khanat-code-old/code/ryzom/tools/leveldesign/mission_compiler_fe/test_compilateur.script
2014-06-01 19:52:54 +00:00

1848 lines
76 KiB
Text

# script generated from 'test_compilateur.primitive'
#mission tags and pre-requisites
replayable
solo
non_abandonnable
mission_icon : the_icon
need_validation
#Variables declaration
decl : bot : giver
decl : bot : player
decl : bot : innocent_victim
decl : bot : good_guy
decl : creature_model : chdfa1
decl : creature_model : chdfa2
decl : bot : group_to_kill_group
decl : item : m0246dxacb01
decl : item : m0014dxacb01
decl : item : m0151chdfa01
decl : item : m0290chdfa01
decl : item : ictm1pd
decl : item : ictm1ss
decl : place : the_place_to_be
decl : faction : tribe_green_seed
decl : bot : good_guy
decl : bot : toto_the_forager
decl : bot : popol
decl_item : the_special_item : ic_code_item : 10 : Durability 0.5; Speed 1; SapBuff 1500; abm_ml_fire_00140 : ITEM_NAME : no_drop
decl_item : the_special_item_2 : ic_code_item : 20 : Durability 0.5 : TEST_COMPILATION_ITEM2_NAME
decl : bot : les_bastards
decl : race : ragus
decl : sphrase : amb0001
decl : sbrick : brk001
decl : creature_model : caaa
decl : creature_model : cbbb
#pre-requisites
req_skill : SM 0 100
req_mission : DONE_MISSION
req_mission_neg : NOT_DONE_MISSION
req_mission_running : RUNNING_MISSION
req_mission_running_neg : NOT_RUNNING_MISSION
req_item : ictm1pd
req_fame : tribe_green_seed 10
req_fame : tryker 5
req_fame : ricard 10
req_guild
req_grade : member
req_team_size : 1
req_brick : BMDHTMP00005
req_season : winter
req_encyclo_thema : REQ_THEMA_1
req_event_faction : REQ_EVT_FACTION_1
#script
mission_title : TEST_COMPILATION_TITLE
mission_desc : TEST_COMPILATION_DESC
# step_failure_debut
failure
recv_money : -100000
/failure
# linear_dyn_chat_fail_brief
dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_1; innocent_victim : linear_dyn_chat_fail_brief_resp TEST_COMPILATION_AKNO_1
fail
jump_point : linear_dyn_chat_fail_brief_resp
# linear_dyn_chat_continue_brief_1
dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_2 : linear_dyn_chat_continue_brief_1_resp TEST_COMPILATION_AKNO_2
jump_point : linear_dyn_chat_continue_brief_1_resp
# linear_dyn_chat_continue_brief_2
dyn_chat : giver : TEST_COMPILATION_PHRASE_TEST_VARIABLE_2 : linear_dyn_chat_continue_brief_2_resp TEST_COMPILATION_AKNO_3
jump_point : linear_dyn_chat_continue_brief_2_resp
# linear_dyn_chat_retry_brief_fin
jump_point : linear_dyn_chat_retry_brief_fin_retry
dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_3 : linear_dyn_chat_retry_brief_fin_resp TEST_COMPILATION_AKNO_4
jump : linear_dyn_chat_retry_brief_fin_retry
jump_point : linear_dyn_chat_retry_brief_fin_resp
# step_failure_post_brief
failure
recv_money : 0
/failure
# step_debut_mission
system_msg : TEST_COMPILATION_SYSTEM_MSG_START
set_obj : TEST_COMPILATION_TALK_TO_OBJ_OVERLOAD
talk_to : giver : TEST_COMPILATION_TALK_TO_MENU_OVERLOAD
system_msg : TEST_COMPILATION_NAMED_BOT; "innocent_victim"
# step_if_test_acid_damage
jump_point : step_if_test_acid_damage
if_bricks : BMOETMA00003 : step_test_yes
# no: step_test_no
bot_chat : shout : giver : TEST_COMPILATION_SKILL_TEST_NO
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
bot_chat : tell : giver : TEST_COMPILATION_SKILL_TEST_RETRY
jump : step_if_test_acid_damage
jump : step_if_test_acid_damage_endif
# yes: step_test_yes
jump_point : step_test_yes
bot_chat : shout : giver : TEST_COMPILATION_SKILL_TEST_YES; innocent_victim
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
jump_point : step_dyn_chat
dyn_chat : giver : TEST_COMPILATION_STEP_DYN_CHAT_NPC_TALK : step_1 TEST_COMPILATION_DYN_ANSWER_NO : step_ooo_test_target TEST_COMPILATION_DYN_ANSWER_OK
jump_point : step_if_test_acid_damage_endif
# step_no_answer
bot_chat : shout : giver : TEST_COMPILATION_SOURD
