terres des amis $f.member$ de $giver$ infestées par la goo] (random = 4) template_task_forage_18_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie les résidus de goo dans leurs champs] (random = 5) template_task_forage_18_title_5 [Eliminer les résidus de goo pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_18_title_6 [Dépolluer les champs des amis $f.member$ de $giver$ infestés par la goo] (random = 7) template_task_forage_18_title_7 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour éliminer les résidus de goo de leurs champs] (random = 8) template_task_forage_18_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour dépolluer leurs champs infestés par la goo] (random = 9) template_task_forage_18_title_9 [Les amis $f.member$ de $giver$ demandent qu'on nettoie les résidus de goo dans leurs champs] template_task_forage_18_title_10 [Les amis $f.member$ de $giver$ demandent que quelqu'un élimine les résidus de goo de leurs champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 01F2E3161207B6FA TEMPLATE_TASK_FORAGE_1_TITLE (bot giver, int random, faction f) { //prospector / nocive (random = 1) template_task_forage_1_title_1 [Nettoyer les terres de $giver$] (random = 2) template_task_forage_1_title_2 [Nettoyer les champs de $giver$] (random = 3) template_task_forage_1_title_3 [Purifier les terres de $giver$] (random = 4) template_task_forage_1_title_4 [$giver$ a besoin que quelqu'un nettoie ses champs] (random = 5) template_task_forage_1_title_5 [$giver$ a besoin que quelqu'un nettoie ses terres] (random = 6) template_task_forage_1_title_6 [Travailler la terre de $giver$] (random = 7) template_task_forage_1_title_7 [Préparer les champs de $giver$] (random = 8) template_task_forage_1_title_8 [$giver$ a besoin de quelqu'un pour préparer ses champs] (random = 9) template_task_forage_1_title_9 [Entretenir les terres de $giver$] template_task_forage_1_title_10 [$giver$ a besoin de quelqu'un pour entretenir ses champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 03FB0947B54630D1 TEMPLATE_TASK_FORAGE_2_TITLE (bot giver, int random, faction f) { //prospector / kitin (random = 1) template_task_forage_2_title_1 [Nettoyer les traces de kitins dans les champs de $giver$] (random = 2) template_task_forage_2_title_2 [Nettoyer les champs de $giver$ pollués par les kitins] (random = 3) template_task_forage_2_title_3 [Purifier les terres de $giver$ des traces de kitins] (random = 4) template_task_forage_2_title_4 [$giver$ a besoin que quelqu'un nettoie les traces de kitins dans ses champs] (random = 5) template_task_forage_2_title_5 [Eliminer les traces de kitins des champs de $giver$] (random = 6) template_task_forage_2_title_6 [Débarrasser les champs de $giver$ des traces de kitins] (random = 7) template_task_forage_2_title_7 [$giver$ a besoin de quelqu'un pour éliminer les traces de kitins dans ses champs] (random = 8) template_task_forage_2_title_8 [$giver$ a besoin de quelqu'un pour débarrasser ses champs des traces de kitins] (random = 9) template_task_forage_2_title_9 [$giver$ demande qu'on nettoie les traces de kitins dans ses champs] template_task_forage_2_title_10 [$giver$ demande que quelqu'un élimine les traces de kitins de ses champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE CB511626984F12B0 TEMPLATE_TASK_FORAGE_3_TITLE (bot giver, int random, faction f) { //prospector / goo (random = 1) template_task_forage_3_title_1 [Nettoyer les résidus de goo dans les champs de $giver$] (random = 2) template_task_forage_3_title_2 [Nettoyer les champs de $giver$ pollués par la goo] (random = 3) template_task_forage_3_title_3 [Purifier les terres de $giver$ infestées par la goo] (random = 4) template_task_forage_3_title_4 [$giver$ a besoin que quelqu'un nettoie les résidus de goo dans ses champs] (random = 5) template_task_forage_3_title_5 [Eliminer les résidus de goo dans les champs de $giver$] (random = 6) template_task_forage_3_title_6 [Dépolluer les champs de $giver$ infestés par la goo] (random = 7) template_task_forage_3_title_7 [$giver$ a besoin de quelqu'un pour éliminer les résidus de goo de ses champs] (random = 8) template_task_forage_3_title_8 [$giver$ a besoin de quelqu'un pour dépolluer ses champs infestés par la goo] (random = 9) template_task_forage_3_title_9 [$giver$ demande qu'on débarrasse ses champs des résidus de goo] template_task_forage_3_title_10 [$giver$ demande que quelqu'un élimine les résidus de goo de ses champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 157E1B6DE5350F1C TEMPLATE_TASK_FORAGE_4_TITLE (bot giver, int random, faction f) { //scout / nocive, welcomer / nocive (random = 1) template_task_forage_4_title_1 [Nettoyer la terre] (random = 2) template_task_forage_4_title_2 [Nettoyer les champs] (random = 3) template_task_forage_4_title_3 [Purifier la terre] (random = 4) template_task_forage_4_title_4 [$giver$ a besoin que quelqu'un nettoie les champs] (random = 5) template_task_forage_4_title_5 [$giver$ a besoin que quelqu'un nettoie la terre] (random = 6) template_task_forage_4_title_6 [Travailler la terre] (random = 7) template_task_forage_4_title_7 [Préparer les champs] (random = 8) template_task_forage_4_title_8 [$giver$ a besoin de quelqu'un pour préparer les champs] (random = 9) template_task_forage_4_title_9 [Entretenir la terre] template_task_forage_4_title_10 [$giver$ a besoin de quelqu'un pour entretenir les champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 69810F909AF9CB61 TEMPLATE_TASK_FORAGE_5_TITLE (bot giver, int random, faction f) { //scout / kitin, welcomer / kitin (random = 1) template_task_forage_5_title_1 [Nettoyer les traces de kitins dans les champs] (random = 2) template_task_forage_5_title_2 [Nettoyer les champs pollués par les kitins] (random = 3) template_task_forage_5_title_3 [Purifier la terre des traces de kitins] (random = 4) template_task_forage_5_title_4 [$giver$ a besoin que quelqu'un nettoie les traces de kitins dans les champs] (random = 5) template_task_forage_5_title_5 [Eliminer les traces de kitins dans les champs] (random = 6) template_task_forage_5_title_6 [Débarrasser les champs des traces de kitins] (random = 7) template_task_forage_5_title_7 [$giver$ a besoin de quelqu'un pour éliminer les traces de kitins des champs] (random = 8) template_task_forage_5_title_8 [$giver$ a besoin de quelqu'un pour débarrasser les champs des traces de kitins] (random = 9) template_task_forage_5_title_9 [$giver$ demande qu'on nettoie les traces de kitins dans les champs] template_task_forage_5_title_10 [$giver$ demande que quelqu'un élimine les traces de kitins des champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 6B0A9EE3ABD868EB TEMPLATE_TASK_FORAGE_6_TITLE (bot giver, int random, faction f) { //scout / goo, welcomer / goo (random = 1) template_task_forage_6_title_1 [Nettoyer les résidus de goo dans les champs] (random = 2) template_task_forage_6_title_2 [Nettoyer les champs pollués par la goo] (random = 3) template_task_forage_6_title_3 [Purifier la terre infestée par la goo] (random = 4) template_task_forage_6_title_4 [$giver$ a besoin que quelqu'un nettoie les résidus de goo dans les champs] (random = 5) template_task_forage_6_title_5 [Eliminer les résidus de goo] (random = 6) template_task_forage_6_title_6 [Dépolluer les champs infestés par la goo] (random = 7) template_task_forage_6_title_7 [$giver$ a besoin de quelqu'un pour éliminer les résidus de goo des champs] (random = 8) template_task_forage_6_title_8 [$giver$ a besoin de quelqu'un pour dépolluer les champs infestés par la goo] (random = 9) template_task_forage_6_title_9 [$giver$ demande qu'on nettoie les résidus de goo dans les champs] template_task_forage_6_title_10 [$giver$ demande que quelqu'un élimine les résidus de goo des champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE D66B48B62DAB4801 TEMPLATE_TASK_FORAGE_7_TITLE (bot giver, int random, faction f) { //tribe welcomer / nocive (random = 1) template_task_forage_7_title_1 [Nettoyer les terres des $f.member$] (random = 2) template_task_forage_7_title_2 [Nettoyer les champs des $f.member$] (random = 3) template_task_forage_7_title_3 [Purifier les terres des $f.member$] (random = 4) template_task_forage_7_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie leurs champs] (random = 5) template_task_forage_7_title_5 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie leurs terres] (random = 6) template_task_forage_7_title_6 [Travailler la terre pour $f.mda$ $f.member$] (random = 7) template_task_forage_7_title_7 [Préparer les champs des $f.member$] (random = 8) template_task_forage_7_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour préparer leurs champs] (random = 9) template_task_forage_7_title_9 [Entretenir les terres des $f.member$] template_task_forage_7_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour entretenir leurs champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 4FE2C587C682711B TEMPLATE_TASK_FORAGE_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / kitin (random = 1) template_task_forage_8_title_1 [Nettoyer les traces de kitins pour $f.mda$ $f.member$] (random = 2) template_task_forage_8_title_2 [Nettoyer les champs des $f.member$ pollués par les kitins] (random = 3) template_task_forage_8_title_3 [Purifier les terres des $f.member$ des traces de kitins] (random = 4) template_task_forage_8_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie les traces de kitins dans leurs champs] (random = 5) template_task_forage_8_title_5 [Eliminer les traces de kitins pour $f.mda$ $f.member$] (random = 6) template_task_forage_8_title_6 [Débarrasser les champs des $f.member$ des traces de kitins] (random = 7) template_task_forage_8_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour éliminer les traces de kitins de leurs champs] (random = 8) template_task_forage_8_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour débarrasser leurs champs des traces de kitins] (random = 9) template_task_forage_8_title_9 [$f.mda$ $f.member$ demandent qu'on nettoie les traces de kitins dans leurs champs] template_task_forage_8_title_10 [$f.mda$ $f.member$ demandent que quelqu'un élimine les traces de kitins de leurs champs] } // Parameter list changed. // Clause list changed. // HASH_VALUE D3EA20BC658B1296 TEMPLATE_TASK_FORAGE_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / goo (random = 1) template_task_forage_9_title_1 [Nettoyer les résidus de goo pour $f.mda$ $f.member$] (random = 2) template_task_forage_9_title_2 [Nettoyer les champs des $f.member$ pollués par la goo] (random = 3) template_task_forage_9_title_3 [Purifier les terres des $f.member$ infestées par la goo] (random = 4) template_task_forage_9_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie les résidus de goo dans leurs champs] (random = 5) template_task_forage_9_title_5 [Eliminer les résidus de goo pour $f.mda$ $f.member$] (random = 6) template_task_forage_9_title_6 [Dépolluer les champs des $f.member$ infestés par la goo] (random = 7) template_task_forage_9_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour éliminer les résidus de goo de leurs champs] (random = 8) template_task_forage_9_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour dépolluer leurs champs infestés par la goo] (random = 9) template_task_forage_9_title_9 [$f.mda$ $f.member$ demandent qu'on nettoie les résidus de goo dans leurs champs] template_task_forage_9_title_10 [$f.mda$ $f.member$ demandent que quelqu'un élimine les résidus de goo de leurs champs] } /************************************************************************************************************************** TEMPLATE_TASK_FORAGE_GIVE **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 589EEF7A486ECE4A TEMPLATE_TASK_FORAGE_GIVE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_forage_give_0_title_1 [Récolter des matières premières] (random = 2) template_task_forage_give_0_title_2 [Réunir des matières premières] (random = 3) template_task_forage_give_0_title_3 [$giver$ a besoin de matière premières] (random = 4) template_task_forage_give_0_title_4 [Fournir des matières premières à $giver$] (random = 5) template_task_forage_give_0_title_5 [Commande spéciale de matières premières] (random = 6) template_task_forage_give_0_title_6 [Une commande de matières premières] (random = 7) template_task_forage_give_0_title_7 [Récolter des matériaux] (random = 8) template_task_forage_give_0_title_8 [Réunir des matériaux] (random = 9) template_task_forage_give_0_title_9 [$giver$ a besoin de matériaux] template_task_forage_give_0_title_10 [Fournir des matériaux à $giver$] } // Parameter list changed. // Clause list changed. // HASH_VALUE FFA3425674699389 TEMPLATE_TASK_FORAGE_GIVE_10_TITLE (bot giver, int random, faction f) { //tribe welcomer / kitin (random = 1) template_task_forage_give_10_title_1 [Récolter des traces de kitin pour étude pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_10_title_2 [Réunir des traces de kitin pour étude pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_10_title_3 [$f.mda$ $f.member$ ont besoin de restes de kitin pour étude] (random = 4) template_task_forage_give_10_title_4 [Fournir des traces de kitin aux $f.member$ pour étude] (random = 5) template_task_forage_give_10_title_5 [Commande spéciale de restes de kitin à étudier pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_10_title_6 [Une commande de restes de kitin à étudier pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_10_title_7 [Collecter des restes de kitin à étudier pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_10_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour rassembler des restes de kitin à étudier] (random = 9) template_task_forage_give_10_title_9 [Approvisionner $f.mda$ $f.member$ en restes de kitin à étudier] template_task_forage_give_10_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des restes de kitin à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE 770376A8136A8109 TEMPLATE_TASK_FORAGE_GIVE_11_TITLE (bot giver, int random, faction f) { //tribe welcomer / goo (random = 1) template_task_forage_give_11_title_1 [Récolter des résidus de goo pour étude pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_11_title_2 [Réunir des résidus de goo pour étude pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_11_title_3 [$f.mda$ $f.member$ ont besoin de résidus de goo pour étude] (random = 4) template_task_forage_give_11_title_4 [Fournir des résidus de goo aux $f.member$ pour étude] (random = 5) template_task_forage_give_11_title_5 [Commande spéciale de traces de goo à étudier pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_11_title_6 [Une commande de traces de goo à étudier pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_11_title_7 [Collecter des traces de goo à étudier pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_11_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour rassembler des traces de goo à étudier] (random = 9) template_task_forage_give_11_title_9 [Approvisionner $f.mda$ $f.member$ en traces de goo à étudier] template_task_forage_give_11_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des traces de goo à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE 91516F4B46A6EA8D TEMPLATE_TASK_FORAGE_GIVE_12_TITLE (bot giver, int random, faction f) { //tribe welcomer / conservateur (random = 1) template_task_forage_give_12_title_1 [Récolter des conservateurs pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_12_title_2 [Réunir des conservateurs pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_12_title_3 [$f.mda$ $f.member$ manquent de conservateurs] (random = 4) template_task_forage_give_12_title_4 [Fournir des conservateurs aux $f.member$] (random = 5) template_task_forage_give_12_title_5 [Commande spéciale de conservateurs pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_12_title_6 [Une commande de conservateurs pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_12_title_7 [Collecter des conservateurs pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_12_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter des conservateurs] (random = 9) template_task_forage_give_12_title_9 [Approvisionner $f.mda$ $f.member$ en conservateurs] template_task_forage_give_12_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des conservateurs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 01D4921DECA17D50 TEMPLATE_TASK_FORAGE_GIVE_13_TITLE (bot giver, int random, faction f) { //Kami / construction (random = 1) template_task_forage_give_13_title_1 [Récolter des matières premières de construction pour les Kamis] (random = 2) template_task_forage_give_13_title_2 [Réunir des matières premières de construction pour les Kamis] (random = 3) template_task_forage_give_13_title_3 [Les Kamis ont besoin de matière premières de construction] (random = 4) template_task_forage_give_13_title_4 [Fournir des matières premières de construction aux Kamis] (random = 5) template_task_forage_give_13_title_5 [Commande spéciale de matières premières de construction pour les Kamis] (random = 6) template_task_forage_give_13_title_6 [Une commande de matières premières de construction pour les Kamis] (random = 7) template_task_forage_give_13_title_7 [Récolter des matériaux de construction pour les Kamis] (random = 8) template_task_forage_give_13_title_8 [Réunir des matériaux de construction pour les Kamis] (random = 9) template_task_forage_give_13_title_9 [Les Kamis ont besoin de matériaux de construction] template_task_forage_give_13_title_10 [Fournir des matériaux de construction aux Kamis] } // Parameter list changed. // Clause list changed. // HASH_VALUE 77D63CCD40979A64 TEMPLATE_TASK_FORAGE_GIVE_14_TITLE (bot giver, int random, faction f) { //Kami / insects (random = 1) template_task_forage_give_14_title_1 [Récolter des insectes pour les Kamis] (random = 2) template_task_forage_give_14_title_2 [Réunir des insectes pour les Kamis] (random = 3) template_task_forage_give_14_title_3 [Les Kamis veulent se procurer des insectes] (random = 4) template_task_forage_give_14_title_4 [Fournir des insectes aux Kamis] (random = 5) template_task_forage_give_14_title_5 [Commande spéciale d'insectes pour les Kamis] (random = 6) template_task_forage_give_14_title_6 [Une commande d'insectes pour les Kamis] (random = 7) template_task_forage_give_14_title_7 [Collecter des insectes pour les Kamis] (random = 8) template_task_forage_give_14_title_8 [Les Kamis ont besoin de quelqu'un pour collecter des insectes] (random = 9) template_task_forage_give_14_title_9 [Approvisionner les Kamis en insectes] template_task_forage_give_14_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des insectes] } // Parameter list changed. // Clause list changed. // HASH_VALUE D8116ABC4AE396E2 TEMPLATE_TASK_FORAGE_GIVE_15_TITLE (bot giver, int random, faction f) { //Kami / food (random = 1) template_task_forage_give_15_title_1 [Récolter de la nourriture pour les Kamis] (random = 2) template_task_forage_give_15_title_2 [Réunir de la nourriture pour les Kamis] (random = 3) template_task_forage_give_15_title_3 [Les Kamis ont besoin de nourriture] (random = 4) template_task_forage_give_15_title_4 [Fournir de la nourriture aux Kamis] (random = 5) template_task_forage_give_15_title_5 [Commande spéciale de nourriture pour les Kamis] (random = 6) template_task_forage_give_15_title_6 [Une commande de nourriture pour les Kamis] (random = 7) template_task_forage_give_15_title_7 [Collecter de la nourriture pour les Kamis] (random = 8) template_task_forage_give_15_title_8 [Les Kamis ont besoin de quelqu'un pour collecter de la nourriture] (random = 9) template_task_forage_give_15_title_9 [Rassembler de la nourriture pour les Kamis] template_task_forage_give_15_title_10 [Les Kamis ont besoin de quelqu'un pour récolter de la nourriture] } // Parameter list changed. // Clause list changed. // HASH_VALUE 4A837A5CB77C8895 TEMPLATE_TASK_FORAGE_GIVE_16_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_forage_give_16_title_1 [Récolter des traces de kitin pour les Kamis] (random = 2) template_task_forage_give_16_title_2 [Réunir des traces de kitin pour les Kamis] (random = 3) template_task_forage_give_16_title_3 [Les Kamis ont besoin de restes de kitin] (random = 4) template_task_forage_give_16_title_4 [Fournir des traces de kitin aux Kamis] (random = 5) template_task_forage_give_16_title_5 [Commande spéciale de restes de kitin pour les Kamis] (random = 6) template_task_forage_give_16_title_6 [Une commande de restes de kitin pour les Kamis] (random = 7) template_task_forage_give_16_title_7 [Collecter des restes de kitin pour les Kamis] (random = 8) template_task_forage_give_16_title_8 [Les Kamis ont besoin de quelqu'un pour rassembler des restes de kitin] (random = 9) template_task_forage_give_16_title_9 [Approvisionner les Kamis en restes de kitin] template_task_forage_give_16_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des restes de kitin] } // Parameter list changed. // Clause list changed. // HASH_VALUE 083DA423AE6F701A TEMPLATE_TASK_FORAGE_GIVE_17_TITLE (bot giver, int random, faction f) { //Kami / goo (random = 1) template_task_forage_give_17_title_1 [Récolter des résidus de goo pour étude pour les Kamis] (random = 2) template_task_forage_give_17_title_2 [Réunir des résidus de goo pour étude pour les Kamis] (random = 3) template_task_forage_give_17_title_3 [Les Kamis ont besoin de résidus de goo pour étude] (random = 4) template_task_forage_give_17_title_4 [Fournir des résidus de goo à les Kamis pour étude] (random = 5) template_task_forage_give_17_title_5 [Commande spéciale de traces de goo à étudier pour les Kamis] (random = 6) template_task_forage_give_17_title_6 [Une commande de traces de goo à étudier pour les Kamis] (random = 7) template_task_forage_give_17_title_7 [Collecter des traces de goo à étudier pour les Kamis] (random = 8) template_task_forage_give_17_title_8 [Les Kamis ont besoin de quelqu'un pour rassembler des traces de goo à étudier] (random = 9) template_task_forage_give_17_title_9 [Approvisionner les Kamis en traces de goo à étudier] template_task_forage_give_17_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des traces de goo à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE D702E8DB0C94670D TEMPLATE_TASK_FORAGE_GIVE_18_TITLE (bot giver, int random, faction f) { //Kami / conservateur (random = 1) template_task_forage_give_18_title_1 [Récolter des conservateurs pour les Kamis] (random = 2) template_task_forage_give_18_title_2 [Réunir des conservateurs pour les Kamis] (random = 3) template_task_forage_give_18_title_3 [Les Kamis manquent de conservateurs] (random = 4) template_task_forage_give_18_title_4 [Fournir des conservateurs aux Kamis] (random = 5) template_task_forage_give_18_title_5 [Commande spéciale de conservateurs pour les Kamis] (random = 6) template_task_forage_give_18_title_6 [Une commande de conservateurs pour les Kamis] (random = 7) template_task_forage_give_18_title_7 [Collecter des conservateurs pour les Kamis] (random = 8) template_task_forage_give_18_title_8 [Les Kamis ont besoin de quelqu'un pour collecter des conservateurs] (random = 9) template_task_forage_give_18_title_9 [Approvisionner les Kamis en conservateurs] template_task_forage_give_18_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des conservateurs] } // Parameter list changed. // Clause list changed. // HASH_VALUE AC8894FABC296A95 TEMPLATE_TASK_FORAGE_GIVE_19_TITLE (bot giver, int random, faction f) { //Karavan / construction (random = 1) template_task_forage_give_19_title_1 [Récolter des matières premières de construction pour la Karavan] (random = 2) template_task_forage_give_19_title_2 [Réunir des matières premières de construction pour la Karavan] (random = 3) template_task_forage_give_19_title_3 [La Karavan a besoin de matière premières de construction] (random = 4) template_task_forage_give_19_title_4 [Fournir des matières premières de construction à la Karavan] (random = 5) template_task_forage_give_19_title_5 [Commande spéciale de matières premières de construction pour la Karavan] (random = 6) template_task_forage_give_19_title_6 [Une commande de matières premières de construction pour la Karavan] (random = 7) template_task_forage_give_19_title_7 [Récolter des matériaux de construction pour la Karavan] (random = 8) template_task_forage_give_19_title_8 [Réunir des matériaux de construction pour la Karavan] (random = 9) template_task_forage_give_19_title_9 [La Karavan a besoin de matériaux de construction] template_task_forage_give_19_title_10 [Fournir des matériaux de construction à la Karavan] } // Parameter list changed. // Clause list changed. // HASH_VALUE 868CED7A56DC088A TEMPLATE_TASK_FORAGE_GIVE_1_TITLE (bot giver, int random, faction f) { //prospector / construction, welcomer / construction, scout / construction (random = 1) template_task_forage_give_1_title_1 [Récolter des matières premières de construction] (random = 2) template_task_forage_give_1_title_2 [Réunir des matières premières de construction] (random = 3) template_task_forage_give_1_title_3 [$giver$ a besoin de matière premières de construction] (random = 4) template_task_forage_give_1_title_4 [Fournir des matières premières de construction à $giver$] (random = 5) template_task_forage_give_1_title_5 [Commande spéciale de matières premières de construction] (random = 6) template_task_forage_give_1_title_6 [Une commande de matières premières de construction] (random = 7) template_task_forage_give_1_title_7 [Récolter des matériaux de construction] (random = 8) template_task_forage_give_1_title_8 [Réunir des matériaux de construction] (random = 9) template_task_forage_give_1_title_9 [$giver$ a besoin de matériaux de construction] template_task_forage_give_1_title_10 [Fournir des matériaux de construction à $giver$] } // Parameter list changed. // Clause list changed. // HASH_VALUE CB916A704A1EF478 TEMPLATE_TASK_FORAGE_GIVE_20_TITLE (bot giver, int random, faction f) { //Karavan / insects (random = 1) template_task_forage_give_20_title_1 [Récolter des insectes pour la Karavan] (random = 2) template_task_forage_give_20_title_2 [Réunir des insectes pour la Karavan] (random = 3) template_task_forage_give_20_title_3 [La Karavan veut se procurer des insectes] (random = 4) template_task_forage_give_20_title_4 [Fournir des insectes à la Karavan] (random = 5) template_task_forage_give_20_title_5 [Commande spéciale d'insectes pour la Karavan] (random = 6) template_task_forage_give_20_title_6 [Une commande d'insectes pour la Karavan] (random = 7) template_task_forage_give_20_title_7 [Collecter des insectes pour la Karavan] (random = 8) template_task_forage_give_20_title_8 [La Karavan a besoin de quelqu'un pour collecter des insectes] (random = 9) template_task_forage_give_20_title_9 [Approvisionner la Karavan en insectes] template_task_forage_give_20_title_10 [La Karavan a besoin de quelqu'un pour récolter des insectes] } // Parameter list changed. // Clause list changed. // HASH_VALUE C6D225EDE6EA2210 TEMPLATE_TASK_FORAGE_GIVE_21_TITLE (bot giver, int random, faction f) { //Karavan / food (random = 1) template_task_forage_give_21_title_1 [Récolter de la nourriture pour la Karavan] (random = 2) template_task_forage_give_21_title_2 [Réunir de la nourriture pour la Karavan] (random = 3) template_task_forage_give_21_title_3 [La Karavan manque de nourriture] (random = 4) template_task_forage_give_21_title_4 [Fournir de la nourriture à la Karavan] (random = 5) template_task_forage_give_21_title_5 [Commande spéciale de nourriture pour la Karavan] (random = 6) template_task_forage_give_21_title_6 [Une commande de nourriture pour la Karavan] (random = 7) template_task_forage_give_21_title_7 [Collecter de la nourriture pour la Karavan] (random = 8) template_task_forage_give_21_title_8 [La Karavan a besoin de quelqu'un pour collecter de la nourriture] (random = 9) template_task_forage_give_21_title_9 [Approvisionner la Karavan en nourriture] template_task_forage_give_21_title_10 [La Karavan a besoin de quelqu'un pour récolter de la nourriture] } // Parameter list changed. // Clause list changed. // HASH_VALUE C1D1833D542A889F TEMPLATE_TASK_FORAGE_GIVE_22_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_forage_give_22_title_1 [Récolter des traces de kitin à étudier pour la Karavan] (random = 2) template_task_forage_give_22_title_2 [Réunir des traces de kitin à étudier pour la Karavan] (random = 3) template_task_forage_give_22_title_3 [La Karavan a besoin de restes de kitin pour étude] (random = 4) template_task_forage_give_22_title_4 [Fournir des traces de kitin à la Karavan pour étude] (random = 5) template_task_forage_give_22_title_5 [Commande spéciale de restes de kitin à étudier pour la Karavan] (random = 6) template_task_forage_give_22_title_6 [Une commande de restes de kitin à étudier pour la Karavan] (random = 7) template_task_forage_give_22_title_7 [Collecter des restes de kitin à étudier pour la Karavan] (random = 8) template_task_forage_give_22_title_8 [La Karavan a besoin de quelqu'un pour rassembler des restes de kitin à étudier] (random = 9) template_task_forage_give_22_title_9 [Approvisionner la Karavan en restes de kitin à étudier] template_task_forage_give_22_title_10 [La Karavan a besoin de quelqu'un pour récolter des restes de kitin à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE BD3210A4FE3FABCF TEMPLATE_TASK_FORAGE_GIVE_23_TITLE (bot giver, int random, faction f) { //Karavan / goo (random = 1) template_task_forage_give_23_title_1 [Récolter des résidus de goo à étudier pour la Karavan] (random = 2) template_task_forage_give_23_title_2 [Réunir des résidus de goo à étudier pour la Karavan] (random = 3) template_task_forage_give_23_title_3 [La Karavan a besoin de résidus de goo pour étude] (random = 4) template_task_forage_give_23_title_4 [Fournir des résidus de goo à la Karavan pour étude] (random = 5) template_task_forage_give_23_title_5 [Commande spéciale de traces de goo à étudier pour la Karavan] (random = 6) template_task_forage_give_23_title_6 [Une commande de traces de goo à étudier pour la Karavan] (random = 7) template_task_forage_give_23_title_7 [Collecter des traces de goo à étudier pour la Karavan] (random = 8) template_task_forage_give_23_title_8 [La Karavan a besoin de quelqu'un pour rassembler des traces de goo à étudier] (random = 9) template_task_forage_give_23_title_9 [Approvisionner la Karavan en traces de goo à étudier] template_task_forage_give_23_title_10 [La Karavan a besoin de quelqu'un pour récolter des traces de goo à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE 5A8D0D1105DC540D TEMPLATE_TASK_FORAGE_GIVE_24_TITLE (bot giver, int random, faction f) { //Karavan / conservateur (random = 1) template_task_forage_give_24_title_1 [Récolter des conservateurs pour la Karavan] (random = 2) template_task_forage_give_24_title_2 [Réunir des conservateurs pour la Karavan] (random = 3) template_task_forage_give_24_title_3 [La Karavan manque de conservateurs] (random = 4) template_task_forage_give_24_title_4 [Fournir des conservateurs à la Karavan] (random = 5) template_task_forage_give_24_title_5 [Commande spéciale de conservateurs pour la Karavan] (random = 6) template_task_forage_give_24_title_6 [Une commande de conservateurs pour la Karavan] (random = 7) template_task_forage_give_24_title_7 [Collecter des conservateurs pour la Karavan] (random = 8) template_task_forage_give_24_title_8 [La Karavan a besoin de quelqu'un pour collecter des conservateurs] (random = 9) template_task_forage_give_24_title_9 [Approvisionner la Karavan en conservateurs] template_task_forage_give_24_title_10 [La Karavan a besoin de quelqu'un pour récolter des conservateurs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 90993D0262DA9EF4 TEMPLATE_TASK_FORAGE_GIVE_25_TITLE (bot giver, int random, faction f) { //double fame prospector / construction (random = 1) template_task_forage_give_25_title_1 [Récolter des matières premières de construction pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_25_title_2 [Réunir des matières premières de construction pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_25_title_3 [Les amis $f.member$ de $giver$ ont besoin de matière premières de construction] (random = 4) template_task_forage_give_25_title_4 [Fournir des matières premières de construction aux amis $f.member$ de $giver$] (random = 5) template_task_forage_give_25_title_5 [Commande spéciale de matières premières de construction pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_25_title_6 [Une commande de matières premières de construction pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_25_title_7 [Récolter des matériaux de construction pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_25_title_8 [Réunir des matériaux de construction pour les amis $f.member$ de $giver$] (random = 9) template_task_forage_give_25_title_9 [Les amis $f.member$ de $giver$ ont besoin de matériaux de construction] template_task_forage_give_25_title_10 [Fournir des matériaux de construction aux amis $f.member$ de $giver$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7952B2435FC87FED TEMPLATE_TASK_FORAGE_GIVE_26_TITLE (bot giver, int random, faction f) { //double fame prospector / insects (random = 1) template_task_forage_give_26_title_1 [Récolter des insectes pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_26_title_2 [Réunir des insectes pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_26_title_3 [Les amis $f.member$ de $giver$ veulent se procurer des insectes] (random = 4) template_task_forage_give_26_title_4 [Fournir des insectes aux amis $f.member$ de $giver$] (random = 5) template_task_forage_give_26_title_5 [Commande spéciale d'insectes pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_26_title_6 [Une commande d'insectes pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_26_title_7 [Collecter des insectes pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_26_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter des insectes] (random = 9) template_task_forage_give_26_title_9 [Approvisionner les amis $f.member$ de $giver$ en insectes] template_task_forage_give_26_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des insectes] } // Parameter list changed. // Clause list changed. // HASH_VALUE 48EA586EC4BBCCC1 TEMPLATE_TASK_FORAGE_GIVE_27_TITLE (bot giver, int random, faction f) { //double fame prospector / food (random = 1) template_task_forage_give_27_title_1 [Récolter de la nourriture pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_27_title_2 [Réunir de la nourriture pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_27_title_3 [Les amis $f.member$ de $giver$ manquent de nourriture] (random = 4) template_task_forage_give_27_title_4 [Fournir de la nourriture aux amis $f.member$ de $giver$] (random = 5) template_task_forage_give_27_title_5 [Commande spéciale de nourriture pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_27_title_6 [Une commande de nourriture pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_27_title_7 [Collecter de la nourriture pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_27_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter de la nourriture] (random = 9) template_task_forage_give_27_title_9 [Approvisionner les amis $f.member$ de $giver$ en nourriture] template_task_forage_give_27_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter de la nourriture] } // Parameter list changed. // Clause list changed. // HASH_VALUE 26E8F2583D21E811 TEMPLATE_TASK_FORAGE_GIVE_28_TITLE (bot giver, int random, faction f) { //double fame prospector / kitin (random = 1) template_task_forage_give_28_title_1 [Récolter des traces de kitin pour étude pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_28_title_2 [Réunir des traces de kitin pour étude pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_28_title_3 [Les amis $f.member$ de $giver$ ont besoin de restes de kitin pour étude] (random = 4) template_task_forage_give_28_title_4 [Fournir des traces de kitin aux amis $f.member$ de $giver$ pour étude] (random = 5) template_task_forage_give_28_title_5 [Commande spéciale de restes de kitin à étudier pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_28_title_6 [Une commande de restes de kitin à étudier pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_28_title_7 [Collecter des restes de kitin à étudier pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_28_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour rassembler des restes de kitin à étudier] (random = 9) template_task_forage_give_28_title_9 [Approvisionner les amis $f.member$ de $giver$ en restes de kitin à étudier] template_task_forage_give_28_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des restes de kitin à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE 84965349C11B73EE TEMPLATE_TASK_FORAGE_GIVE_29_TITLE (bot giver, int random, faction f) { //double fame prospector / goo (random = 1) template_task_forage_give_29_title_1 [Récolter des résidus de goo pour étude pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_29_title_2 [Réunir des résidus de goo pour étude pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_29_title_3 [Les amis $f.member$ de $giver$ ont besoin de résidus de goo pour étude] (random = 4) template_task_forage_give_29_title_4 [Fournir des résidus de goo aux amis $f.member$ de $giver$ pour étude] (random = 5) template_task_forage_give_29_title_5 [Commande spéciale de traces de goo à étudier pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_29_title_6 [Une commande de traces de goo à étudier pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_29_title_7 [Collecter des traces de goo à étudier pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_29_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour rassembler des traces de goo à étudier] (random = 9) template_task_forage_give_29_title_9 [Approvisionner les amis $f.member$ de $giver$ en traces de goo à étudier] template_task_forage_give_29_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des traces de goo à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7EE2112A718B4F31 TEMPLATE_TASK_FORAGE_GIVE_2_TITLE (bot giver, int random, faction f) { //prospector / insects, welcomer / insects, scout / insects (random = 1) template_task_forage_give_2_title_1 [Récolter des insectes] (random = 2) template_task_forage_give_2_title_2 [Réunir des insectes] (random = 3) template_task_forage_give_2_title_3 [$giver$ veut se procurer des insectes] (random = 4) template_task_forage_give_2_title_4 [Fournir des insectes à $giver$] (random = 5) template_task_forage_give_2_title_5 [Commande spéciale d'insectes] (random = 6) template_task_forage_give_2_title_6 [Une commande d'insectes] (random = 7) template_task_forage_give_2_title_7 [Collecter des insectes] (random = 8) template_task_forage_give_2_title_8 [$giver$ a besoin de quelqu'un pour collecter des insectes] (random = 9) template_task_forage_give_2_title_9 [Approvisionner $giver$ en insectes] template_task_forage_give_2_title_10 [$giver$ a besoin de quelqu'un pour récolter des insectes] } // Parameter list changed. // Clause list changed. // HASH_VALUE 65B52A465446E8C0 TEMPLATE_TASK_FORAGE_GIVE_30_TITLE (bot giver, int random, faction f) { //double fame prospector / conservateur (random = 1) template_task_forage_give_30_title_1 [Récolter des conservateurs pour les amis $f.member$ de $giver$] (random = 2) template_task_forage_give_30_title_2 [Réunir des conservateurs pour les amis $f.member$ de $giver$] (random = 3) template_task_forage_give_30_title_3 [Les amis $f.member$ de $giver$ manquent de conservateurs] (random = 4) template_task_forage_give_30_title_4 [Fournir des conservateurs aux amis $f.member$ de $giver$] (random = 5) template_task_forage_give_30_title_5 [Commande spéciale de conservateurs pour les amis $f.member$ de $giver$] (random = 6) template_task_forage_give_30_title_6 [Une commande de conservateurs pour les amis $f.member$ de $giver$] (random = 7) template_task_forage_give_30_title_7 [Collecter des conservateurs pour les amis $f.member$ de $giver$] (random = 8) template_task_forage_give_30_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter des conservateurs] (random = 9) template_task_forage_give_30_title_9 [Approvisionner les amis $f.member$ de $giver$ en conservateurs] template_task_forage_give_30_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des conservateurs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 3E0A3D87C3089E66 TEMPLATE_TASK_FORAGE_GIVE_3_TITLE (bot giver, int random, faction f) { //prospector / food, welcomer / food, scout / food (random = 1) template_task_forage_give_3_title_1 [Récolter de la nourriture] (random = 2) template_task_forage_give_3_title_2 [Réunir de la nourriture] (random = 3) template_task_forage_give_3_title_3 [$giver$ manque de nourriture] (random = 4) template_task_forage_give_3_title_4 [Fournir de la nourriture à $giver$] (random = 5) template_task_forage_give_3_title_5 [Commande spéciale de nourriture] (random = 6) template_task_forage_give_3_title_6 [Une commande de nourriture] (random = 7) template_task_forage_give_3_title_7 [Collecter de la nourriture] (random = 8) template_task_forage_give_3_title_8 [$giver$ a besoin de quelqu'un pour collecter de la nourriture] (random = 9) template_task_forage_give_3_title_9 [Approvisionner $giver$ en nourriture] template_task_forage_give_3_title_10 [$giver$ a besoin de quelqu'un pour récolter de la nourriture] } // Parameter list changed. // Clause list changed. // HASH_VALUE 5E45DCC661C1EBF0 TEMPLATE_TASK_FORAGE_GIVE_4_TITLE (bot giver, int random, faction f) { //prospector / kitin, welcomer / kitin, scout / kitin (random = 1) template_task_forage_give_4_title_1 [Récolter des traces de kitin à étudier] (random = 2) template_task_forage_give_4_title_2 [Réunir des traces de kitin pour étude] (random = 3) template_task_forage_give_4_title_3 [$giver$ a besoin de restes de kitin pour étude] (random = 4) template_task_forage_give_4_title_4 [Fournir des traces de kitin à $giver$ pour étude] (random = 5) template_task_forage_give_4_title_5 [Commande spéciale de restes de kitin à étudier] (random = 6) template_task_forage_give_4_title_6 [Une commande de restes de kitin à étudier] (random = 7) template_task_forage_give_4_title_7 [Collecter des restes de kitin à étudier] (random = 8) template_task_forage_give_4_title_8 [$giver$ a besoin de quelqu'un pour rassembler des restes de kitin à étudier] (random = 9) template_task_forage_give_4_title_9 [Approvisionner $giver$ en restes de kitin à étudier] template_task_forage_give_4_title_10 [$giver$ a besoin de quelqu'un pour récolter des restes de kitin à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE FF9C2002BBD6EE8E TEMPLATE_TASK_FORAGE_GIVE_5_TITLE (bot giver, int random, faction f) { //prospector / goo, welcomer / goo, scout / goo (random = 1) template_task_forage_give_5_title_1 [Récolter des résidus de goo à étudier] (random = 2) template_task_forage_give_5_title_2 [Réunir des résidus de goo à étudier] (random = 3) template_task_forage_give_5_title_3 [$giver$ a besoin de résidus de goo pour étude] (random = 4) template_task_forage_give_5_title_4 [Fournir des résidus de goo à $giver$ pour étude] (random = 5) template_task_forage_give_5_title_5 [Commande spéciale de traces de goo à étudier] (random = 6) template_task_forage_give_5_title_6 [Une commande de traces de goo à étudier] (random = 7) template_task_forage_give_5_title_7 [Collecter des traces de goo à étudier] (random = 8) template_task_forage_give_5_title_8 [$giver$ a besoin de quelqu'un pour rassembler des traces de goo à étudier] (random = 9) template_task_forage_give_5_title_9 [Approvisionner $giver$ en traces de goo à étudier] template_task_forage_give_5_title_10 [$giver$ a besoin de quelqu'un pour récolter des traces de goo à étudier] } // Parameter list changed. // Clause list changed. // HASH_VALUE C64701A96095FBED TEMPLATE_TASK_FORAGE_GIVE_6_TITLE (bot giver, int random, faction f) { //prospector / conservateur, welcomer / conservateur, scout / conservateur (random = 1) template_task_forage_give_6_title_1 [Récolter des conservateurs] (random = 2) template_task_forage_give_6_title_2 [Réunir des conservateurs] (random = 3) template_task_forage_give_6_title_3 [$giver$ manque de conservateurs] (random = 4) template_task_forage_give_6_title_4 [Fournir des conservateurs à $giver$] (random = 5) template_task_forage_give_6_title_5 [Commande spéciale de conservateurs] (random = 6) template_task_forage_give_6_title_6 [Une commande de conservateurs] (random = 7) template_task_forage_give_6_title_7 [Collecter des conservateurs] (random = 8) template_task_forage_give_6_title_8 [$giver$ a besoin de quelqu'un pour collecter des