158 lines
4.9 KiB
Text
158 lines
4.9 KiB
Text
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////////////////////////////////////////////////////////////////////////////////////
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// sentences related to Inventory/items management
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////////////////////////////////////////////////////////////////////////////////////
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INVENTORY_DESTROY_ITEM(item item, int qty)
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{
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(qty=1)
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inventory_destroy_item_1 [&ITM&You have destroyed $item.ia$ $item$.]
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(qty>1)
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inventory_destroy_item_p [&ITM&You have destroyed $qty$ $item.p$.]
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}
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INVENTORY_DROP_ITEM(item item, int qty)
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{
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(qty=1)
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inventory_drop_item_1 [&ITM&You have dropped $item.ia$ $item$ on the ground.]
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(qty>1)
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inventory_drop_item_p [&ITM&You have dropped $qty$ $item.p$ on the ground.]
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}
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INVENTORY_EQUIP(item item, int qty)
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{
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(qty=1)
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inventory_equip_item_1 [&SYS&You equip with your $item$.]
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(qty>1)
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inventory_equip_item_p [&SYS&You equip with your $item.p$.]
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}
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INVENTORY_UNEQUIP(item item, int qty)
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{
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(qty=1)
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inventory_unequip_item_1 [&SYS&You unequip your $item$.]
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(qty>1)
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inventory_unequip_item_p [&SYS&You unequip your $item.p$.]
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}
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REQUIRED_EQUIP()
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{
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[&CHK&You haven't requipred characteristic for wear this item.]
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}
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INVENTORY_BUY_ITEM(item item, int qty, int cost, int fp)
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{
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(qty=1 & fp=0)
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inventory_buy_item_1 [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.]
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(qty>1 & fp=0)
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inventory_buy_item_p [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.]
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(qty=1 & fp>0 & cost>0)
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inventory_buy_item_1fc [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds and $fp$ faction points.]
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(qty>1 & fp>0 & cost>0)
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inventory_buy_item_pfc [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds and $fp$ faction points.]
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(qty=1 & fp>0 & cost=0)
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inventory_buy_item_1f [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.]
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(qty>1 & fp>0 & cost=0)
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inventory_buy_item_pf [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.]
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}
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INVENTORY_BUY_ITEM_DAPPERS(item item, int qty, int cost)
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{
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(qty=1)
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[&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.]
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(qty>1)
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[&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.]
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}
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INVENTORY_BUY_ITEM_FP(item item, int qty, int fp)
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{
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(qty=1)
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[&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.]
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(qty>1)
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[&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.]
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}
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INVENTORY_BUY_ITEM_RRP(item item, int qty, int rrpLevel, int rrps)
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{
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(qty=1)
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[&ITM&You have just bought $item.ia$ $item$ for $rrps$ ring reward points of level $rrpLevel$.]
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(qty>1)
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[&ITM&You have just bought $qty$ $item.p$ for $rrps$ ring reward points of level $rrpLevel$.]
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}
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ITEM_SOLD(item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious )
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{
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(qty=1)
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item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ dapper(s).]
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(qty>1)
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item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ dapper(s).]
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}
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ITEM_SOLD_TO_MARKET(item item, int qty )
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{
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(qty=1)
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item_sold_market_1 [&ITM&Your $item$ is solded to market, reseller already give to you corresponding dappers.]
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(qty>1)
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item_sold_market_2 [&ITM&Your $qty$ $item.p$ are solded to market, reseller already give to you corresponding dappers.]
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}
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ITEM_CANT_BE_SOLD( item item, int qty, int qual )
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{
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(qty=1)
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item_can_be_solded_1 [&CHK&Your $item$ of quality $qual$ can't be solded in market.]
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(qty>1)
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item_can_be_solded_2 [&CHK&Your $qty$ $item.p$ of quality $qual$ can't be solded in market.]
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}
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ITEM_SHOP_LIMIT_REACHED( int qty )
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{
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[&CHK&You can't put more items in reseller, you have reach the $qty$ items limits you can have in reseller in same time.]
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}
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ITEM_SOLDED_TO_NPC( item item, int qty, int price )
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{
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(qty=1)
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[&ITM&You sold $item$ to NPC for $price$ dappers.]
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(qty>1)
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[&ITM&You sold $qty$ $item.p$ to NPC for $price$ dappers.]
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}
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ITEM_PUT_IN_RESELLER( item item, int qty, int basePrice, int sellPrice )
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{
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(qty=1)
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[&ITM&You put $item$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our item.]
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(qty>1)
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[&ITM&You put $qty$ $item.p$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our items.]
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}
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ITEM_SERVICE_NOT_AVAILABLE(item service)
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{
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[&CHK&Achat refus<75>, $service.da$ $service$ n'est plus disponible.]
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}
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ITEM_SERVICE_CONSUMED(item service)
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{
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[&ITM&$service.da$ $service$ a <20>t<EFBFBD> consomm<6D>.]
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}
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//INVENTORY_MOVE_TO(item item, int qty)
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//{
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// (qty=1)
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// inventory_equip_item_1 [&SYS&You equip your $item$.]
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// (qty>1)
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// inventory_equip_item_p [&SYS&You equip your $item.p$.]
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//}
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BAG_FULL(int qty)
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{
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bag_full [&CHK&Your inventory is full, you have $qty$ items on it.]
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}
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ITEM_NOT_AVAILABLE()
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{
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item_not_available [&CHK&Item you want buy is no more available.]
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}
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ALTAR_RESTRICTION()
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{
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[&SYS& Votre all<6C>geance ou votre niveau de renomm<6D>e ne vous permet pas d'avoir acc<63>s aux pactes de cet autel.]
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}
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