conservateurs] (random = 9) template_task_forage_give_6_title_9 [Approvisionner $giver$ en conservateurs] template_task_forage_give_6_title_10 [$giver$ a besoin de quelqu'un pour récolter des conservateurs] } // Parameter list changed. // Clause list changed. // HASH_VALUE 8D7284F93CD932EA TEMPLATE_TASK_FORAGE_GIVE_7_TITLE (bot giver, int random, faction f) { //tribe welcomer / construction (random = 1) template_task_forage_give_7_title_1 [Récolter des matières premières de construction pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_7_title_2 [Réunir des matières premières de construction pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_7_title_3 [$f.mda$ $f.member$ ont besoin de matière premières de construction] (random = 4) template_task_forage_give_7_title_4 [Fournir des matières premières de construction aux $f.member$] (random = 5) template_task_forage_give_7_title_5 [Commande spéciale de matières premières de construction pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_7_title_6 [Une commande de matières premières de construction pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_7_title_7 [Récolter des matériaux de construction pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_7_title_8 [Réunir des matériaux de construction pour $f.mda$ $f.member$] (random = 9) template_task_forage_give_7_title_9 [$f.mda$ $f.member$ ont besoin de matériaux de construction] template_task_forage_give_7_title_10 [Fournir des matériaux de construction aux $f.member$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 77992A660F6EAC3B TEMPLATE_TASK_FORAGE_GIVE_8_TITLE (bot giver, int random, faction f) { //tribe welcomer / insects (random = 1) template_task_forage_give_8_title_1 [Récolter des insectes pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_8_title_2 [Réunir des insectes pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_8_title_3 [$f.mda$ $f.member$ veulent se procurer des insectes] (random = 4) template_task_forage_give_8_title_4 [Fournir des insectes aux $f.member$] (random = 5) template_task_forage_give_8_title_5 [Commande spéciale d'insectes pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_8_title_6 [Une commande d'insectes pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_8_title_7 [Collecter des insectes pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_8_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter des insectes] (random = 9) template_task_forage_give_8_title_9 [Approvisionner $f.mda$ $f.member$ en insectes] template_task_forage_give_8_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des insectes] } // Parameter list changed. // Clause list changed. // HASH_VALUE BBB8393BE4E532C2 TEMPLATE_TASK_FORAGE_GIVE_9_TITLE (bot giver, int random, faction f) { //tribe welcomer / food (random = 1) template_task_forage_give_9_title_1 [Récolter de la nourriture pour $f.mda$ $f.member$] (random = 2) template_task_forage_give_9_title_2 [Réunir de la nourriture pour $f.mda$ $f.member$] (random = 3) template_task_forage_give_9_title_3 [$f.mda$ $f.member$ manquent de nourriture] (random = 4) template_task_forage_give_9_title_4 [Fournir de la nourriture aux $f.member$] (random = 5) template_task_forage_give_9_title_5 [Commande spéciale de nourriture pour $f.mda$ $f.member$] (random = 6) template_task_forage_give_9_title_6 [Une commande de nourriture pour $f.mda$ $f.member$] (random = 7) template_task_forage_give_9_title_7 [Collecter de la nourriture pour $f.mda$ $f.member$] (random = 8) template_task_forage_give_9_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter de la nourriture] (random = 9) template_task_forage_give_9_title_9 [Approvisionner $f.mda$ $f.member$ en nourriture] template_task_forage_give_9_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter de la nourriture] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_1_money [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_1_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_1_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_1_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 928B0B0810BE50C6 TEMPLATE_TASK_FORAGE_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_1_money [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_1_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_1_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_1_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_2_money [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_2_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_2_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_2_fame [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 2D508B8D1159072F TEMPLATE_TASK_FORAGE_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_2_money [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_2_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_2_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_2_fame [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_3_money [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_3_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_3_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_3_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE BA3DED192C628558 TEMPLATE_TASK_FORAGE_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_give_intro_3_money [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_give_intro_3_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_give_intro_3_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_give_intro_3_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_1_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_1_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_1_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_1_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 5CFF2E847070A954 TEMPLATE_TASK_FORAGE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_1_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_1_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_1_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_1_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_2_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_2_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_2_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_2_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 085E9876EE58FCAE TEMPLATE_TASK_FORAGE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_2_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_2_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_2_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_2_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_FORAGE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_3_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_3_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_3_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_3_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 25D836589C62BC98 TEMPLATE_TASK_FORAGE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_forage_intro_3_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_forage_intro_3_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_forage_intro_3_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_forage_intro_3_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /************************************************************************************************************************** TEMPLATE_TASK_GIVE_ITEM **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 84E1ADA27F5C520C TEMPLATE_TASK_GIVE_ITEM_0_TITLE (bot giver, place region, int random, faction f) { //default_text (random = 1) template_task_give_item_0_title_1 [Apporter quelque-chose dans $region$] (random = 2) template_task_give_item_0_title_2 [Livrer quelque-chose dans $region$] (random = 3) template_task_give_item_0_title_3 [Porter quelque-chose dans $region$] (random = 4) template_task_give_item_0_title_4 [Transporter quelque-chose dans $region$] (random = 5) template_task_give_item_0_title_5 [Une livraison dans $region$ pour $giver$] (random = 6) template_task_give_item_0_title_6 [$giver$ a besoin de quelqu'un pour faire un livraison dans $region$] (random = 7) template_task_give_item_0_title_7 [$giver$ a besoin d'un transporteur pour une livraison dans $region$] (random = 8) template_task_give_item_0_title_8 [$giver$ cherche un transporteur allant dans $region$] (random = 9) template_task_give_item_0_title_9 [$giver$ veut transporter quelque-chose dans $region$] template_task_give_item_0_title_10 [$giver$ veut faire livrer quelque-chose dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE CB1EA979DBD93B17 TEMPLATE_TASK_GIVE_ITEM_10_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / heavy package (random = 1) template_task_give_item_10_title_1 [Apporter un gros colis dans $region$ pour les amis $f.member$ de $giver$] (random = 2) template_task_give_item_10_title_2 [Livrer un gros colis dans $region$ pour les amis $f.member$ de $giver$] (random = 3) template_task_give_item_10_title_3 [Porter un gros colis dans $region$ pour les amis $f.member$ de $giver$] (random = 4) template_task_give_item_10_title_4 [Transporter un gros colis dans $region$ pour les amis $f.member$ de $giver$] (random = 5) template_task_give_item_10_title_5 [Un gros colis à livrer dans $region$ pour les amis $f.member$ de $giver$] (random = 6) template_task_give_item_10_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un gros colis dans $region$] (random = 7) template_task_give_item_10_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un gros colis dans $region$] (random = 8) template_task_give_item_10_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un gros colis] (random = 9) template_task_give_item_10_title_9 [Les amis $f.member$ de $giver$ veulent transporter un gros colis dans $region$] template_task_give_item_10_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un gros colis dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 6F5F4D4E84AC8D0C TEMPLATE_TASK_GIVE_ITEM_11_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / medicine (random = 1) template_task_give_item_11_title_1 [Apporter des médicaments dans $region$ pour les amis $f.member$ de $giver$] (random = 2) template_task_give_item_11_title_2 [Livrer des médicaments dans $region$ pour les amis $f.member$ de $giver$] (random = 3) template_task_give_item_11_title_3 [Porter des médicaments dans $region$ pour les amis $f.member$ de $giver$] (random = 4) template_task_give_item_11_title_4 [Transporter des médicaments dans $region$ pour les amis $f.member$ de $giver$] (random = 5) template_task_give_item_11_title_5 [Des médicaments à livrer dans $region$ pour les amis $f.member$ de $giver$] (random = 6) template_task_give_item_11_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer des médicaments dans $region$] (random = 7) template_task_give_item_11_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer des médicaments dans $region$] (random = 8) template_task_give_item_11_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer des médicaments] (random = 9) template_task_give_item_11_title_9 [Les amis $f.member$ de $giver$ veulent transporter des médicaments dans $region$] template_task_give_item_11_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer des médicaments dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 16EE2A826D9BABBE TEMPLATE_TASK_GIVE_ITEM_12_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / report, patrolman / report (random = 1) template_task_give_item_12_title_1 [Apporter un rapport dans $region$ pour les amis $f.member$ de $giver$] (random = 2) template_task_give_item_12_title_2 [Livrer un rapport dans $region$ pour les amis $f.member$ de $giver$] (random = 3) template_task_give_item_12_title_3 [Porter un rapport dans $region$ pour les amis $f.member$ de $giver$] (random = 4) template_task_give_item_12_title_4 [Transporter un rapport dans $region$ pour les amis $f.member$ de $giver$] (random = 5) template_task_give_item_12_title_5 [Un rapport à porter dans $region$ pour les amis $f.member$ de $giver$] (random = 6) template_task_give_item_12_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour acheminer un rapport dans $region$] (random = 7) template_task_give_item_12_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un messager pour acheminer un rapport dans $region$] (random = 8) template_task_give_item_12_title_8 [Les amis $f.member$ de $giver$ cherchent un messager allant dans $region$ pour envoyer un rapport] (random = 9) template_task_give_item_12_title_9 [Les amis $f.member$ de $giver$ veulent envoyer un rapport dans $region$] template_task_give_item_12_title_10 [Les amis $f.member$ de $giver$ veulent faire porter un rapport dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE BB5A5D18500462E7 TEMPLATE_TASK_GIVE_ITEM_13_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / order, patrolman / order (random = 1) template_task_give_item_13_title_1 [Apporter une commande des amis $f.member$ de $giver$ dans $region$] (random = 2) template_task_give_item_13_title_2 [Livrer une commande des amis $f.member$ de $giver$ dans $region$] (random = 3) template_task_give_item_13_title_3 [Porter une commande des amis $f.member$ de $giver$ dans $region$] (random = 4) template_task_give_item_13_title_4 [Transporter une commande des amis $f.member$ de $giver$ dans $region$] (random = 5) template_task_give_item_13_title_5 [Une commande des amis $f.member$ de $giver$ à porter dans $region$] (random = 6) template_task_give_item_13_title_6 [$giver$ a besoin de quelqu'un pour porter une commande de ses amis $f.member$ dans $region$] (random = 7) template_task_give_item_13_title_7 [$giver$ a besoin d'un messager pour porter une commande de ses amis $f.member$ dans $region$] (random = 8) template_task_give_item_13_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une commande de ses amis $f.member$] (random = 9) template_task_give_item_13_title_9 [$giver$ veut envoyer une commande de ses amis $f.member$ dans $region$] template_task_give_item_13_title_10 [$giver$ veut faire porter une commande de ses amis $f.member$ dans $region$] } // Parameter list changed. // Clause 0 : text changed. // HASH_VALUE 65BECC6CE95AAD1E TEMPLATE_TASK_GIVE_ITEM_14_TITLE (bot giver, place region, int random, faction f) { //double fame messenger / message, patrolman / message template_task_give_item_18_title [Délivrer un message dans $region$ pour les amis $f.member$ de $giver$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 30047BC64EB5A276 TEMPLATE_TASK_GIVE_ITEM_1_TITLE (bot giver, place region, int random, faction f) { //supplier / light package (random = 1) template_task_give_item_1_title_1 [Apporter un petit colis dans $region$] (random = 2) template_task_give_item_1_title_2 [Livrer un petit colis dans $region$] (random = 3) template_task_give_item_1_title_3 [Porter un petit colis dans $region$] (random = 4) template_task_give_item_1_title_4 [Transporter un petit colis dans $region$] (random = 5) template_task_give_item_1_title_5 [Un petit colis à livrer dans $region$ pour $giver$] (random = 6) template_task_give_item_1_title_6 [$giver$ a besoin de quelqu'un pour livrer un petit colis dans $region$] (random = 7) template_task_give_item_1_title_7 [$giver$ a besoin d'un transporteur pour livrer un petit colis dans $region$] (random = 8) template_task_give_item_1_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un petit colis] (random = 9) template_task_give_item_1_title_9 [$giver$ veut transporter un petit colis dans $region$] template_task_give_item_1_title_10 [$giver$ veut faire livrer un petit colis dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE DFA52CD103B4D087 TEMPLATE_TASK_GIVE_ITEM_2_TITLE (bot giver, place region, int random, faction f) { //supplier / medium package (random = 1) template_task_give_item_2_title_1 [Apporter un colis de taille moyenne dans $region$] (random = 2) template_task_give_item_2_title_2 [Livrer un colis de taille moyenne dans $region$] (random = 3) template_task_give_item_2_title_3 [Porter un colis de taille moyenne dans $region$] (random = 4) template_task_give_item_2_title_4 [Transporter un colis de taille moyenne dans $region$] (random = 5) template_task_give_item_2_title_5 [Un colis de taille moyenne à livrer dans $region$ pour $giver$] (random = 6) template_task_give_item_2_title_6 [$giver$ a besoin de quelqu'un pour livrer un colis de taille moyenne dans $region$] (random = 7) template_task_give_item_2_title_7 [$giver$ a besoin d'un transporteur pour livrer un colis de taille moyenne dans $region$] (random = 8) template_task_give_item_2_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un colis de taille moyenne] (random = 9) template_task_give_item_2_title_9 [$giver$ veut transporter un colis de taille moyenne dans $region$] template_task_give_item_2_title_10 [$giver$ veut faire livrer un colis de taille moyenne dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE B3B1F533D02B70B5 TEMPLATE_TASK_GIVE_ITEM_3_TITLE (bot giver, place region, int random, faction f) { //supplier / heavy package (random = 1) template_task_give_item_3_title_1 [Apporter un gros colis dans $region$] (random = 2) template_task_give_item_3_title_2 [Livrer un gros colis dans $region$] (random = 3) template_task_give_item_3_title_3 [Porter un gros colis dans $region$] (random = 4) template_task_give_item_3_title_4 [Transporter un gros colis dans $region$] (random = 5) template_task_give_item_3_title_5 [Un gros colis à livrer dans $region$ pour $giver$] (random = 6) template_task_give_item_3_title_6 [$giver$ a besoin de quelqu'un pour livrer un gros colis dans $region$] (random = 7) template_task_give_item_3_title_7 [$giver$ a besoin d'un transporteur pour livrer un gros colis dans $region$] (random = 8) template_task_give_item_3_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un gros colis] (random = 9) template_task_give_item_3_title_9 [$giver$ veut transporter un gros colis dans $region$] template_task_give_item_3_title_10 [$giver$ veut faire livrer un gros colis dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE EDBA26A10BECF543 TEMPLATE_TASK_GIVE_ITEM_4_TITLE (bot giver, place region, int random, faction f) { //supplier / medicine (random = 1) template_task_give_item_4_title_1 [Apporter des médicaments dans $region$] (random = 2) template_task_give_item_4_title_2 [Livrer des médicaments dans $region$] (random = 3) template_task_give_item_4_title_3 [Porter des médicaments dans $region$] (random = 4) template_task_give_item_4_title_4 [Transporter des médicaments dans $region$] (random = 5) template_task_give_item_4_title_5 [Des médicaments à livrer dans $region$ pour $giver$] (random = 6) template_task_give_item_4_title_6 [$giver$ a besoin de quelqu'un pour livrer des médicaments dans $region$] (random = 7) template_task_give_item_4_title_7 [$giver$ a besoin d'un transporteur pour livrer des médicaments dans $region$] (random = 8) template_task_give_item_4_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer des médicaments] (random = 9) template_task_give_item_4_title_9 [$giver$ veut transporter des médicaments dans $region$] template_task_give_item_4_title_10 [$giver$ veut faire livrer des médicaments dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 1503B01A3DA3C9AF TEMPLATE_TASK_GIVE_ITEM_5_TITLE (bot giver, place region, int random, faction f) { //messenger / report, patrolman / report (random = 1) template_task_give_item_5_title_1 [Apporter le rapport de $giver$ dans $region$] (random = 2) template_task_give_item_5_title_2 [Livrer le rapport de $giver$ dans $region$] (random = 3) template_task_give_item_5_title_3 [Porter le rapport de $giver$ dans $region$] (random = 4) template_task_give_item_5_title_4 [Transporter le rapport de $giver$ dans $region$] (random = 5) template_task_give_item_5_title_5 [Un rapport de $giver$ à porter dans $region$] (random = 6) template_task_give_item_5_title_6 [$giver$ a besoin de quelqu'un pour acheminer son rapport dans $region$] (random = 7) template_task_give_item_5_title_7 [$giver$ a besoin d'un messager pour acheminer son rapport dans $region$] (random = 8) template_task_give_item_5_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer son rapport] (random = 9) template_task_give_item_5_title_9 [$giver$ veut envoyer son rapport dans $region$] template_task_give_item_5_title_10 [$giver$ veut faire porter son rapport dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE AE27687A96DC02BF TEMPLATE_TASK_GIVE_ITEM_6_TITLE (bot giver, place region, int random, faction f) { //messenger / order, ambassador / order, tribe / order, welcomer / order, patrolman / order (random = 1) template_task_give_item_6_title_1 [Apporter une commande de $giver$ dans $region$] (random = 2) template_task_give_item_6_title_2 [Livrer une commande de $giver$ dans $region$] (random = 3) template_task_give_item_6_title_3 [Porter une commande de $giver$ dans $region$] (random = 4) template_task_give_item_6_title_4 [Transporter une commande de $giver$ dans $region$] (random = 5) template_task_give_item_6_title_5 [Une commande de $giver$ à porter dans $region$] (random = 6) template_task_give_item_6_title_6 [$giver$ a besoin de quelqu'un pour porter une commande dans $region$] (random = 7) template_task_give_item_6_title_7 [$giver$ a besoin d'un messager pour porter une commande dans $region$] (random = 8) template_task_give_item_6_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une commande] (random = 9) template_task_give_item_6_title_9 [$giver$ veut envoyer une commande dans $region$] template_task_give_item_6_title_10 [$giver$ veut faire porter une commande dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 18287398290CC240 TEMPLATE_TASK_GIVE_ITEM_7_TITLE (bot giver, place region, int random, faction f) { //messenger / message, ambassador / message, tribe / message, welcomer / message, patrolman / message (random = 1) template_task_give_item_7_title_1 [Apporter un message de $giver$ dans $region$] (random = 2) template_task_give_item_7_title_2 [Livrer un message de $giver$ dans $region$] (random = 3) template_task_give_item_7_title_3 [Porter un message de $giver$ dans $region$] (random = 4) template_task_give_item_7_title_4 [Transporter un message de $giver$ dans $region$] (random = 5) template_task_give_item_7_title_5 [Un message de $giver$ à porter dans $region$] (random = 6) template_task_give_item_7_title_6 [$giver$ a besoin de quelqu'un pour acheminer un message dans $region$] (random = 7) template_task_give_item_7_title_7 [$giver$ a besoin d'un messager pour acheminer une lettre dans $region$] (random = 8) template_task_give_item_7_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une lettre] (random = 9) template_task_give_item_7_title_9 [$giver$ veut envoyer une lettre dans $region$] template_task_give_item_7_title_10 [$giver$ veut faire porter un message dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 03AD22B697D7C91A TEMPLATE_TASK_GIVE_ITEM_8_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / light package (random = 1) template_task_give_item_8_title_1 [Apporter un petit colis dans $region$ pour les amis $f.member$ de $giver$] (random = 2) template_task_give_item_8_title_2 [Livrer un petit colis dans $region$ pour les amis $f.member$ de $giver$] (random = 3) template_task_give_item_8_title_3 [Porter un petit colis dans $region$ pour les amis $f.member$ de $giver$] (random = 4) template_task_give_item_8_title_4 [Transporter un petit colis dans $region$ pour les amis $f.member$ de $giver$] (random = 5) template_task_give_item_8_title_5 [Un petit colis à livrer dans $region$ pour les amis $f.member$ de $giver$] (random = 6) template_task_give_item_8_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un petit colis dans $region$] (random = 7) template_task_give_item_8_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un petit colis dans $region$] (random = 8) template_task_give_item_8_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un petit colis] (random = 9) template_task_give_item_8_title_9 [Les amis $f.member$ de $giver$ veulent transporter un petit colis dans $region$] template_task_give_item_8_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un petit colis dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 2097D020FA96B450 TEMPLATE_TASK_GIVE_ITEM_9_TITLE (bot giver, place region, int random, faction f) { //double fame supplier / medium package (random = 1) template_task_give_item_9_title_1 [Apporter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] (random = 2) template_task_give_item_9_title_2 [Livrer un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] (random = 3) template_task_give_item_9_title_3 [Porter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] (random = 4) template_task_give_item_9_title_4 [Transporter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] (random = 5) template_task_give_item_9_title_5 [Un colis de taille moyenne à livrer dans $region$ pour les amis $f.member$ de $giver$] (random = 6) template_task_give_item_9_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un colis de taille moyenne dans $region$] (random = 7) template_task_give_item_9_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un colis de taille moyenne dans $region$] (random = 8) template_task_give_item_9_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un colis de taille moyenne] (random = 9) template_task_give_item_9_title_9 [Les amis $f.member$ de $giver$ veulent transporter un colis de taille moyenne dans $region$] template_task_give_item_9_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un colis de taille moyenne dans $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_GIVE_ITEM_INTRO_1 (bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_give_item_intro_1_money [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_give_item_intro_1_money_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_give_item_intro_1_fame_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_give_item_intro_1_fame [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 622E44231BC2BF0D TEMPLATE_TASK_GIVE_ITEM_INTRO_1 (bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_give_item_intro_1_money [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_give_item_intro_1_money_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_give_item_intro_1_fame_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_give_item_intro_1_fame [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.] } /************************************************************************************************************************** TEMPLATE_TASK_KILL_NPC **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 4212DB20F40FC070 TEMPLATE_TASK_KILL_NPC_0_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //default text with bandits (random = 1) template_task_kill_npc_0_title_bandit_1 [Tuer des $target$ pour $giver$ dans $region$] (random = 2) template_task_kill_npc_0_title_bandit_2 [Eliminer des $target$ pour $giver$ dans $region$] (random = 3) template_task_kill_npc_0_title_bandit_3 [Combattre les $target$ pour $giver$ dans $region$] (random = 4) template_task_kill_npc_0_title_bandit_4 [Exécuter des $target$ pour $giver$ dans $region$] (random = 5) template_task_kill_npc_0_title_bandit_5 [$giver$ a besoin d'aide pour éliminer des $target$ dans $region$] (random = 6) template_task_kill_npc_0_title_bandit_6 [$giver$ a besoin d'aide pour tuer des $target$ dans $region$] (random = 7) template_task_kill_npc_0_title_bandit_7 [$giver$ a besoin d'aide pour combattre les $target$ dans $region$] (random = 8) template_task_kill_npc_0_title_bandit_8 [$giver$ a besoin d'aide pour exécuter des $target$ dans $region$] (random = 9) template_task_kill_npc_0_title_bandit_9 [$giver$ a besoin de quelqu'un pour tuer des $target$ dans $region$] template_task_kill_npc_0_title_bandit_10 [$giver$ a besoin de quelqu'un pour combattre les $target$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE CFE119913415E483 TEMPLATE_TASK_KILL_NPC_0_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //default text with tribe (random = 1) template_task_kill_npc_0_title_tribe_1 [Tuer des $target.member$ pour $giver$ dans $region$] (random = 2) template_task_kill_npc_0_title_tribe_2 [Eliminer des $target.member$ pour $giver$ dans $region$] (random = 3) template_task_kill_npc_0_title_tribe_3 [Combattre les $target.member$ pour $giver$ dans $region$] (random = 4) template_task_kill_npc_0_title_tribe_4 [Exécuter des $target.member$ pour $giver$ dans $region$] (random = 5) template_task_kill_npc_0_title_tribe_5 [$giver$ a besoin d'aide pour éliminer des $target.member$ dans $region$] (random = 6) template_task_kill_npc_0_title_tribe_6 [$giver$ a besoin d'aide pour tuer des $target.member$ dans $region$] (random = 7) template_task_kill_npc_0_title_tribe_7 [$giver$ a besoin d'aide pour combattre les $target.member$ dans $region$] (random = 8) template_task_kill_npc_0_title_tribe_8 [$giver$ a besoin d'aide pour exécuter des $target.member$ dans $region$] (random = 9) template_task_kill_npc_0_title_tribe_9 [$giver$ a besoin de quelqu'un pour tuer des $target.member$ dans $region$] template_task_kill_npc_0_title_tribe_10 [$giver$ a besoin de quelqu'un pour combattre les $target.member$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 68A05E95F5C05696 TEMPLATE_TASK_KILL_NPC_1_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //Karavan (random = 1) template_task_kill_npc_1_title_bandit_1 [Tuer des $target$ pour la Karavan dans $region$] (random = 2) template_task_kill_npc_1_title_bandit_2 [Eliminer des $target$ pour la Karavan dans $region$] (random = 3) template_task_kill_npc_1_title_bandit_3 [Combattre les $target$ pour la Karavan dans $region$] (random = 4) template_task_kill_npc_1_title_bandit_4 [Exécuter des $target$ pour la Karavan dans $region$] (random = 5) template_task_kill_npc_1_title_bandit_5 [La Karavan a besoin d'aide pour éliminer des $target$ dans $region$] (random = 6) template_task_kill_npc_1_title_bandit_6 [La Karavan a besoin d'aide pour tuer des $target$ dans $region$] (random = 7) template_task_kill_npc_1_title_bandit_7 [La Karavan a besoin d'aide pour combattre les $target$ dans $region$] (random = 8) template_task_kill_npc_1_title_bandit_8 [La Karavan a besoin d'aide pour exécuter des $target$ dans $region$] (random = 9) template_task_kill_npc_1_title_bandit_9 [La Karavan a besoin de quelqu'un pour tuer des $target$ dans $region$] template_task_kill_npc_1_title_bandit_10 [La Karavan a besoin de quelqu'un pour combattre les $target$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 371800AA8091EA31 TEMPLATE_TASK_KILL_NPC_1_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //Karavan (random = 1) template_task_kill_npc_1_title_tribe_1 [Tuer des $target.member$ pour la Karavan dans $region$] (random = 2) template_task_kill_npc_1_title_tribe_2 [Eliminer des $target.member$ pour la Karavan dans $region$] (random = 3) template_task_kill_npc_1_title_tribe_3 [Combattre les $target.member$ pour la Karavan dans $region$] (random = 4) template_task_kill_npc_1_title_tribe_4 [Exécuter des $target.member$ pour la Karavan dans $region$] (random = 5) template_task_kill_npc_1_title_tribe_5 [La Karavan a besoin d'aide pour éliminer des $target.member$ dans $region$] (random = 6) template_task_kill_npc_1_title_tribe_6 [La Karavan a besoin d'aide pour tuer des $target.member$ dans $region$] (random = 7) template_task_kill_npc_1_title_tribe_7 [La Karavan a besoin d'aide pour combattre les $target.member$ dans $region$] (random = 8) template_task_kill_npc_1_title_tribe_8 [La Karavan a besoin d'aide pour exécuter des $target.member$ dans $region$] (random = 9) template_task_kill_npc_1_title_tribe_9 [La Karavan a besoin de quelqu'un pour tuer des $target.member$ dans $region$] template_task_kill_npc_1_title_tribe_10 [La Karavan a besoin de quelqu'un pour combattre les $target.member$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE B4068C050E81D925 TEMPLATE_TASK_KILL_NPC_2_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //Kami (random = 1) template_task_kill_npc_2_title_bandit_1 [Tuer des $target$ pour les Kamis dans $region$] (random = 2) template_task_kill_npc_2_title_bandit_2 [Eliminer des $target$ pour les Kamis dans $region$] (random = 3) template_task_kill_npc_2_title_bandit_3 [Combattre les $target$ pour les Kamis dans $region$] (random = 4) template_task_kill_npc_2_title_bandit_4 [Exécuter des $target$ pour les Kamis dans $region$] (random = 5) template_task_kill_npc_2_title_bandit_5 [Les Kamis ont besoin d'aide pour éliminer des $target$ dans $region$] (random = 6) template_task_kill_npc_2_title_bandit_6 [Les Kamis ont besoin d'aide pour tuer des $target$ dans $region$] (random = 7) template_task_kill_npc_2_title_bandit_7 [Les Kamis ont besoin d'aide pour combattre les $target$ dans $region$] (random = 8) template_task_kill_npc_2_title_bandit_8 [Les Kamis ont besoin d'aide pour exécuter des $target$ dans $region$] (random = 9) template_task_kill_npc_2_title_bandit_9 [Les Kamis ont besoin de quelqu'un pour tuer des $target$ dans $region$] template_task_kill_npc_2_title_bandit_10 [Les Kamis ont besoin de quelqu'un pour combattre les $target$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 285C9D81FFB6F0CF TEMPLATE_TASK_KILL_NPC_2_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //Kami (random = 1) template_task_kill_npc_2_title_tribe_1 [Tuer des $target.member$ pour les Kamis dans $region$] (random = 2) template_task_kill_npc_2_title_tribe_2 [Eliminer des $target.member$ pour les Kamis dans $region$] (random = 3) template_task_kill_npc_2_title_tribe_3 [Combattre les $target.member$ pour les Kamis dans $region$] (random = 4) template_task_kill_npc_2_title_tribe_4 [Exécuter des $target.member$ pour les Kamis dans $region$] (random = 5) template_task_kill_npc_2_title_tribe_5 [Les Kamis ont besoin d'aide pour éliminer des $target.member$ dans $region$] (random = 6) template_task_kill_npc_2_title_tribe_6 [Les Kamis ont besoin d'aide pour tuer des $target.member$ dans $region$] (random = 7) template_task_kill_npc_2_title_tribe_7 [Les Kamis ont besoin d'aide pour combattre les $target.member$ dans $region$] (random = 8) template_task_kill_npc_2_title_tribe_8 [Les Kamis ont besoin d'aide pour exécuter des $target.member$ dans $region$] (random = 9) template_task_kill_npc_2_title_tribe_9 [Les Kamis ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] template_task_kill_npc_2_title_tribe_10 [Les Kamis ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 9E093D0FD1AEFD6B TEMPLATE_TASK_KILL_NPC_3_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //double fame (random = 1) template_task_kill_npc_3_title_bandit_1 [Tuer des $target$ pour les amis $f$ de $giver$ dans $region$] (random = 2) template_task_kill_npc_3_title_bandit_2 [Eliminer des $target$ pour les amis $f$ de $giver$ dans $region$] (random = 3) template_task_kill_npc_3_title_bandit_3 [Combattre les $target$ pour les amis $f$ de $giver$ dans $region$] (random = 4) template_task_kill_npc_3_title_bandit_4 [Exécuter des $target$ pour les amis $f$ de $giver$ dans $region$] (random = 5) template_task_kill_npc_3_title_bandit_5 [Les amis $f$ de $giver$ ont besoin d'aide pour éliminer des $target$ dans $region$] (random = 6) template_task_kill_npc_3_title_bandit_6 [Les amis $f$ de $giver$ ont besoin d'aide pour tuer des $target$ dans $region$] (random = 7) template_task_kill_npc_3_title_bandit_7 [Les amis $f$ de $giver$ ont besoin d'aide pour combattre les $target$ dans $region$] (random = 8) template_task_kill_npc_3_title_bandit_8 [Les amis $f$ de $giver$ ont besoin d'aide pour exécuter des $target$ dans $region$] (random = 9) template_task_kill_npc_3_title_bandit_9 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour tuer des $target$ dans $region$] template_task_kill_npc_3_title_bandit_10 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour combattre les $target$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 28FF758CDC15D899 TEMPLATE_TASK_KILL_NPC_3_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //double fame (random = 1) template_task_kill_npc_3_title_tribe_1 [Tuer des $target.member$ pour les amis $f$ de $giver$ dans $region$] (random = 2) template_task_kill_npc_3_title_tribe_2 [Eliminer des $target.member$ pour les amis $f$ de $giver$ dans $region$] (random = 3) template_task_kill_npc_3_title_tribe_3 [Combattre les $target.member$ pour les amis $f$ de $giver$ dans $region$] (random = 4) template_task_kill_npc_3_title_tribe_4 [Exécuter des $target.member$ pour les amis $f$ de $giver$ dans $region$] (random = 5) template_task_kill_npc_3_title_tribe_5 [Les amis $f$ de $giver$ ont besoin d'aide pour éliminer des $target.member$ dans $region$] (random = 6) template_task_kill_npc_3_title_tribe_6 [Les amis $f$ de $giver$ ont besoin d'aide pour tuer des $target.member$ dans $region$] (random = 7) template_task_kill_npc_3_title_tribe_7 [Les amis $f$ de $giver$ ont besoin d'aide pour combattre les $target.member$ dans $region$] (random = 8) template_task_kill_npc_3_title_tribe_8 [Les amis $f$ de $giver$ ont besoin d'aide pour exécuter des $target.member$ dans $region$] (random = 9) template_task_kill_npc_3_title_tribe_9 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] template_task_kill_npc_3_title_tribe_10 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 0CC6EC9CD0BC505A TEMPLATE_TASK_KILL_NPC_4_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) { //tribe (random = 1) template_task_kill_npc_4_title_bandit_1 [Tuer des $target$ pour $f.mda$ $f.member$ dans $region$] (random = 2) template_task_kill_npc_4_title_bandit_2 [Eliminer des $target$ pour $f.mda$ $f.member$ dans $region$] (random = 3) template_task_kill_npc_4_title_bandit_3 [Combattre les $target$ pour $f.mda$ $f.member$ dans $region$] (random = 4) template_task_kill_npc_4_title_bandit_4 [Exécuter des $target$ pour $f.mda$ $f.member$ dans $region$] (random = 5) template_task_kill_npc_4_title_bandit_5 [$f.mda$ $f.member$ ont besoin d'aide pour éliminer des $target$ dans $region$] (random = 6) template_task_kill_npc_4_title_bandit_6 [$f.mda$ $f.member$ ont besoin d'aide pour tuer des $target$ dans $region$] (random = 7) template_task_kill_npc_4_title_bandit_7 [$f.mda$ $f.member$ ont besoin d'aide pour combattre les $target$ dans $region$] (random = 8) template_task_kill_npc_4_title_bandit_8 [$f.mda$ $f.member$ ont besoin d'aide pour exécuter des $target$ dans $region$] (random = 9) template_task_kill_npc_4_title_bandit_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour tuer des $target$ dans $region$] template_task_kill_npc_4_title_bandit_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour combattre les $target$ dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 1FEA22798537440E TEMPLATE_TASK_KILL_NPC_4_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) { //tribe (random = 1) template_task_kill_npc_4_title_tribe_1 [Tuer des $target.member$ pour $f.mda$ $f.member$ dans $region$] (random = 2) template_task_kill_npc_4_title_tribe_2 [Eliminer des $target.member$ pour $f.mda$ $f.member$ dans $region$] (random = 3) template_task_kill_npc_4_title_tribe_3 [Combattre les $target.member$ pour $f.mda$ $f.member$ dans $region$] (random = 4) template_task_kill_npc_4_title_tribe_4 [Exécuter des $target.member$ pour $f.mda$ $f.member$ dans $region$] (random = 5) template_task_kill_npc_4_title_tribe_5 [$f.mda$ $f.member$ ont besoin d'aide pour éliminer des $target.member$ dans $region$] (random = 6) template_task_kill_npc_4_title_tribe_6 [$f.mda$ $f.member$ ont besoin d'aide pour tuer des $target.member$ dans $region$] (random = 7) template_task_kill_npc_4_title_tribe_7 [$f.mda$ $f.member$ ont besoin d'aide pour combattre les $target.member$ dans $region$] (random = 8) template_task_kill_npc_4_title_tribe_8 [$f.mda$ $f.member$ ont besoin d'aide pour exécuter des $target.member$ dans $region$] (random = 9) template_task_kill_npc_4_title_tribe_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] template_task_kill_npc_4_title_tribe_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_bandit_money [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_bandit_money_timed [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_kill_npc_intro_bandit_fame_timed [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, car c'est très urgent.] template_task_kill_npc_intro_bandit_fame [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 1 : text changed. // HASH_VALUE 2C54D6E402FC48CC TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_bandit_money [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_bandit_money_timed [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_kill_npc_intro_bandit_fame_timed [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, car c'est très urgent.] template_task_kill_npc_intro_bandit_fame [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_tribe_money [Eliminez $qt$ $target.member$, une tribu ennemie et je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_tribe_money_timed [Eliminez $qt$ $target.member$, une tribu ennemie, je vous paierai $reward$ dappers.\n Mais ne traînez pas car c'est très urgent!] (timelimit > 0) template_task_kill_npc_intro_tribe_fame_timed [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais ne traînez pas car c'est très urgent!] template_task_kill_npc_intro_tribe_fame [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 8FD24510581CECF2 TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_npc_intro_tribe_money [Eliminez $qt$ $target.member$, une tribu ennemie et je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_kill_npc_intro_tribe_money_timed [Eliminez $qt$ $target.member$, une tribu ennemie, je vous paierai $reward$ dins.\n Mais ne traînez pas car c'est très urgent!] (timelimit > 0) template_task_kill_npc_intro_tribe_fame_timed [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais ne traînez pas car c'est très urgent!] template_task_kill_npc_intro_tribe_fame [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.] } // Parameter list changed. // HASH_VALUE 6E12C03A9D5D4513 TEMPLATE_TASK_KILL_NPC_OBJECTIVE_BANDIT_1 (bot_name target, int qt, int random, faction f) { template_task_kill_npc_objective_bandit_1 [Kill $qt$ $target$.] } /************************************************************************************************************************** TEMPLATE_TASK_KILL_SPECIES **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 9B0B64369686EEAB TEMPLATE_TASK_KILL_SPECIES_0_TITLE (bot giver, place region, int random, faction f) { //default text (random = 1) template_task_kill_species_0_title_1 [Tuer des animaux dans $region$] (random = 2) template_task_kill_species_0_title_2 [Chasser des animaux dans $region$] (random = 3) template_task_kill_species_0_title_3 [Abattre des animaux dans $region$] (random = 4) template_task_kill_species_0_title_4 [Réguler les espèces dans $region$] (random = 5) template_task_kill_species_0_title_5 [$giver$ a besoin de quelqu'un pour tuer des animaux dans $region$] (random = 6) template_task_kill_species_0_title_6 [$giver$ a besoin de quelqu'un pour chasser des animaux dans $region$] (random = 7) template_task_kill_species_0_title_7 [$giver$ a besoin de quelqu'un pour abattre des animaux dans $region$] (random = 8) template_task_kill_species_0_title_8 [$giver$ a besoin de quelqu'un pour réguler les espèces dans $region$] (random = 9) template_task_kill_species_0_title_9 [$giver$ veut abattre des animaux dans $region$] template_task_kill_species_0_title_10 [$giver$ veut réguler les espèces dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 06C0F36321FFF76D TEMPLATE_TASK_KILL_SPECIES_1_TITLE (bot giver, place region, int random, faction f) { //captain / carnivore, welcomer / carnivore, patrolman / carnivore, tribe / carnivore, hunter / carnivore, Kami / carnivore, Karavan / carnivore (random = 1) template_task_kill_species_1_title_1 [Tuer les carnivores qui déciment les troupeaux dans $region$] (random = 2) template_task_kill_species_1_title_2 [Chasser les carnivores qui déciment les troupeaux dans $region$] (random = 3) template_task_kill_species_1_title_3 [Abattre les carnivores qui déciment les troupeaux dans $region$] (random = 4) template_task_kill_species_1_title_4 [Eliminer les carnivores qui déciment les troupeaux dans $region$] (random = 5) template_task_kill_species_1_title_5 [$giver$ a besoin de quelqu'un pour tuer les carnivores qui déciment les troupeaux dans $region$] (random = 6) template_task_kill_species_1_title_6 [$giver$ a besoin de quelqu'un pour chasser les carnivores qui déciment les troupeaux dans $region$] (random = 7) template_task_kill_species_1_title_7 [$giver$ a besoin de quelqu'un pour abattre les carnivores qui déciment les troupeaux dans $region$] (random = 8) template_task_kill_species_1_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des carnivores qui déciment les troupeaux dans $region$] (random = 9) template_task_kill_species_1_title_9 [$giver$ veut abattre les carnivores qui déciment les troupeaux dans $region$] template_task_kill_species_1_title_10 [$giver$ veut se débarrasser des carnivores qui déciment les troupeaux dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE BB7F0053FBF6C7FF TEMPLATE_TASK_KILL_SPECIES_2_TITLE (bot giver, place region, int random, faction f) { //captain / herbivore, welcomer / herbivore, patrolman / herbivore, tribe / herbivore, hunter / herbivore, Kami / herbivore, Karavan / herbivore (random = 1) template_task_kill_species_2_title_1 [Tuer les herbivores qui dévorent toutes les plantes dans $region$] (random = 2) template_task_kill_species_2_title_2 [Chasser les herbivores qui dévorent toutes les plantes dans $region$] (random = 3) template_task_kill_species_2_title_3 [Abattre les herbivores qui dévorent toutes les plantes dans $region$] (random = 4) template_task_kill_species_2_title_4 [Eliminer les herbivores qui dévorent toutes les plantes dans $region$] (random = 5) template_task_kill_species_2_title_5 [$giver$ a besoin de quelqu'un pour tuer les herbivores qui dévorent toutes les plantes dans $region$] (random = 6) template_task_kill_species_2_title_6 [$giver$ a besoin de quelqu'un pour chasser les herbivores qui dévorent toutes les plantes dans $region$] (random = 7) template_task_kill_species_2_title_7 [$giver$ a besoin de quelqu'un pour abattre les herbivores qui dévorent toutes les plantes dans $region$] (random = 8) template_task_kill_species_2_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des herbivores qui dévorent toutes les plantes dans $region$] (random = 9) template_task_kill_species_2_title_9 [$giver$ veut abattre les herbivores qui dévorent toutes les plantes dans $region$] template_task_kill_species_2_title_10 [$giver$ veut se débarrasser des herbivores qui dévorent toutes les plantes dans $region$] } // HASH_VALUE 223CCAEE2CAACEBB TEMPLATE_TASK_KILL_SPECIES_3_TITLE (bot giver, place region, int random, faction f) { (random = 1) template_task_kill_species_3_title_1 [Tuer les plantes intelligentes qui prolifèrent dans $region$] (random = 2) template_task_kill_species_3_title_2 [Chasser les plantes intelligentes qui prolifèrent dans $region$] (random = 3) template_task_kill_species_3_title_3 [Abattre les plantes intelligentes qui envahissent $region.da$ $region$] (random = 4) template_task_kill_species_3_title_4 [Eliminer les plantes intelligentes qui envahissent $region.da$ $region$] (random = 5) template_task_kill_species_3_title_5 [$giver$ a besoin de quelqu'un pour tuer les plantes intelligentes qui envahissent $region.da$ $region$] (random = 6) template_task_kill_species_3_title_6 [$giver$ a besoin de quelqu'un pour chasser les plantes intelligentes qui envahissent $region.da$ $region$] (random = 7) template_task_kill_species_3_title_7 [$giver$ a besoin de quelqu'un pour abattre les plantes intelligentes qui prolifèrent dans $region$] (random = 8) template_task_kill_species_3_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des plantes intelligentes qui prolifèrent dans $region$] (random = 9) template_task_kill_species_3_title_9 [$giver$ veut abattre les plantes intelligentes qui prolifèrent dans $region$] template_task_kill_species_3_title_10 [$giver$ veut se débarrasser des plantes intelligentes qui envahissent $region.da$ $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE CA8E078D527743B7 TEMPLATE_TASK_KILL_SPECIES_4_TITLE (bot giver, place region, int random, faction f) { //captain / kitin, welcomer / kitin, patrolman / kitin, tribe / kitin, hunter / kitin, Kami / kitin, Karavan / kitin (random = 1) template_task_kill_species_4_title_1 [Tuer les kitins qui attaquent tout ce qui bouge dans $region$] (random = 2) template_task_kill_species_4_title_2 [Chasser les kitins qui attaquent tout ce qui bouge dans $region$] (random = 3) template_task_kill_species_4_title_3 [Abattre les kitins qui attaquent tout ce qui bouge dans $region$] (random = 4) template_task_kill_species_4_title_4 [Eliminer les kitins qui attaquent tout ce qui bouge dans $region$] (random = 5) template_task_kill_species_4_title_5 [$giver$ a besoin de quelqu'un pour tuer les kitins qui attaquent tout ce qui bouge dans $region$] (random = 6) template_task_kill_species_4_title_6 [$giver$ a besoin de quelqu'un pour chasser les kitins qui attaquent tout ce qui bouge dans $region$] (random = 7) template_task_kill_species_4_title_7 [$giver$ a besoin de quelqu'un pour abattre les kitins qui attaquent tout ce qui bouge dans $region$] (random = 8) template_task_kill_species_4_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des kitins qui attaquent tout ce qui bouge dans $region$] (random = 9) template_task_kill_species_4_title_9 [$giver$ veut abattre les kitins qui attaquent tout ce qui bouge dans $region$] template_task_kill_species_4_title_10 [$giver$ veut se débarrasser des kitins qui attaquent tout ce qui bouge dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 26BE0A0D2073956E TEMPLATE_TASK_KILL_SPECIES_5_TITLE (bot giver, place region, int random, faction f) { //captain / goo, welcomer / goo, patrolman / goo, tribe / goo, hunter / goo, Kami / goo, Karavan / goo (random = 1) template_task_kill_species_5_title_1 [Tuer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 2) template_task_kill_species_5_title_2 [Chasser les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 3) template_task_kill_species_5_title_3 [Abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 4) template_task_kill_species_5_title_4 [Eliminer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 5) template_task_kill_species_5_title_5 [$giver$ a besoin de quelqu'un pour tuer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 6) template_task_kill_species_5_title_6 [$giver$ a besoin de quelqu'un pour chasser les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 7) template_task_kill_species_5_title_7 [$giver$ a besoin de quelqu'un pour abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 8) template_task_kill_species_5_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des animaux infectés par la goo avant que le fléau s'étende à tout $region$] (random = 9) template_task_kill_species_5_title_9 [$giver$ veut abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] template_task_kill_species_5_title_10 [$giver$ veut se débarrasser des animaux infectés par la goo avant que le fléau s'étende à tout $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 2B0AAE7F55781C45 TEMPLATE_TASK_KILL_SPECIES_6_TITLE (bot giver, place region, int random, faction f) { //captain / degen, welcomer / degen, patrolman / degen, tribe / degen, hunter / degen, Kami / degen, Karavan / degen (random = 1) template_task_kill_species_6_title_1 [Tuer les primitifs qui attaquent les voyageurs dans $region$] (random = 2) template_task_kill_species_6_title_2 [Chasser les primitifs qui attaquent les voyageurs dans $region$] (random = 3) template_task_kill_species_6_title_3 [Abattre les primitifs qui attaquent les voyageurs dans $region$] (random = 4) template_task_kill_species_6_title_4 [Eliminer les primitifs qui attaquent les voyageurs dans $region$] (random = 5) template_task_kill_species_6_title_5 [$giver$ a besoin de quelqu'un pour tuer les primitifs qui attaquent les voyageurs dans $region$] (random = 6) template_task_kill_species_6_title_6 [$giver$ a besoin de quelqu'un pour chasser les primitifs qui attaquent les voyageurs dans $region$] (random = 7) template_task_kill_species_6_title_7 [$giver$ a besoin de quelqu'un pour abattre les primitifs qui attaquent les voyageurs dans $region$] (random = 8) template_task_kill_species_6_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des primitifs qui attaquent les voyageurs dans $region$] (random = 9) template_task_kill_species_6_title_9 [$giver$ veut abattre les primitifs qui attaquent les voyageurs dans $region$] template_task_kill_species_6_title_10 [$giver$ veut se débarrasser des primitifs qui attaquent les voyageurs dans $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_1 (bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_1_money [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_1_money_timed [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_1_fame_timed [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_1_fame [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE D84F8F1FFDB969C1 TEMPLATE_TASK_KILL_SPECIES_INTRO_1 (bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_1_money [Tuez $qt1$ $r1$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_1_money_timed [Tuez $qt1$ $r1$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_1_fame_timed [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_1_fame [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_2 (bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_2_money [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_2_money_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_2_fame_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_2_fame [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 15A1FEE6FB210277 TEMPLATE_TASK_KILL_SPECIES_INTRO_2 (bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_2_money [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_2_money_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_2_fame_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_2_fame [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants] } /* OLD VALUE : [ TEMPLATE_TASK_KILL_SPECIES_INTRO_3 (bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_3_money [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_3_money_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_3_fame_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_3_fame [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 4891B56233B5852C TEMPLATE_TASK_KILL_SPECIES_INTRO_3 (bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_kill_species_intro_3_money [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_kill_species_intro_3_money_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ din(s).\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_kill_species_intro_3_fame_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_kill_species_intro_3_fame [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants] } /************************************************************************************************************************** TEMPLATE_TASK_LOOT_GIVE **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE B73FE99A91834BFE TEMPLATE_TASK_LOOT_GIVE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_loot_give_0_title_1 [Collecter des matières premières animales] (random = 2) template_task_loot_give_0_title_2 [Partir à la chasse pour collecter des matières premières] (random = 3) template_task_loot_give_0_title_3 [Fournir des matières premières animales à $giver$] (random = 4) template_task_loot_give_0_title_4 [Commande spéciale de matières premières animales] (random = 5) template_task_loot_give_0_title_5 [Une commande de matières premières animales] (random = 6) template_task_loot_give_0_title_6 [Récolter des matières premières animales] (random = 7) template_task_loot_give_0_title_7 [$giver$ a besoin de matières premières animales] (random = 8) template_task_loot_give_0_title_8 [$giver$ cherche un fournisseur de matières premières animales] (random = 9) template_task_loot_give_0_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de matières premières] template_task_loot_give_0_title_10 [$giver$ veut refaire son stock de matières premières animales] } // Parameter list changed. // Clause list changed. // HASH_VALUE 06CCAA0F55E593D4 TEMPLATE_TASK_LOOT_GIVE_10_TITLE (bot giver, int random, faction f) { //Karavan / kitin (random = 1) template_task_loot_give_10_title_1 [Collecter des matières premières kitin pour la Karavan] (random = 2) template_task_loot_give_10_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour la Karavan] (random = 3) template_task_loot_give_10_title_3 [Fournir des matières premières kitin à la Karavan] (random = 4) template_task_loot_give_10_title_4 [Commande spéciale de morceaux de kitin pour la Karavan] (random = 5) template_task_loot_give_10_title_5 [Une commande de matières premières kitin pour la Karavan] (random = 6) template_task_loot_give_10_title_6 [Rassembler des matières premières kitin pour la Karavan] (random = 7) template_task_loot_give_10_title_7 [La Karavan a besoin de morceaux de kitin] (random = 8) template_task_loot_give_10_title_8 [La Karavan cherche un fournisseur de matières premières kitin] (random = 9) template_task_loot_give_10_title_9 [La Karavan a besoin d'un chasseur pour refaire son stock de morceaux de kitin] template_task_loot_give_10_title_10 [La Karavan veut refaire son stock de matières premières kitin] } // Parameter list changed. // Clause list changed. // HASH_VALUE 3AB322873B2B8B3E TEMPLATE_TASK_LOOT_GIVE_11_TITLE (bot giver, int random, faction f) { //ambassador / bone, welcomer / bone, scout / bone (random = 1) template_task_loot_give_11_title_1 [Collecter des os] (random = 2) template_task_loot_give_11_title_2 [Partir à la chasse pour collecter des os] (random = 3) template_task_loot_give_11_title_3 [Fournir des os à $giver$] (random = 4) template_task_loot_give_11_title_4 [Commande spéciale d'os] (random = 5) template_task_loot_give_11_title_5 [Une commande d'os] (random = 6) template_task_loot_give_11_title_6 [Rassembler des os] (random = 7) template_task_loot_give_11_title_7 [$giver$ a besoin d'os] (random = 8) template_task_loot_give_11_title_8 [$giver$ cherche un fournisseur d'os] (random = 9) template_task_loot_give_11_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock d'os] template_task_loot_give_11_title_10 [$giver$ veut refaire son stock d'os] } // Parameter list changed. // Clause list changed. // HASH_VALUE F93A3A1D78CF678F TEMPLATE_TASK_LOOT_GIVE_12_TITLE (bot giver, int random, faction f) { //hunter / bone (random = 1) template_task_loot_give_12_title_1 [Aider $giver$ à collecter des os] (random = 2) template_task_loot_give_12_title_2 [Partir à la chasse pour aider $giver$ à collecter des os] (random = 3) template_task_loot_give_12_title_3 [Donner un coup de main à $giver$ pour rassembler des os] (random = 4) template_task_loot_give_12_title_4 [Aider $giver$ à honorer une commande spéciale d'os] (random = 5) template_task_loot_give_12_title_5 [$giver$ demande un coup de main pour rassembler des os] (random = 6) template_task_loot_give_12_title_6 [Aider $giver$ à récolter des os] (random = 7) template_task_loot_give_12_title_7 [$giver$ a besoin d'aide pour collecter des os] (random = 8) template_task_loot_give_12_title_8 [$giver$ a besoin d'un coup de main pour collecter des os] (random = 9) template_task_loot_give_12_title_9 [$giver$ demande de l'aide pour collecter des os] template_task_loot_give_12_title_10 [$giver$ a besoin d'aide pour refaire son stock d'os] } // Parameter list changed. // Clause list changed. // HASH_VALUE F329CB95CF43F777 TEMPLATE_TASK_LOOT_GIVE_13_TITLE (bot giver, int random, faction f) { //tribe / bone (random = 1) template_task_loot_give_13_title_1 [Collecter des os pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_13_title_2 [Partir à la chasse pour collecter des os pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_13_title_3 [Fournir des os aux $f.member$] (random = 4) template_task_loot_give_13_title_4 [Commande spéciale d'os pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_13_title_5 [Une commande d'os pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_13_title_6 [Rassembler des os pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_13_title_7 [$f.mda$ $f.member$ ont besoin d'os] (random = 8) template_task_loot_give_13_title_8 [$f.mda$ $f.member$ cherchent un fournisseur d'os] (random = 9) template_task_loot_give_13_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock d'os] template_task_loot_give_13_title_10 [$f.mda$ $f.member$ veulent refaire leur stock d'os] } // Parameter list changed. // Clause list changed. // HASH_VALUE AB21EF1C8A6DF646 TEMPLATE_TASK_LOOT_GIVE_18_TITLE (bot giver, int random, faction f) { //tribe / blood (random = 1) template_task_loot_give_18_title_1 [Collecter du sang pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_18_title_2 [Partir à la chasse pour collecter du sang pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_18_title_3 [Fournir du sang aux $f.member$] (random = 4) template_task_loot_give_18_title_4 [Commande spéciale de sang pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_18_title_5 [Une commande de sang pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_18_title_6 [Rassembler du sang pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_18_title_7 [$f.mda$ $f.member$ ont besoin de sang] (random = 8) template_task_loot_give_18_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de sang] (random = 9) template_task_loot_give_18_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de sang] template_task_loot_give_18_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de sang] } // Parameter list changed. // Clause list changed. // HASH_VALUE EB6316601EF62798 TEMPLATE_TASK_LOOT_GIVE_1_TITLE (bot giver, int random, faction f) { //ambassador / meat, welcomer / meat, scout / meat (random = 1) template_task_loot_give_1_title_1 [Collecter de la viande] (random = 2) template_task_loot_give_1_title_2 [Partir à la chasse pour collecter de la viande] (random = 3) template_task_loot_give_1_title_3 [Fournir de la viande à $giver$] (random = 4) template_task_loot_give_1_title_4 [Commande spéciale de viande] (random = 5) template_task_loot_give_1_title_5 [Une commande de viande] (random = 6) template_task_loot_give_1_title_6 [Rassembler de la viande] (random = 7) template_task_loot_give_1_title_7 [$giver$ a besoin de viande] (random = 8) template_task_loot_give_1_title_8 [$giver$ cherche un fournisseur de viande] (random = 9) template_task_loot_give_1_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de viande] template_task_loot_give_1_title_10 [$giver$ veut refaire son stock de viande] } // Parameter list changed. // Clause list changed. // HASH_VALUE DC824ABEB4300ED5 TEMPLATE_TASK_LOOT_GIVE_20_TITLE (bot giver, int random, faction f) { //Karavan / blood (random = 1) template_task_loot_give_20_title_1 [Collecter du sang pour la Karavan] (random = 2) template_task_loot_give_20_title_2 [Partir à la chasse pour collecter du sang pour la Karavan] (random = 3) template_task_loot_give_20_title_3 [Fournir du sang à la Karavan] (random = 4) template_task_loot_give_20_title_4 [Commande spéciale de sang pour la Karavan] (random = 5) template_task_loot_give_20_title_5 [Une commande de sang pour la Karavan] (random = 6) template_task_loot_give_20_title_6 [Rassembler du sang pour la Karavan] (random = 7) template_task_loot_give_20_title_7 [La Karavan a besoin de sang] (random = 8) template_task_loot_give_20_title_8 [La Karavan cherche un fournisseur de sang] (random = 9) template_task_loot_give_20_title_9 [La Karavan a besoin d'un chasseur pour refaire son stock de sang] template_task_loot_give_20_title_10 [La Karavan veut refaire son stock de sang] } // Parameter list changed. // Clause list changed. // HASH_VALUE 84F08CF6722BC633 TEMPLATE_TASK_LOOT_GIVE_21_TITLE (bot giver, int random, faction f) { //ambassador / fur, welcomer / fur, scout / fur (random = 1) template_task_loot_give_21_title_1 [Collecter de la fourrure] (random = 2) template_task_loot_give_21_title_2 [Partir à la chasse pour collecter de la fourrure] (random = 3) template_task_loot_give_21_title_3 [Fournir de la fourrure à $giver$] (random = 4) template_task_loot_give_21_title_4 [Commande spéciale de fourrure] (random = 5) template_task_loot_give_21_title_5 [Une commande de fourrure] (random = 6) template_task_loot_give_21_title_6 [Rassembler de la fourrure] (random = 7) template_task_loot_give_21_title_7 [$giver$ a besoin de fourrure] (random = 8) template_task_loot_give_21_title_8 [$giver$ cherche un fournisseur de fourrure] (random = 9) template_task_loot_give_21_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de fourrure] template_task_loot_give_21_title_10 [$giver$ veut refaire son stock de fourrure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7BFCEFFF5489C2EF TEMPLATE_TASK_LOOT_GIVE_22_TITLE (bot giver, int random, faction f) { //hunter / fur (random = 1) template_task_loot_give_22_title_1 [Aider $giver$ à collecter de la fourrure] (random = 2) template_task_loot_give_22_title_2 [Partir à la chasse pour aider $giver$ à collecter de la fourrure] (random = 3) template_task_loot_give_22_title_3 [Donner un coup de main à $giver$ pour rassembler de la fourrure] (random = 4) template_task_loot_give_22_title_4 [Aider $giver$ à honorer une commande spéciale de fourrure] (random = 5) template_task_loot_give_22_title_5 [$giver$ demande un coup de main pour rassembler de la fourrure] (random = 6) template_task_loot_give_22_title_6 [Aider $giver$ à récolter de la fourrure] (random = 7) template_task_loot_give_22_title_7 [$giver$ a besoin d'aide pour collecter de la fourrure] (random = 8) template_task_loot_give_22_title_8 [$giver$ a besoin d'un coup de main pour collecter de la fourrure] (random = 9) template_task_loot_give_22_title_9 [$giver$ demande de l'aide pour collecter de la fourrure] template_task_loot_give_22_title_10 [$giver$ a besoin d'aide pour refaire son stock de fourrure] } // Parameter list changed. // Clause list changed. // HASH_VALUE BD6F62FD68BBDE6A TEMPLATE_TASK_LOOT_GIVE_23_TITLE (bot giver, int random, faction f) { //tribe / fur (random = 1) template_task_loot_give_23_title_1 [Collecter de la fourrure pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_23_title_2 [Partir à la chasse pour collecter de la fourrure pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_23_title_3 [Fournir de la fourrure aux $f.member$] (random = 4) template_task_loot_give_23_title_4 [Commande spéciale de fourrure pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_23_title_5 [Une commande de fourrure pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_23_title_6 [Rassembler de la fourrure pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_23_title_7 [$f.mda$ $f.member$ ont besoin de fourrure] (random = 8) template_task_loot_give_23_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de fourrure] (random = 9) template_task_loot_give_23_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de fourrure] template_task_loot_give_23_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de fourrure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 1DCFE5B8D1EF27C9 TEMPLATE_TASK_LOOT_GIVE_27_TITLE (bot giver, int random, faction f) { //hunter / plant (random = 1) template_task_loot_give_27_title_1 [Aider $giver$ à collecter des morceaux de plantes intelligentes] (random = 2) template_task_loot_give_27_title_2 [Partir à la chasse pour aider $giver$ à collecter des morceaux de plantes intelligentes] (random = 3) template_task_loot_give_27_title_3 [Donner un coup de main à $giver$ pour rassembler des morceaux de plantes intelligentes] (random = 4) template_task_loot_give_27_title_4 [Aider $giver$ à honorer une commande spéciale de morceaux de plantes intelligentes] (random = 5) template_task_loot_give_27_title_5 [$giver$ demande un coup de main pour rassembler des morceaux de plantes intelligentes] (random = 6) template_task_loot_give_27_title_6 [Aider $giver$ à récolter des morceaux de plantes intelligentes] (random = 7) template_task_loot_give_27_title_7 [$giver$ a besoin d'aide pour collecter des morceaux de plantes intelligentes] (random = 8) template_task_loot_give_27_title_8 [$giver$ a besoin d'un coup de main pour collecter des morceaux de plantes intelligentes] (random = 9) template_task_loot_give_27_title_9 [$giver$ demande de l'aide pour collecter des morceaux de plantes intelligentes] template_task_loot_give_27_title_10 [$giver$ a besoin d'aide pour refaire son stock de morceaux de plantes intelligentes] } // Parameter list changed. // Clause list changed. // HASH_VALUE 1DAC94228793A756 TEMPLATE_TASK_LOOT_GIVE_28_TITLE (bot giver, int random, faction f) { //tribe / plant (random = 1) template_task_loot_give_28_title_1 [Collecter des morceaux de plantes intelligentes pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_28_title_2 [Partir à la chasse pour collecter des morceaux de plantes intelligentes pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_28_title_3 [Fournir des morceaux de plantes intelligentes aux $f.member$] (random = 4) template_task_loot_give_28_title_4 [Commande spéciale de morceaux de plantes intelligentes pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_28_title_5 [Une commande de morceaux de plantes intelligentes pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_28_title_6 [Rassembler des morceaux de plantes intelligentes pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_28_title_7 [$f.mda$ $f.member$ ont besoin de morceaux de plantes intelligentes] (random = 8) template_task_loot_give_28_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de morceaux de plantes intelligentes] (random = 9) template_task_loot_give_28_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de morceaux de plantes intelligentes] template_task_loot_give_28_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de morceaux de plantes intelligentes] } // Parameter list changed. // Clause list changed. // HASH_VALUE 5F63CE3345DAB393 TEMPLATE_TASK_LOOT_GIVE_2_TITLE (bot giver, int random, faction f) { //hunter / meat (random = 1) template_task_loot_give_2_title_1 [Aider $giver$ à collecter de la viande] (random = 2) template_task_loot_give_2_title_2 [Partir à la chasse pour aider $giver$ à collecter de la viande] (random = 3) template_task_loot_give_2_title_3 [Donner un coup de main à $giver$ pour rassembler de la viande] (random = 4) template_task_loot_give_2_title_4 [Aider $giver$ à honorer une commande spéciale de viande] (random = 5) template_task_loot_give_2_title_5 [$giver$ demande un coup de main pour rassembler de la viande] (random = 6) template_task_loot_give_2_title_6 [Aider $giver$ à récolter de la viande] (random = 7) template_task_loot_give_2_title_7 [$giver$ a besoin d'aide pour collecter de la viande] (random = 8) template_task_loot_give_2_title_8 [$giver$ a besoin d'un coup de main pour collecter de la viande] (random = 9) template_task_loot_give_2_title_9 [$giver$ demande de l'aide pour collecter de la viande] template_task_loot_give_2_title_10 [$giver$ a besoin d'aide pour refaire son stock de viande] } // Parameter list changed. // Clause list changed. // HASH_VALUE C43CB87B56722C70 TEMPLATE_TASK_LOOT_GIVE_31_TITLE (bot giver, int random, faction f) { //double fame hunter / meat (random = 1) template_task_loot_give_31_title_1 [Aider $giver$ à collecter de la viande pour ses amis $f$] (random = 2) template_task_loot_give_31_title_2 [Partir à la chasse pour aider $giver$ à collecter de la viande pour ses amis $f$] (random = 3) template_task_loot_give_31_title_3 [Donner un coup de main à $giver$ pour rassembler de la viande pour ses amis $f$] (random = 4) template_task_loot_give_31_title_4 [Aider $giver$ à honorer une commande spéciale de viande pour ses amis $f$] (random = 5) template_task_loot_give_31_title_5 [$giver$ demande un coup de main pour rassembler de la viande pour ses amis $f$] (random = 6) template_task_loot_give_31_title_6 [Aider $giver$ à récolter de la viande pour ses amis $f$] (random = 7) template_task_loot_give_31_title_7 [$giver$ a besoin d'aide pour collecter de la viande pour ses amis $f$] (random = 8) template_task_loot_give_31_title_8 [$giver$ a besoin d'un coup de main pour collecter de la viande pour ses amis $f$] (random = 9) template_task_loot_give_31_title_9 [$giver$ demande de l'aide pour collecter de la viande pour ses amis $f$] template_task_loot_give_31_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de viande] } // Parameter list changed. // Clause list changed. // HASH_VALUE A2FF7F5445EC3656 TEMPLATE_TASK_LOOT_GIVE_32_TITLE (bot giver, int random, faction f) { //double fame hunter / kitin (random = 1) template_task_loot_give_32_title_1 [Aider $giver$ à collecter des morceaux de kitin pour ses amis $f$] (random = 2) template_task_loot_give_32_title_2 [Partir à la chasse pour aider $giver$ à collecter des morceaux de kitin pour ses amis $f$] (random = 3) template_task_loot_give_32_title_3 [Donner un coup de main à $giver$ pour rassembler des morceaux de kitin pour ses amis $f$] (random = 4) template_task_loot_give_32_title_4 [Aider $giver$ à honorer une commande spéciale de matières premières kitin pour ses amis $f$] (random = 5) template_task_loot_give_32_title_5 [$giver$ demande un coup de main pour rassembler des matières premières kitin pour ses amis $f$] (random = 6) template_task_loot_give_32_title_6 [Aider $giver$ à récolter des matières premières kitin pour ses amis $f$] (random = 7) template_task_loot_give_32_title_7 [$giver$ a besoin d'aide pour collecter des matières premières kitin pour ses amis $f$] (random = 8) template_task_loot_give_32_title_8 [$giver$ a besoin d'un coup de main pour collecter des morceaux de kitin pour ses amis $f$] (random = 9) template_task_loot_give_32_title_9 [$giver$ demande de l'aide pour collecter des matières premières kitin pour ses amis $f$] template_task_loot_give_32_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de morceaux de kitin] } // Parameter list changed. // Clause list changed. // HASH_VALUE 18382BFE40099A3D TEMPLATE_TASK_LOOT_GIVE_33_TITLE (bot giver, int random, faction f) { //double fame hunter / bone (random = 1) template_task_loot_give_33_title_1 [Aider $giver$ à collecter des os pour ses amis $f$] (random = 2) template_task_loot_give_33_title_2 [Partir à la chasse pour aider $giver$ à collecter des os pour ses amis $f$] (random = 3) template_task_loot_give_33_title_3 [Donner un coup de main à $giver$ pour rassembler des os pour ses amis $f$] (random = 4) template_task_loot_give_33_title_4 [Aider $giver$ à honorer une commande spéciale d'os pour ses amis $f$] (random = 5) template_task_loot_give_33_title_5 [$giver$ demande un coup de main pour rassembler des os pour ses amis $f$] (random = 6) template_task_loot_give_33_title_6 [Aider $giver$ à récolter des os pour ses amis $f$] (random = 7) template_task_loot_give_33_title_7 [$giver$ a besoin d'aide pour collecter des os pour ses amis $f$] (random = 8) template_task_loot_give_33_title_8 [$giver$ a besoin d'un coup de main pour collecter des os pour ses amis $f$] (random = 9) template_task_loot_give_33_title_9 [$giver$ demande de l'aide pour collecter des os pour ses amis $f$] template_task_loot_give_33_title_10 [les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock d'os] } // Parameter list changed. // Clause list changed. // HASH_VALUE 7A9A302C43A3DFF8 TEMPLATE_TASK_LOOT_GIVE_34_TITLE (bot giver, int random, faction f) { //double fame hunter / blood (random = 1) template_task_loot_give_34_title_1 [Aider $giver$ à collecter du sang pour ses amis $f$] (random = 2) template_task_loot_give_34_title_2 [Partir à la chasse pour aider $giver$ à collecter du sang pour ses amis $f$] (random = 3) template_task_loot_give_34_title_3 [Donner un coup de main à $giver$ pour rassembler du sang pour ses amis $f$] (random = 4) template_task_loot_give_34_title_4 [Aider $giver$ à honorer une commande spéciale de sang pour ses amis $f$] (random = 5) template_task_loot_give_34_title_5 [$giver$ demande un coup de main pour rassembler du sang pour ses amis $f$] (random = 6) template_task_loot_give_34_title_6 [Aider $giver$ à récolter du sang pour ses amis $f$] (random = 7) template_task_loot_give_34_title_7 [$giver$ a besoin d'aide pour collecter du sang pour ses amis $f$] (random = 8) template_task_loot_give_34_title_8 [$giver$ a besoin d'un coup de main pour collecter du sang pour ses amis $f$] (random = 9) template_task_loot_give_34_title_9 [$giver$ demande de l'aide pour collecter du sang pour ses amis $f$] template_task_loot_give_34_title_10 [les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de sang] } // Parameter list changed. // Clause list changed. // HASH_VALUE 0FDCE9090702D59A TEMPLATE_TASK_LOOT_GIVE_35_TITLE (bot giver, int random, faction f) { //double fame hunter / fur (random = 1) template_task_loot_give_35_title_1 [Aider $giver$ à collecter de la fourrure pour ses amis $f$] (random = 2) template_task_loot_give_35_title_2 [Partir à la chasse pour aider $giver$ à collecter de la fourrure pour ses amis $f$] (random = 3) template_task_loot_give_35_title_3 [Donner un coup de main à $giver$ pour rassembler de la fourrure pour ses amis $f$] (random = 4) template_task_loot_give_35_title_4 [Aider $giver$ à honorer une commande spéciale de fourrure pour ses amis $f$] (random = 5) template_task_loot_give_35_title_5 [$giver$ demande un coup de main pour rassembler de la fourrure pour ses amis $f$] (random = 6) template_task_loot_give_35_title_6 [Aider $giver$ à récolter de la fourrure pour ses amis $f$] (random = 7) template_task_loot_give_35_title_7 [$giver$ a besoin d'aide pour collecter de la fourrure pour ses amis $f$] (random = 8) template_task_loot_give_35_title_8 [$giver$ a besoin d'un coup de main pour collecter de la fourrure pour ses amis $f$] (random = 9) template_task_loot_give_35_title_9 [$giver$ demande de l'aide pour collecter de la fourrure pour ses amis $f$] template_task_loot_give_35_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de fourrure] } // Parameter list changed. // Clause list changed. // HASH_VALUE 21B9D72B95F0C7C2 TEMPLATE_TASK_LOOT_GIVE_3_TITLE (bot giver, int random, faction f) { //tribe / meat (random = 1) template_task_loot_give_3_title_1 [Collecter de la viande pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_3_title_2 [Partir à la chasse pour collecter de la viande pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_3_title_3 [Fournir de la viande aux $f.member$] (random = 4) template_task_loot_give_3_title_4 [Commande spéciale de viande pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_3_title_5 [Une commande de viande pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_3_title_6 [Rassembler de la viande pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_3_title_7 [$f.mda$ $f.member$ ont besoin de viande] (random = 8) template_task_loot_give_3_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de viande] (random = 9) template_task_loot_give_3_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de viande] template_task_loot_give_3_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de viande] } // Parameter list changed. // Clause list changed. // HASH_VALUE B4F2017FA2EE60E5 TEMPLATE_TASK_LOOT_GIVE_6_TITLE (bot giver, int random, faction f) { //ambassador / kitin, welcomer / kitin, scout / kitin (random = 1) template_task_loot_give_6_title_1 [Collecter des matières premières kitin] (random = 2) template_task_loot_give_6_title_2 [Partir à la chasse pour collecter des morceaux de kitin] (random = 3) template_task_loot_give_6_title_3 [Fournir des matières premières kitin à $giver$] (random = 4) template_task_loot_give_6_title_4 [Commande spéciale de morceaux de kitin] (random = 5) template_task_loot_give_6_title_5 [Une commande de matières premières kitin] (random = 6) template_task_loot_give_6_title_6 [Rassembler des matières premières kitin] (random = 7) template_task_loot_give_6_title_7 [$giver$ a besoin de morceaux de kitin] (random = 8) template_task_loot_give_6_title_8 [$giver$ cherche un fournisseur de matières premières kitin] (random = 9) template_task_loot_give_6_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de morceaux de kitin] template_task_loot_give_6_title_10 [$giver$ veut refaire son stock de matières premières kitin] } // Parameter list changed. // Clause list changed. // HASH_VALUE 3B1E99FA886216FC TEMPLATE_TASK_LOOT_GIVE_8_TITLE (bot giver, int random, faction f) { //tribe / kitin (random = 1) template_task_loot_give_8_title_1 [Collecter des matières premières kitin pour $f.mda$ $f.member$] (random = 2) template_task_loot_give_8_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour $f.mda$ $f.member$] (random = 3) template_task_loot_give_8_title_3 [Fournir des matières premières kitin aux $f.member$] (random = 4) template_task_loot_give_8_title_4 [Commande spéciale de morceaux de kitin pour $f.mda$ $f.member$] (random = 5) template_task_loot_give_8_title_5 [Une commande de matières premières kitin pour $f.mda$ $f.member$] (random = 6) template_task_loot_give_8_title_6 [Rassembler des matières premières kitin pour $f.mda$ $f.member$] (random = 7) template_task_loot_give_8_title_7 [$f.mda$ $f.member$ ont besoin de morceaux de kitin] (random = 8) template_task_loot_give_8_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de matières premières kitin] (random = 9) template_task_loot_give_8_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de morceaux de kitin] template_task_loot_give_8_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de matières premières kitin] } // Parameter list changed. // Clause list changed. // HASH_VALUE C081A506500A546F TEMPLATE_TASK_LOOT_GIVE_9_TITLE (bot giver, int random, faction f) { //Kami / kitin (random = 1) template_task_loot_give_9_title_1 [Collecter des matières premières kitin pour les Kamis] (random = 2) template_task_loot_give_9_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour les Kamis] (random = 3) template_task_loot_give_9_title_3 [Fournir des matières premières kitin aux Kamis] (random = 4) template_task_loot_give_9_title_4 [Commande spéciale de morceaux de kitin pour les Kamis] (random = 5) template_task_loot_give_9_title_5 [Une commande de matières premières kitin pour les Kamis] (random = 6) template_task_loot_give_9_title_6 [Rassembler des matières premières kitin pour les Kamis] (random = 7) template_task_loot_give_9_title_7 [Les Kamis ont besoin de morceaux de kitin] (random = 8) template_task_loot_give_9_title_8 [Les Kamis cherchent un fournisseur de matières premières kitin] (random = 9) template_task_loot_give_9_title_9 [Les Kamis ont besoin d'un chasseur pour leur fournir des morceaux de kitin] template_task_loot_give_9_title_10 [Les Kamis demandent des matières premières kitin] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_1_money [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_1_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_1_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_1_fame [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 2960EC60124B5D27 TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_1_money [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_1_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_1_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_1_fame [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_2_money [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_2_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_2_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_2_fame [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE AB20A0E24DDDDDC8 TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_2_money [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_2_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_2_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_2_fame [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_3_money [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_3_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_3_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_3_fame [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE C2DBEEDEB8034831 TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_loot_give_intro_3_money [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_loot_give_intro_3_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dins.\n Mais faites vite, c'est très urgent !] (timelimit > 0) template_task_loot_give_intro_3_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite, c'est très urgent !] template_task_loot_give_intro_3_fame [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 204CB0C4A9E3F61B TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_1 (item i1) { template_task_supply_buy_item_botchat_1 [For a good price I'll buy $i1.pda$ $i1$] } //-------------------------------------- Intro texts-------------------------------------------------- // HASH_VALUE 028D5B2D52AFEAF9 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_10 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) { template_task_supply_buy_item_botchat_10 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n - $i10$\n ] } // HASH_VALUE 8EA0CD1D90AD18B7 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_2 (item i1, item i2) { template_task_supply_buy_item_botchat_2 [For a good price I'll buy :\n - $i1$\n - $i2$\n ] } // HASH_VALUE F3D9F3F95557896C TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_3 (item i1, item i2, item i3) { template_task_supply_buy_item_botchat_3 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n ] } // HASH_VALUE D3846514C6215E00 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_4 (item i1, item i2, item i3, item i4) { template_task_supply_buy_item_botchat_4 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n ] } // HASH_VALUE 8670D8DDEE7EB384 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_5 (item i1, item i2, item i3, item i4, item i5) { template_task_supply_buy_item_botchat_5 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n ] } // HASH_VALUE 7D61F7795CD5C04E TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_6 (item i1, item i2, item i3, item i4, item i5, item i6) { template_task_supply_buy_item_botchat_6 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n ] } // HASH_VALUE 83DB682EC10EEA2F TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_7 (item i1, item i2, item i3, item i4, item i5, item i6, item i7) { template_task_supply_buy_item_botchat_7 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n ] } // HASH_VALUE 33B53DC2A1B9704F TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_8 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) { template_task_supply_buy_item_botchat_8 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n ] } // HASH_VALUE 9C22924654E5F715 TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_9 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) { template_task_supply_buy_item_botchat_9 [For a good price I'll buy :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n ] } /************************************************************************************************************************** TEMPLATE_TASK_SUPPLY_BUY_ITEM **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- // HASH_VALUE 97BA179DEB7301C0 TEMPLATE_TASK_SUPPLY_BUY_ITEM_TITLE (bot giver) { //any template_task_supply_buy_item_title [What do you want to buy?] } // HASH_VALUE 252F609E04A2551F TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_1 (item i1) { template_task_supply_sell_item_botchat_1 [I sell imported $i1.pia$ $i1$.] } //-------------------------------------- Intro texts-------------------------------------------------- // HASH_VALUE 46744581995E2597 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_10 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) { template_task_supply_sell_item_botchat_10 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n - $i10$\n ] } // HASH_VALUE A10668AB0474AA5F TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_2 (item i1, item i2) { template_task_supply_sell_item_botchat_2 [I sell these imported objects :\n - $i1$\n - $i2$\n ] } // HASH_VALUE 52AD17CF76D752D9 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_3 (item i1, item i2, item i3) { template_task_supply_sell_item_botchat_3 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n ] } // HASH_VALUE 2F6AAE97077A3D9F TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_4 (item i1, item i2, item i3, item i4) { template_task_supply_sell_item_botchat_4 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n ] } // HASH_VALUE 68EBCCDD9232580A TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_5 (item i1, item i2, item i3, item i4, item i5) { template_task_supply_sell_item_botchat_5 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n ] } // HASH_VALUE 3157E407709C04F7 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_6 (item i1, item i2, item i3, item i4, item i5, item i6) { template_task_supply_sell_item_botchat_6 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n ] } // HASH_VALUE E2BA8C812153B724 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_7 (item i1, item i2, item i3, item i4, item i5, item i6, item i7) { template_task_supply_sell_item_botchat_7 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n ] } // HASH_VALUE B45D7747FE2072E9 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_8 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) { template_task_supply_sell_item_botchat_8 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n ] } // HASH_VALUE 7F1592B237318430 TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_9 (item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) { template_task_supply_sell_item_botchat_9 [I sell these imported objects :\n - $i1$\n - $i2$\n - $i3$\n - $i4$\n - $i5$\n - $i6$\n - $i7$\n - $i8$\n - $i9$\n ] } /************************************************************************************************************************** TEMPLATE_TASK_SUPPLY_SELL_ITEM **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- // HASH_VALUE DC86489A967514DF TEMPLATE_TASK_SUPPLY_SELL_ITEM_TITLE (bot giver) { //any template_task_supply_sell_item_title [What do you sell ?] } /************************************************************************************************************************** TEMPLATE_TASK_TARGET_SPECIES **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 8DCA4E38ED991F75 TEMPLATE_TASK_TARGET_SPECIES_0_TITLE (bot giver, place region, int random, faction f) { //default text (random = 1) template_task_target_species_0_title_1 [Repérer la population animale de $region$] (random = 2) template_task_target_species_0_title_2 [Recenser la population animale de $region$] (random = 3) template_task_target_species_0_title_3 [Etudier la population animale de $region$] (random = 4) template_task_target_species_0_title_4 [Traquer les animaux de $region$] (random = 5) template_task_target_species_0_title_5 [Pister les animaux de $region$] (random = 6) template_task_target_species_0_title_6 [$giver$ a besoin de quelqu'un pour repérer la population animale de $region$] (random = 7) template_task_target_species_0_title_7 [$giver$ a besoin de quelqu'un pour recenser la population animale de $region$] (random = 8) template_task_target_species_0_title_8 [$giver$ a besoin de quelqu'un pour étudier la population animale de $region$] (random = 9) template_task_target_species_0_title_9 [$giver$ a besoin de quelqu'un pour traquer les animaux de $region$] template_task_target_species_0_title_10 [$giver$ a besoin de quelqu'un pour pister les animaux de $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 5377AEF92650F21E TEMPLATE_TASK_TARGET_SPECIES_1_TITLE (bot giver, place region, int random, faction f) { //captain / carnivore, patrolman / carnivore, hunter / carnivore, scout / carnivore (random = 1) template_task_target_species_1_title_1 [Repérer les prédateurs de $region$] (random = 2) template_task_target_species_1_title_2 [Recenser les prédateurs de $region$] (random = 3) template_task_target_species_1_title_3 [Etudier les prédateurs de $region$] (random = 4) template_task_target_species_1_title_4 [Traquer les prédateurs de $region$] (random = 5) template_task_target_species_1_title_5 [Pister les prédateurs de $region$] (random = 6) template_task_target_species_1_title_6 [$giver$ a besoin de quelqu'un pour repérer les prédateurs de $region$] (random = 7) template_task_target_species_1_title_7 [$giver$ a besoin de quelqu'un pour recenser les prédateurs de $region$] (random = 8) template_task_target_species_1_title_8 [$giver$ a besoin de quelqu'un pour étudier les prédateurs de $region$] (random = 9) template_task_target_species_1_title_9 [$giver$ a besoin de quelqu'un pour traquer les prédateurs de $region$] template_task_target_species_1_title_10 [$giver$ a besoin de quelqu'un pour pister les prédateurs de $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE F679599164EDE890 TEMPLATE_TASK_TARGET_SPECIES_2_TITLE (bot giver, place region, int random, faction f) { //captain / herbivore, patrolman / herbivore, hunter / herbivore, scout / herbivore (random = 1) template_task_target_species_2_title_1 [Repérer les herbivore de $region$] (random = 2) template_task_target_species_2_title_2 [Recenser les herbivore de $region$] (random = 3) template_task_target_species_2_title_3 [Etudier les herbivore de $region$] (random = 4) template_task_target_species_2_title_4 [Traquer les herbivore de $region$] (random = 5) template_task_target_species_2_title_5 [Pister les herbivore de $region$] (random = 6) template_task_target_species_2_title_6 [$giver$ a besoin de quelqu'un pour repérer les herbivore de $region$] (random = 7) template_task_target_species_2_title_7 [$giver$ a besoin de quelqu'un pour recenser les herbivore de $region$] (random = 8) template_task_target_species_2_title_8 [$giver$ a besoin de quelqu'un pour étudier les herbivore de $region$] (random = 9) template_task_target_species_2_title_9 [$giver$ a besoin de quelqu'un pour traquer les herbivore de $region$] template_task_target_species_2_title_10 [$giver$ a besoin de quelqu'un pour pister les herbivore de $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 2BED1EB86C36BABE TEMPLATE_TASK_TARGET_SPECIES_3_TITLE (bot giver, place region, int random, faction f) { //captain / kitin, patrolman / kitin, hunter / kitin, scout / kitin (random = 1) template_task_target_species_3_title_1 [Repérer les kitins de $region$] (random = 2) template_task_target_species_3_title_2 [Recenser les kitins de $region$] (random = 3) template_task_target_species_3_title_3 [Etudier les kitins de $region$] (random = 4) template_task_target_species_3_title_4 [Traquer les kitins de $region$] (random = 5) template_task_target_species_3_title_5 [Pister les kitins de $region$] (random = 6) template_task_target_species_3_title_6 [$giver$ a besoin de quelqu'un pour repérer les kitins de $region$] (random = 7) template_task_target_species_3_title_7 [$giver$ a besoin de quelqu'un pour recenser les kitins de $region$] (random = 8) template_task_target_species_3_title_8 [$giver$ a besoin de quelqu'un pour étudier les kitins de $region$] (random = 9) template_task_target_species_3_title_9 [$giver$ a besoin de quelqu'un pour traquer les kitins de $region$] template_task_target_species_3_title_10 [$giver$ a besoin de quelqu'un pour pister les kitins de $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE C4624FCB1ABA09C7 TEMPLATE_TASK_TARGET_SPECIES_4_TITLE (bot giver, place region, int random, faction f) { //captain / goo, patrolman / goo, hunter / goo, scout / goo (random = 1) template_task_target_species_4_title_1 [Repérer les animaux infectés par la goo dans $region$] (random = 2) template_task_target_species_4_title_2 [Recenser les animaux infectés par la goo dans $region$] (random = 3) template_task_target_species_4_title_3 [Etudier les animaux infectés par la goo dans $region$] (random = 4) template_task_target_species_4_title_4 [Traquer les animaux infectés par la goo dans $region$] (random = 5) template_task_target_species_4_title_5 [Pister les animaux infectés par la goo dans $region$] (random = 6) template_task_target_species_4_title_6 [$giver$ a besoin de quelqu'un pour repérer les animaux infectés par la goo dans $region$] (random = 7) template_task_target_species_4_title_7 [$giver$ a besoin de quelqu'un pour recenser les animaux infectés par la goo dans $region$] (random = 8) template_task_target_species_4_title_8 [$giver$ a besoin de quelqu'un pour étudier les animaux infectés par la goo dans $region$] (random = 9) template_task_target_species_4_title_9 [$giver$ a besoin de quelqu'un pour traquer les animaux infectés par la goo dans $region$] template_task_target_species_4_title_10 [$giver$ a besoin de quelqu'un pour pister les animaux infectés par la goo dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE 06D504152FF45316 TEMPLATE_TASK_TARGET_SPECIES_5_TITLE (bot giver, place region, int random, faction f) { //captain / degen, patrolman / degen, hunter / degen, scout / degen (random = 1) template_task_target_species_5_title_1 [Repérer les primitifs dans $region$] (random = 2) template_task_target_species_5_title_2 [Recenser les primitifs dans $region$] (random = 3) template_task_target_species_5_title_3 [Etudier les primitifs dans $region$] (random = 4) template_task_target_species_5_title_4 [Traquer les primitifs dans $region$] (random = 5) template_task_target_species_5_title_5 [Pister les primitifs dans $region$] (random = 6) template_task_target_species_5_title_6 [$giver$ a besoin de quelqu'un pour repérer les primitifs dans $region$] (random = 7) template_task_target_species_5_title_7 [$giver$ a besoin de quelqu'un pour recenser les primitifs dans $region$] (random = 8) template_task_target_species_5_title_8 [$giver$ a besoin de quelqu'un pour étudier les primitifs dans $region$] (random = 9) template_task_target_species_5_title_9 [$giver$ a besoin de quelqu'un pour traquer les primitifs dans $region$] template_task_target_species_5_title_10 [$giver$ a besoin de quelqu'un pour pister les primitifs dans $region$] } // Parameter list changed. // Clause list changed. // HASH_VALUE F6E161F6D9437C15 TEMPLATE_TASK_TARGET_SPECIES_6_TITLE (bot giver, place region, int random, faction f) { //captain / plant, patrolman / plant, hunter / plant, scout / plant (random = 1) template_task_target_species_6_title_1 [Repérer les plantes intelligentes dans $region$] (random = 2) template_task_target_species_6_title_2 [Recenser les plantes intelligentes dans $region$] (random = 3) template_task_target_species_6_title_3 [Etudier les plantes intelligentes dans $region$] (random = 4) template_task_target_species_6_title_4 [Traquer les plantes intelligentes dans $region$] (random = 5) template_task_target_species_6_title_5 [Pister les plantes intelligentes dans $region$] (random = 6) template_task_target_species_6_title_6 [$giver$ a besoin de quelqu'un pour repérer les plantes intelligentes dans $region$] (random = 7) template_task_target_species_6_title_7 [$giver$ a besoin de quelqu'un pour recenser les plantes intelligentes dans $region$] (random = 8) template_task_target_species_6_title_8 [$giver$ a besoin de quelqu'un pour étudier les plantes intelligentes dans $region$] (random = 9) template_task_target_species_6_title_9 [$giver$ a besoin de quelqu'un pour traquer les plantes intelligentes dans $region$] template_task_target_species_6_title_10 [$giver$ a besoin de quelqu'un pour pister les plantes intelligentes dans $region$] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_1 (bot giver, race r1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_1_money [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_1_money_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_1_fame_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_1_fame [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 3D2722FE85E44B75 TEMPLATE_TASK_TARGET_SPECIES_INTRO_1 (bot giver, race r1, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_1_money [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_1_money_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_1_fame_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_1_fame [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_2 (bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_2_money [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_2_money_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_2_fame_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_2_fame [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE B372F71FC3994D6F TEMPLATE_TASK_TARGET_SPECIES_INTRO_2 (bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_2_money [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_2_money_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_2_fame_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_2_fame [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_3 (bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_3_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_3_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_3_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_3_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE E60D29550CA421B3 TEMPLATE_TASK_TARGET_SPECIES_INTRO_3 (bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_3_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_3_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_3_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_3_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_TARGET_SPECIES_INTRO_4 (bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_4_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] (reward > 0 & timelimit > 0) template_task_target_species_intro_4_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_4_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_4_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE A8406B1EDECF4B4D TEMPLATE_TASK_TARGET_SPECIES_INTRO_4 (bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_target_species_intro_4_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.] (reward > 0 & timelimit > 0) template_task_target_species_intro_4_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dins.\n Mais faites vite car c'est très urgent.] (timelimit > 0) template_task_target_species_intro_4_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\n Mais faites vite car c'est très urgent.] template_task_target_species_intro_4_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] } /************************************************************************************************************************** TEMPLATE_TASK_VISIT_PLACE **************************************************************************************************************************/ //-------------------- Titles corresponding to function / constraint-------------------------------------- //-------------------- Titles corresponding to function / constraint-------------------------------------- // Parameter list changed. // Clause list changed. // HASH_VALUE 8B94412B51E615DC TEMPLATE_TASK_VISIT_PLACE_0_TITLE (bot giver, int random, faction f) { //default text (random = 1) template_task_visit_place_0_title_1 [Faire une tournée d'inspection pour $giver$] (random = 2) template_task_visit_place_0_title_2 [Explorer le territoire pour $giver$] (random = 3) template_task_visit_place_0_title_3 [Reconnaître le terrain pour $giver$] (random = 4) template_task_visit_place_0_title_4 [Faire une tournée d'exploration pour $giver$] (random = 5) template_task_visit_place_0_title_5 [Partir en reconnaissance pour $giver$] (random = 6) template_task_visit_place_0_title_6 [$giver$ a besoin de quelqu'un pour partir en reconnaissance] (random = 7) template_task_visit_place_0_title_7 [$giver$ a besoin de quelqu'un pour une tournée d'inspection] (random = 8) template_task_visit_place_0_title_8 [$giver$ a besoin de quelqu'un pour reconnaître le terrain] (random = 9) template_task_visit_place_0_title_9 [$giver$ a besoin de quelqu'un pour une tournée d'exploration] template_task_visit_place_0_title_10 [$giver$ a besoin de renseignements sur la région] } // Parameter list changed. // Clause list changed. // HASH_VALUE 8BA4452D11E619DE TEMPLATE_TASK_VISIT_PLACE_1_TITLE (bot giver, int random, faction f) { //patrolman, scout, welcomer (random = 1) template_task_visit_place_1_title_1 [Faire une tournée d'inspection pour $giver$] (random = 2) template_task_visit_place_1_title_2 [Explorer le territoire pour $giver$] (random = 3) template_task_visit_place_1_title_3 [Reconnaître le terrain pour $giver$] (random = 4) template_task_visit_place_1_title_4 [Faire une tournée d'exploration pour $giver$] (random = 5) template_task_visit_place_1_title_5 [Partir en reconnaissance pour $giver$] (random = 6) template_task_visit_place_1_title_6 [$giver$ a besoin de quelqu'un pour partir en reconnaissance] (random = 7) template_task_visit_place_1_title_7 [$giver$ a besoin de quelqu'un pour une tournée d'inspection] (random = 8) template_task_visit_place_1_title_8 [$giver$ a besoin de quelqu'un pour reconnaître le terrain] (random = 9) template_task_visit_place_1_title_9 [$giver$ a besoin de quelqu'un pour une tournée d'exploration] template_task_visit_place_1_title_10 [$giver$ a besoin de renseignements sur la région] } // Parameter list changed. // Clause list changed. // HASH_VALUE F49D23B939831424 TEMPLATE_TASK_VISIT_PLACE_2_TITLE (bot giver, int random, faction f) { //Kami (random = 1) template_task_visit_place_2_title_1 [Faire une tournée d'inspection pour les Kamis] (random = 2) template_task_visit_place_2_title_2 [Explorer le territoire pour les Kamis] (random = 3) template_task_visit_place_2_title_3 [Reconnaître le terrain pour les Kamis] (random = 4) template_task_visit_place_2_title_4 [Faire une tournée d'exploration pour les Kamis] (random = 5) template_task_visit_place_2_title_5 [Partir en reconnaissance pour les Kamis] (random = 6) template_task_visit_place_2_title_6 [Les Kamis ont besoin de quelqu'un pour partir en reconnaissance] (random = 7) template_task_visit_place_2_title_7 [Les Kamis ont besoin de quelqu'un pour une tournée d'inspection] (random = 8) template_task_visit_place_2_title_8 [Les Kamis ont besoin de quelqu'un pour reconnaître le terrain] (random = 9) template_task_visit_place_2_title_9 [Les Kamis ont besoin de quelqu'un pour une tournée d'exploration] template_task_visit_place_2_title_10 [Les Kamis ont besoin de renseignements sur la région] } // Parameter list changed. // Clause list changed. // HASH_VALUE A6A7F72C31DD0B2A TEMPLATE_TASK_VISIT_PLACE_3_TITLE (bot giver, int random, faction f) { //Karavan (random = 1) template_task_visit_place_3_title_1 [Faire une tournée d'inspection pour la Karavan] (random = 2) template_task_visit_place_3_title_2 [Explorer le territoire pour la Karavan] (random = 3) template_task_visit_place_3_title_3 [Reconnaître le terrain pour la Karavan] (random = 4) template_task_visit_place_3_title_4 [Faire une tournée d'exploration pour la Karavan] (random = 5) template_task_visit_place_3_title_5 [Partir en reconnaissance pour la Karavan] (random = 6) template_task_visit_place_3_title_6 [La Karavan a besoin de quelqu'un pour partir en reconnaissance] (random = 7) template_task_visit_place_3_title_7 [La Karavan a besoin de quelqu'un pour une tournée d'inspection] (random = 8) template_task_visit_place_3_title_8 [La Karavan a besoin de quelqu'un pour reconnaître le terrain] (random = 9) template_task_visit_place_3_title_9 [La Karavan a besoin de quelqu'un pour une tournée d'exploration] template_task_visit_place_3_title_10 [La Karavan a besoin de renseignements sur la région] } // Parameter list changed. // Clause list changed. // HASH_VALUE 92C0D2A6A00EEF66 TEMPLATE_TASK_VISIT_PLACE_4_TITLE (bot giver, int random, faction f) { //tribe (random = 1) template_task_visit_place_4_title_1 [Faire une tournée d'inspection pour $f.mda$ $f.member$] (random = 2) template_task_visit_place_4_title_2 [Explorer le territoire pour $f.mda$ $f.member$] (random = 3) template_task_visit_place_4_title_3 [Reconnaître le terrain pour $f.mda$ $f.member$] (random = 4) template_task_visit_place_4_title_4 [Faire une tournée d'exploration pour $f.mda$ $f.member$] (random = 5) template_task_visit_place_4_title_5 [Partir en reconnaissance pour $f.mda$ $f.member$] (random = 6) template_task_visit_place_4_title_6 [$f.mda$ $f.member$ ont besoin de quelqu'un pour partir en reconnaissance] (random = 7) template_task_visit_place_4_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour une tournée d'inspection] (random = 8) template_task_visit_place_4_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour reconnaître le terrain] (random = 9) template_task_visit_place_4_title_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour une tournée d'exploration] template_task_visit_place_4_title_10 [$f.mda$ $f.member$ ont besoin de renseignements sur la région] } //-------------------------------------- Intro texts-------------------------------------------------- /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_1_money [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_1_money_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_1_fame_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_1_fame [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE CAC72AF69AB01535 TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_1_money [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_1_money_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_1_fame_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_1_fame [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_2_money [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_2_money_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_2_fame_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_2_fame [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE 15D3BF61A4B7011F TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_2_money [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_2_money_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_2_fame_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_2_fame [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } /* OLD VALUE : [ TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_3_money [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_3_money_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_3_fame_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_3_fame [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } ] */ // Clause 0 : text changed. // Clause 1 : text changed. // HASH_VALUE ADC84AE4BE1E4D27 TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) { (reward > 0 & timelimit = 0) template_task_visit_place_intro_3_money [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ din(s).] (reward > 0 & timelimit > 0) template_task_visit_place_intro_3_money_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ din(s).\n Mais faites vite car c'est très urgent !] (timelimit > 0) template_task_visit_place_intro_3_fame_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\n Mais faites vite car c'est très urgent !] template_task_visit_place_intro_3_fame [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] } // HASH_VALUE 1E859A12467A735D TEST12_BRICK ( sbrick b ) { [ vous possedez $b$ ] } // HASH_VALUE DD59CFCE11A3752E TEST12_HIDE_OBJ () { [Le prochain objectif ( parler au bot ) n'apparait pas dans le journal. Une fois cela fiat, le bot proposera 2 teleportations. La 2eme a un texte particulier et ne peut etre prise qu'une fois] } // HASH_VALUE 4E4F85E198B8E6E9 TEST12_MISSION () { [ vous n'avez pas fait la mission auto ] } // HASH_VALUE 65130078715BB4B7 TEST12_PAS_BRICK ( sbrick b ) { [ vous ne possedez pas $b$ ] } // HASH_VALUE 4E4F85E198B8E6E9 TEST12_PAS_MISSION () { [ vous n'avez pas fait la mission auto ] } // HASH_VALUE 2F4DDD6BB0EA93EE TEST12_PAS_SKILL (skill s, int i) { [ vous n'avez pas $s$ à au moins $i$ ] } // HASH_VALUE 2C02DCBBA6C83A76 TEST12_SKILL (skill s, int i) { [ vous avez $s$ à au moins $i$ ] } // HASH_VALUE 98E57C33CC029C33 TEST_10_A1 () { [ retour au début de la mission(1) ] } // HASH_VALUE 98E57C330C029C33 TEST_10_A2 () { [ retour au début de la mission(2) ] } // HASH_VALUE 197C6C5FC4498350 TEST_10_A3 () { [ fin de la mission.] } // HASH_VALUE 98E57C33CC029C33 TEST_10_B1 () { [ retour au début de la mission(1) ] } // HASH_VALUE 8771C7E685052FC1 TEST_10_B2 () { [ Changement du texte de descriptionretour au début de la mission(2) ] } // HASH_VALUE CBEAE2BE50798611 TEST_10_B3 () { [On recoit un item avec les propriétés suivantes Attention : l'item a un nom custom: \n fiche : icmm2sa.sitem \n qualité : 16\n Durability : 1 \n Speed 10; \n Range 0.9 \n enchantement\n abm_ml_fire_00140\n ] } // HASH_VALUE 56E70967F6E1E020 TEST_10_DESC (bot dummy) { [ Mission faite pour tester dyn chat , items spéciaux et changement de description. Global replay timer de 300 ticks ] } // HASH_VALUE 6B4A9A2BACF5112A TEST_10_DESC_NEW ( bot b) { [$b$ est content : ceci est la nouvelle description.] } // HASH_VALUE 28F91B48CCFCC0C9 TEST_10_DYN () { [ Choisis une réponse il y en a 3 ] } // HASH_VALUE 5228D7FB2B65875A TEST_10_ITEM () { [Hache de la mort.] } ////TEST 10 // HASH_VALUE 217CA0F17FA3E7D2 TEST_10_TITLE (bot b) { [TEST10: dyn_chat / special items] } // HASH_VALUE E4E275C606280DF3 TEST_11_DESC (bot dummy) { [ On ne peut remplir le premier objectif que l'été de 17h30 à 23h30. On ne peut faire la mission qu'une fois et elle ne peut etre prise que par un joueur. Player replay timer de 300 ticks. Apres le 2eme objectif, la mission est un échec au bout de 20 secondes ] } // HASH_VALUE F4FB75CD546A5E8B TEST_11_TALK_TO_1 () { [ enleve contrainte de temps / saison ] } // HASH_VALUE AF1BB2EFC13F2A50 TEST_11_TALK_TO_2 () { [ apres il reste 20 secondes pour accomplir la mission sinon echec ] } // HASH_VALUE C0C9F01CC8A7CB66 TEST_11_TALK_TO_3 () { [ success de mission 11 ] } ////TEST 11 // HASH_VALUE C946CB0C9B760B1D TEST_11_TITLE (bot b) { [TEST11 : temporalité] } // HASH_VALUE 1CBB45DA4FDDB4D1 TEST_12_DESC (bot dummy) { [ au moment ou on prend la missionon a des messages sur l'état du joueur (skill /mission / brick). Verifier qu'ils sont vrais. changer skill /mission / brick pour voir si les messages changent quand on prend la mission ] } // HASH_VALUE CA7FFC896BA4043D TEST_12_TALK_TO_1 () { [ activer les teleports et le compass ] } // HASH_VALUE 6A659BDBDE90E0B4 TEST_12_TALK_TO_2 () { [ finir mission 12 ] } ////TEST 12 // HASH_VALUE 2B3AE934890A2F00 TEST_12_TITLE (bot b) { [TEST112 : conditions / teleportation / ojectif caché / compass] } /* OLD VALUE : [ TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) { [on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dappers ] } ] */ // Clause 0 : text changed. // HASH_VALUE C0A712B7A50506FA TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) { [on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dins ] } // HASH_VALUE C0CFC8EE237B64D1 TEST_13_TALK_TO_1 () { [TEST 13 : cansel inside, trigger outside] } // HASH_VALUE 9FF767028402BA21 TEST_13_TALK_TO_2 () { [TEST 13 : cancel outside] } // HASH_VALUE 8CF3CE4BC18B4E01 TEST_13_TALK_TO_3 () { [TEST 13 : fin] } ////TEST 13 // HASH_VALUE 1C2D7C0A66EE2293 TEST_13_TITLE (bot b) { [TEST13 : inside / outside places] } // HASH_VALUE 6E88BEF9B137AC58 TEST_14_DESC (bot dummy, int i, int ql, int qu, item it) { [mission assignée à tout nouveau personnage] } // HASH_VALUE 0EE3A650819B4EF7 TEST_14_TALK_TO_1 () { [TEST 14 : end] } ////TEST 14 // HASH_VALUE 0416AFA01115431E TEST_14_TITLE (bot b) { [TEST14 : Newbie mission] } // HASH_VALUE 072BBA5AB27F2EF6 TEST_15_DESC (bot dummy, int i, int ql, int qu, item it) { [parler au bot pour acquérir automatiquement une mission. Lui reparler pour acquérir une autre mission et arreter cette mission] } // HASH_VALUE D4FF9BDD9A86C653 TEST_15_TALK_TO_1 () { [TEST 15 : spawner une autre mission] } // HASH_VALUE 11FC212B0E20ED41 TEST_15_TALK_TO_2 () { [TEST 15 : spawner une autre mission et réussir celle ci] } ////TEST 15 // HASH_VALUE 86C6D391916333F3 TEST_15_TITLE (bot b) { [TEST15 : missions chainées.] } // HASH_VALUE 2D94C1F88E07E9FA TEST_1_DESC ( bot dummy, item i, place p, skill s, race r, sbrick sb, faction f, bot b, creature_model cm, sphrase sp ) { [ item "$i$" \n place "$p$" \n skill "$s$" \n race "$r$"\n sbrick "$sb$"\n faction "$f$"\n bot "$b$"\n creature_model "$cm$"\n sphrase "$sp$"] } // HASH_VALUE FFB65B3CD29BF9D0 TEST_1_TALK_TO ( bot b, player p ) { [Hey $b$! Je suis $p$. Je veux te parler.] } ///////////// tests ////TEST 1 // HASH_VALUE 7A8B2A0EC3C20AE7 TEST_1_TITLE (bot b1, bot b2, player p ) { [TEST1 : mission de test de titres / description : Salut $p$, je suis $b1$ ( I am also the mission_giver : $b2$ ). ] } // HASH_VALUE 46EFA0C3E51C272C TEST_2_DESC (bot dummy) { [TEST2 : ooo/ any /jump /failure /end ] } // HASH_VALUE BAD011256D083920 TEST_2_TALK_TO_1 () { [Il faut dire les 3 phrases pour avancer. 1ere phrase] } // HASH_VALUE C2D88C0E68D54B9F TEST_2_TALK_TO_10 () { [echec de la mission] } // HASH_VALUE E4F4C7B02594D75D TEST_2_TALK_TO_11 () { [succes de la mission] } // HASH_VALUE 79D015256D083920 TEST_2_TALK_TO_2 () { [Il faut dire les 3 phrases pour avancer. 2eme phrase] } // HASH_VALUE 79D019256D083920 TEST_2_TALK_TO_3 () { [Il faut dire les 3 phrases pour avancer. 3eme phrase] } // HASH_VALUE 7A5567F2FE278DCA TEST_2_TALK_TO_4 () { [Il faut dire une des 3 phrases pour avancer. 1ere phrase] } // HASH_VALUE 57EA9A6CE8D469F9 TEST_2_TALK_TO_5 () { [Il faut dire une des 3 phrases pour avancer. 2eme phrase] } // HASH_VALUE 57EA9A6CE8D46DF9 TEST_2_TALK_TO_6 () { [Il faut dire une des 3 phrases pour avancer. 3eme phrase] } // HASH_VALUE 2A2577BED775E7A6 TEST_2_TALK_TO_7 () { [retour au debut de la mission] } // HASH_VALUE 9EDD95C41503BE51 TEST_2_TALK_TO_8 () { [retour juste apres la premiere etape ( apres avoir dit les 3 phrases )] } // HASH_VALUE 41FE9E2532909E6A TEST_2_TALK_TO_9 () { [dire ceci permet de ne jamais échoué dans la mission mais de la recommencer en cas d'echec] } ////TEST 2 // HASH_VALUE FA3D9A9894B75848 TEST_2_TITLE (bot b) { [TEST2 : jump /failure /end ] } ////TEST 3 // HASH_VALUE DC0BA06209AA886A TEST_3_AUTO () { [test de mission auto] } // HASH_VALUE 397F90FFC3A9E524 TEST_3_BOT_1 () { [cette mission ne doit pas apparaitre dans le journal. parle moi pour la finir.] } // HASH_VALUE 6B19D4BAC7F962B7 TEST_3_TALK_TO_1 () { [finir mission auto] } // HASH_VALUE 0CCA3422DA2A482C TEST_4_DESC (bot dummy) { [Mission faite pour tester les objectifs de target / kill] } // HASH_VALUE 0F46851C53A64C53 TEST_4_KILL_GROUP () { [ kill people in the group nearby ( green seed tribe ) ] } ////TEST 4 // HASH_VALUE 363DDE8760135465 TEST_4_TITLE (bot b) { [TEST4 : kill / target ] } // HASH_VALUE 311DF984130C5195 TEST_5_DESC (bot dummy) { [ Mission faite pour tester des objectifs généraux ] } // HASH_VALUE D8410368F079BB81 TEST_5_MISSION_DONE () { [ Complete the auto mission ] } ////TEST 5 // HASH_VALUE 0A95EA82A8465F0C TEST_5_TITLE (bot b) { [TEST5 : misc objectives 1] } // HASH_VALUE 311DF984130C5195 TEST_6_DESC (bot dummy) { [ Mission faite pour tester des objectifs généraux ] } // HASH_VALUE 84C091F92048A8E9 TEST_6_TALK_TO () { [Test de talk to pour la mission TEST 6] } ////TEST 6 // HASH_VALUE 0A95EE82A846630C TEST_6_TITLE (bot b) { [TEST6 : misc objectives 2] } // HASH_VALUE D91F43825E74FA2F TEST_7_CHAT () { [TEST7 : je te réponds] } // HASH_VALUE 841FBB2C6CD51060 TEST_7_DESC (bot dummy) { [ Mission faite pour tester les actions. A chaque fois que l'on parle au bot une nouvelle action est déclenchée. Liste des actions : recv_item\n learn_action\n learn_brick\n recv_money : 10000\n recv_fame : tribe_green_seed 1000\n bot_chat : tell\n bot_chat : say\n bot_chat : shout\n system message\n add_compass_npc\n add_compass_place\n ] } // HASH_VALUE EC38046284D2BF66 TEST_7_NEXT () { [TEST7 : tester l'action suivante] } ////TEST 7 // HASH_VALUE 8B55A28C9C253416 TEST_7_TITLE (bot b) { [TEST7 : misc actions] } // HASH_VALUE FB0D03D830CF0D83 TEST_BIG_PHRASE () { [En la komenco Dio kreis la ielon kaj la teron. Kaj la tero estis senforma kaj dezerta, kaj mallumo estis super la abismo; {break}kaj la spirito de Dio vebis super la akvo. \n Kaj Dio diris: Estu lumo; kaj fariis lumo. {break}Kaj Dio vidis la lumon, ke i estas bona; kaj Dio apartigis la lumon de la mallumo. Kaj Dio nomis la lumon Tago, kaj la mallumon Li nomis Nokto. {break}Kaj estis vespero, kaj estis mateno, unu tago.Kaj Dio diris: Estu firmao inter la akvo, kaj i apartigu akvon de akvo.] } // HASH_VALUE 68D4AB596B455F6B TEST_BODYPART (bodypart b) { [The bodypart is $b$] } // HASH_VALUE 52E4466926702AA2 TEST_BOT_NAME (bot_name b) { [The bot name is '$b$'] } // HASH_VALUE 74EC0117C2D8E012 TEST_CHARAC (characteristic c) { [The characteristic is $c$] } // HASH_VALUE 09DDE4487F1AD830 TEST_CREATURE_MODEL (creature_model c) { [Le nom de la creature est '$c$'] } // HASH_VALUE C7ECDDECAA7B7C0C TEST_DYN_STRING (dyn_string_id m) { [La chaine dynamique est "$m$"] } // HASH_VALUE B1DBC82E9F8B79E2 TEST_ECO (ecosystem e) { [Voici le nom de l'ecosystem $e$] } // HASH_VALUE F12BB367FDA73095 TEST_ENTITY (entity e) { [Voici le nom de l'entité : '$e$'] } /** this file contains test phrases only. */ // HASH_VALUE D744E4AA48C34A11 TEST_ITEM (item i) { [Voici le nom de l'item $i$] } // HASH_VALUE 9E9B45D18AA5D01B TEST_LITERAL (literal s) { [The literal string is '$s$'] } // HASH_VALUE 0BFA74760B213F77 TEST_PLAYER (player p) { [Voici le nom du player : '$p$'] } // HASH_VALUE E66A36CD7072D31A TEST_POWER_TYPE (powertype p) { [The power type is '$p$'] } // HASH_VALUE 52E4908E6A6F5E56 TEST_RACE (race r) { [Voici le nom de la race $r$] } // HASH_VALUE 836094B62CB56E73 TEST_ROLE (role r) { [Voici le nom du role $r$] } // HASH_VALUE 01F704C0D1B48772 TEST_SBRICK (sbrick b) { [Here is the name of the stanza $b$] } // HASH_VALUE D956845E64E5D70C TEST_SCORE (score s) { [The score is $s$] } // HASH_VALUE 19B4CCF55863DF5A TEST_SELF () { [Le nom self est $self$] } // HASH_VALUE 9868B4BB82C69610 TEST_SKILL (skill s) { [Voici le nom du skill $s$] } // HASH_VALUE 2AD917BD86AAE3C1 TEST_SPHRASE (sphrase s) { [The sphrase name is $s$] } // HASH_VALUE 2B7B7C0C68C4D3D1 TEST_STRING (string_id m) { [La chaine dynamique est $m$] } // HASH_VALUE 5D16B02394567661 TEST_TITLE (title t) { [The title is '$t$'] } // HASH_VALUE D104F0158CA1988B TEST_damagetype (damagetype d) { [The damage type is $d$] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_1 (player p) { (p.gender = male) text_intro_newbie_1_m [coi Oublieux .i lo .uil'i. ka cmene mi .i do zanvi'e] (p.gender = female) text_intro_newbie_1_f [coi Oublieuse .i lo .uil'i. ka cmene mi .i do zanvi'e] } ] */ // Parameter list changed. // Clause 0 : condition changed. // Clause 1 : condition changed. // HASH_VALUE 1B3338BB4523DF87 TEXT_INTRO_NEWBIE_1 () { (self.gender = male) text_intro_newbie_1_m [coi Oublieux .i lo .uil'i. ka cmene mi .i do zanvi'e] (self.gender = female) text_intro_newbie_1_f [coi Oublieuse .i lo .uil'i. ka cmene mi .i do zanvi'e] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_2 (player p) { (p.gender = male) text_intro_newbie_2_m [*Remarque l'air perplexe et reprend*\n Bonjour Oublieux. On m'appelle Uil'i. Sois le bienvenu.] (p.gender = female) text_intro_newbie_2_f [*Remarque l'air perplexe et reprend*\n Bonjour Oublieuse. On m'appelle Uil'i. Sois la bienvenue.] } ] */ // Parameter list changed. // Clause 0 : condition changed. // Clause 1 : condition changed. // HASH_VALUE EDE3D5B49608B101 TEXT_INTRO_NEWBIE_2 () { (self.gender = male) text_intro_newbie_2_m [*Remarque l'air perplexe et reprend*\n Bonjour Oublieux. On m'appelle Uil'i. Sois le bienvenu.] (self.gender = female) text_intro_newbie_2_f [*Remarque l'air perplexe et reprend*\n Bonjour Oublieuse. On m'appelle Uil'i. Sois la bienvenue.] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_3 (player p) { text_intro_newbie_3 [&bbl&Nous sommes dans le lirri'a, temps où tout est incertain. La réalité est mouvante, les Brumes changent tout d'un jour à l'autre.\n Avec quelques ras, je tente de maintenir une petite poche de stabilité ici. Autrefois, je travaillais au Dispensaire. Je tente de le faire revivre ici ; nombre d'Oublieux arrivent depuis les poches de Brumes dans la Jungle.] } ] */ // Clause 0 : text changed. // HASH_VALUE BF81952BB69E1BAB TEXT_INTRO_NEWBIE_3 (player p) { text_intro_newbie_3 [Nous sommes dans le lirri'a, temps où tout est incertain. La réalité est mouvante, les Brumes changent tout d'un jour à l'autre.\n Avec quelques ras, je tente de maintenir une petite poche de stabilité ici. Autrefois, je travaillais au Dispensaire. Je tente de le faire revivre ici ; nombre d'Oublieux arrivent depuis les poches de Brumes dans la Jungle.] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_4 (player p) { text_intro_newbie_4 [&bbl&Ce minaret semble fonctionnel, ainsi que la borne de revif qui lui est associée. Mais ne prend pas de risque pour autant : rien n'est sûr. C'est le lirri'a?] } ] */ // Clause 0 : text changed. // HASH_VALUE 428F3B0587D114AF TEXT_INTRO_NEWBIE_4 (player p) { text_intro_newbie_4 [Ce minaret semble fonctionnel, ainsi que la borne de revif qui lui est associée. Mais ne prend pas de risque pour autant : rien n'est sûr. C'est le lirri'a…] } /* OLD VALUE : [ TEXT_INTRO_NEWBIE_5 (player p) { text_intro_newbie_5 [&bbl&Si tu as des questions? Je te conseille de trouver Caet, l'infirmière.\n Elle doit être quelque part par là? ] } ] */ // Clause 0 : text changed. // HASH_VALUE 208AB3D4121E848A TEXT_INTRO_NEWBIE_5 (player p) { text_intro_newbie_5 [Si tu as des questions… Je te conseille de trouver Caet, l'infirmière.\n Elle doit être quelque part par là… ] } // HASH_VALUE E01C8654D93B4D04 TOO_ENCUMBERED () { too_encumbered [&CHK& You are too encumbered.] } // HASH_VALUE 8255561F8ED51AA4 TOO_ENCUMBERED_FOR_EXCHANGE () { [&CHK&You are too encumbered for made this exchange.] } /* OLD VALUE : [ TOXIC_CLOUD_DEFENDER_HIT (int damage) { toxic_cloud_defender_hit [&DMG&A toxic cloud hits you for $damage$ points of damage.] } ] */ // Parameter list changed. // HASH_VALUE BF75496A53F70A76 TOXIC_CLOUD_DEFENDER_HIT (int damage, int reduction) { toxic_cloud_defender_hit [&DMG&A toxic cloud hits you for $damage$ points of damage.] } // HASH_VALUE AED666CA77F138A5 TOXIC_CLOUD_SPECTATOR_HIT (entity defender, int damage) { toxic_cloud_spectator_hit [&SYS&A toxic cloud hits $defender$ for $damage$ damage.] } // HASH_VALUE 04875A8F88CF9E80 TP_FORBIDEN_IN_RING_INSTANCE () { [&CHK&Vous ne pouvez pas utiliser un ticket de TP pendant une aventure Ring ou une session d'édition Ring.] } // HASH_VALUE 713204439861DA9B TRADE_FAME_TOO_LOW (bot b) { [&CHK&$b$ refuses to trade with you because of your bad reputation.] } // HASH_VALUE 6E9FFC1B57938B36 TRAITRE_CORSAIRE_ARRIVE () { [Que faites-vous ici ?! Voleur ! Laissez cette perle là où elle est !] } // HASH_VALUE 7794DB943B2ADE0F UNEFFICENT_RANGE () { [&SYS&Vous êtes trop loin pour toucher efficacement cette cible.] } // HASH_VALUE 724F1943EFA67F4E UNIVERSE_NOT_AVAILABLE_ON_RING () { [Le canal univers est réservé aux éditeurs et animateurs Ring.] } // HASH_VALUE 96648583383B79D4 UNKNOWN_CRAFTED_ITEM () { unknown_crafted_item [&CHK&Item crafted by sentence is unknown by server! Crafting action aborted! Please report this bug with exact sentence used. Thanks!] } // HASH_VALUE 049E74F4313210F0 WEAPONS_ONLY_CAN_BEEN_ENCHANTED () { weapons_only_can_been_enchanted [&CHK&Only weapons can be enchanted.] } // HASH_VALUE 059E5001EF3220E3 WEAPONS_ONLY_CAN_BEEN_RECHARGED () { weapons_only_can_been_recharged [&CHK&Only weapons can be recharged.] } /* OLD VALUE : [ WELCOME_RA_1 () { welcome_ra_1 [&bbl&Méfiez-vous des expérimentations d'Osquallo et Deed, certaines sont mortelles..] } ] */ // Clause 0 : text changed. // HASH_VALUE FC3A5FCAB261A937 WELCOME_RA_1 () { welcome_ra_1 [Méfiez-vous des expérimentations d'Osquallo et Deed, certaines sont mortelles..] } /* OLD VALUE : [ WELCOME_RA_2 () { welcome_ra_2 [&bbl&Attention au fouet de Zat !] } ] */ // Clause 0 : text changed. // HASH_VALUE F4EC04DCA6C757F7 WELCOME_RA_2 () { welcome_ra_2 [Attention au fouet de Zat !] } /* OLD VALUE : [ WELCOME_RA_3 () { welcome_ra_3 [&bbl&Avez-vous goûté le thé de Lyne ?] } ] */ // Clause 0 : text changed. // HASH_VALUE F15300E7CBE823F4 WELCOME_RA_3 () { welcome_ra_3 [Avez-vous goûté le thé de Lyne ?] } /* OLD VALUE : [ WELCOME_RA_4 () { welcome_ra_4 [&bbl&Donnez-moi une tarte aux klums ou je fais un malheur !] } ] */ // Clause 0 : text changed. // HASH_VALUE CB14BCA9159F22F3 WELCOME_RA_4 () { welcome_ra_4 [Donnez-moi une tarte aux klums ou je fais un malheur !] } /* OLD VALUE : [ WELCOME_RA_5 () { chiang_5 [C'est le lirri'a?] } ] */ // Clause 0 : identifier changed. // HASH_VALUE D6F33FCF6A98DF38 WELCOME_RA_5 () { welcome_ra_5 [C'est le lirri'a…] } /* OLD VALUE : [ WELCOME_RA_6 () { welcome_ra_6 [&bbl&J'ai cru voir passer un scoui?] } ] */ // Clause 0 : text changed. // HASH_VALUE 22CF950484AE84BF WELCOME_RA_6 () { welcome_ra_6 [J'ai cru voir passer un scoui…] } /* OLD VALUE : [ WELCOME_RA_7 () { welcome_ra_7 [&bbl&Et n'oubliez pas de passer le balai en fin de journée.] } ] */ // Clause 0 : text changed. // HASH_VALUE C12D8E34CE848CEF WELCOME_RA_7 () { welcome_ra_7 [Et n'oubliez pas de passer le balai en fin de journée.] } /* OLD VALUE : [ WELCOME_RA_8 () { welcome_ra_8 [&bbl&Gloire à K ! Gloire à K ! Euh, au Khan !] } ] */ // Clause 0 : text changed. // HASH_VALUE A13BB524F8AC5CD5 WELCOME_RA_8 () { welcome_ra_8 [Gloire à K ! Gloire à K ! Euh, au Khan !] } /* OLD VALUE : [ WELCOME_RA_WELCOME () { welcome_ra_welcome [WELCOME_RA_WELCOME !] } ] */ // Clause 0 : text changed. // HASH_VALUE 134ADE9A59390962 WELCOME_RA_WELCOME () { welcome_ra_welcome [Je suis Uil'i, Compagnon du Dispensaire, et je m'occupe du Minaret et du Revif ici.] } ////////////////////////////////////////////// NEWBIELAND GUARDS ///////////////////////////////////////////////////////////////////////// /* OLD VALUE : [ WHOAMI_NEWBGUARD (player p, bot b) { whoami_newbguard [Greetings, young homin. If you get into bother come and find me and I shall rally to your defense.] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE 01D60CE8C1CE9084 WHOAMI_NEWBGUARD (player p, bot b) { whoami_newbguard [Greetings, young homin. If you get into bother come and find me and I shall rally to your defense.] } ////////////////////////////////////////////// NEWBIELAND MERCHANTS /////////////////////////////////////////////////////////////////////////// /* OLD VALUE : [ WHOAMI_NEWBMERCHANT_WEAPON () { whoami_newbmerchant_weapon [Greetings, young newcomer ! I sell a terrific selection of hand weapons. You'll need a weapon to fight the dangerous animals roaming the area!] } ] */ // WARNING : Hash code changed ! check translation workflow. // HASH_VALUE 72F2A9512D34544C WHOAMI_NEWBMERCHANT_WEAPON () { whoami_newbmerchant_weapon [Greetings, young newcomer ! I sell a terrific selection of hand weapons. You'll need a weapon to fight the dangerous animals roaming the area!] } // HASH_VALUE 5B155AAA53840B51 WHO_GM_INTRO () { [&SYS&Afficher les CSRs en ligne : ] } // HASH_VALUE 932127473B6D3BA7 WHO_GM_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE 61C0CEFB8C625FA3 WHO_G_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE B89CBE52554BE357 WHO_INVISIBLE_GM_INTRO () { [&SYS&Displaying invisible online gamemasters and guides :.] } // HASH_VALUE 1FA6BB21F479B822 WHO_NO_ANSWER () { [&SYS&No character found.] } // HASH_VALUE 5F2AB2DD67C80907 WHO_REGION_INTRO (place pl) { [&SYS&Displaying online characters in region "$pl$".] } // HASH_VALUE 500C9A65C5D42B62 WHO_REGION_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE A250CE50048D6365 WHO_SGM_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE DF547BA6F1923B7F WHO_SG_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE 9E0563713BB15FA9 WHO_VG_LIST ( player p ) { [&SYS&$p$.] } // HASH_VALUE B838AF63A879480F WOS_HARVEST_FAILED () { [&CHK&You failed to take the ressources you were trying to harvest.] } // HASH_VALUE E4B64BD9B0E31B59 WOS_HARVEST_FOUND_MP () { [&SYS&You found resources.] } // HASH_VALUE 23E5805A7D908A1C WOS_HARVEST_FOUND_MP_S (item i) { [&ITM&You found $i$.] } // harvest messages // HASH_VALUE 12B498F88931505B WOS_HARVEST_FOUND_NOTHING () { [&CHK&You found nothing.] } // HASH_VALUE 14D38816237557E3 WOS_HARVEST_SEARCHING () { [&SYS&Looking for resources ...] } // HASH_VALUE 710AFD42C22F5784 XP_CATALYSER_ACTIVE (int i) { [&SYS&Vous activez un catalyseur d'expérience de niveau $i$.] } // HASH_VALUE 8B83C49CDC716D38 XP_CATALYSER_CONSUME (int i, int j) { [&SYS&Vous consommez $i$ catalyseurs d'expérience de niveau $j$.] } // HASH_VALUE 96DB1CCEA797518D XP_CATALYSER_NO_MORE_ACTIVE () { [&SYS&Vous n'avez plus de catalyseur d'expérience actif.] } // HASH_VALUE 0D6172AD9A19985E XP_CATALYSER_PROGRESS_NORMAL_GAIN (skill s, int i, int j) { [&XP&You gain $i$($j$) experience points in '$s$'.] } // HASH_VALUE 2C58543C2C58543C YES () { [Oui.] } // HASH_VALUE 7D319248304B93F1 YOU_NOT_HAVE_LOOT_RIGHT () { you_not_have_loot_right [&CHK&You haven't the right to loot this carcass for the moment. ] } // HASH_VALUE 6568C3BD05AE41DD YOU_NOT_HAVE_QUARTER_RIGHT () { you_not_have_quarter_right [&CHK&Vous n'avez pas le droit de dépecer ce corps pour le moment. ] } // Named Items /* OLD VALUE : [ ranger_vest_noob () { [Plastron Ranger] } ] */ // Clause 0 : text changed. // HASH_VALUE 62E86F9722F3AC59 ranger_vest_noob () { [Ranger Vest] }