# jump to step_dyn_chat
jump : step_dyn_chat
# step_1
jump_point : step_1
bot_chat : tell : giver : TEST_COMPILATION_DYN_CHAT_EXIT
fail
# step_ooo_test_target
jump_point : step_ooo_test_target
recv_money : 1000
ooo
set_obj : TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE
target_fauna : chdfa1; chdfa2
set_obj : TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_PLACE
target_fauna : chdfa1; chdfa2 : the_place_to_be
target_npc : innocent_victim
target_npc : innocent_victim : the_place_to_be
target_race : goary; clopper
target_race : goary; clopper : the_place_to_be
/ooo
recv_money : -1000
# step_ooo_test_kill
ooo
kill_faction : tribe_green_seed 5 : region_majesticgarden
kill_fauna : chdfa1 3; chdfa2 3
set_obj : TEST_COMPILATION_OBJ_KILL_OVERLOAD
kill_group : group_to_kill_group
kill_npc : innocent_victim
kill_race : dag 5; ragus 10
kill_npc_by_name : the_named_npcs 10 : quelquepart
/ooo
# step_ooo_simple_objectives
ooo
set_obj : TEST_COMPILATION_IN_OOO_PHRASE
cast : BMOETMA00003
set_obj : TEST_COMPILATION_IN_OOO_OTHER_PHRASE
forage : m0246dxacb01 1 10; m0014dxacb01 3 10
loot_mp : m0290chdfa01 2 10; m0151chdfa01 2 10
craft : ictm1pd 1 10; ictm1ss 1 10
sell : ictm1pd 1 10; ictm1ss 1 10 : giver
buy : ictm1pd 1 10; ictm1ss 1 10 : good_guy
give_item : m0290chdfa01 2 10; m0151chdfa01 2 10 : giver
give_money : 1000 : giver
visit : the_place_to_be
visit : the_place_to_be : m0290chdfa01
skill : SF 10
set_obj : TEST_COMPILATION_DO_MISSION_OBJ
mission : DONE_MISSION
/ooo
# step_any_test_step_any
any
set_obj : TEST_COMPILATION_IN_ANY_PHRASE
give_money : 10 : giver
system_msg : TEST_COMPILATION_SUPER_UNDER
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TEST_COMPILATION_TALK_TO_MENU_OVERLOAD
/any
# step_test_actions
recv_money : 10000
recv_fame : tribe_green_seed 1000
recv_item : ictm1pd 1 10
learn_action : abm_vampirism_00050 : giver
learn_brick : BMOETMF00140 : giver
add_compass_npc : giver
add_compass_place : the_place_to_be
teleport : the_place_to_spawn
set_teleport : giver : the_place_to_tp : TEST_COMPILATION_MENU_TP
# step_failure_constrains_1
failure
/failure
# step_test_constrains_1
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
# step_test_constrains_2
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
# step_failure_constrains_2
failure
/failure
# step_test_constrains_3
day_period : 0 0 ; 23 59
season : winter
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
season : none
day_period : 0 0 ; 0 0
# step_talk_to_test_fail
jump_point : step_talk_to_test_fail
set_obj : TALK_TO_OBJ_OVERLOAD
talk_to : giver : TALK_TO_MENU_OVERLOAD
# step_dyn_chat_test_fail
dyn_chat : giver : TEST_COMPILATION_TEST_FAIL : step_execute_end TEST_COMPILATION_DYN_ANSWER_GO_END : step_to_non_executed TEST_COMPILATION_DYN_ANSWER_GO_FAIL
# jump to step_talk_to_test_fail
jump : step_talk_to_test_fail
# step_execute_end
jump_point : step_execute_end
system_msg : TEST_COMPILATION_EXIT_SUCCESS
# step_to_non_executed
jump_point : step_to_non_executed
system_msg : TEST_COMPILATION_EXIT_FAILURE
fail
# jump to step_not_executed
jump : step_not_executed
# step_not_executed
jump_point : step_not_executed
learn_action : abm_vampirism_00050 : group
recv_item : ictm1pd 1 10 : group
ai_event : group_to_kill_group; 0
# step_test_parametre_phrase
set_desc : TEST_COMPILATION_SET_DESC; good_guy
talk_to : good_guy : TEST_COMPILATION_MENU_TALK_TO_FORGERON_2
system_msg : EXISTING_MSG; good_guy; the_place_to_be
# step_13
set_obj : TEST_COMPILATION_TALK_TO_CST
talk_to : popol : TEST_COMPILATION_TALK_TO_CST_MENU
# step_any_14
hide_obj
set_obj : ANY_OVERLADED_OBJ
recv_fame : matis -1234
any
hide_obj
visit : place1
hide_obj
visit : place2
hide_obj
visit : place3
hide_obj
visit : place4
/any
recv_fame : matis 1234
# step_12
talk_to : toto_the_forager
# step_15
jump_point : step_15
system_msg : TEST_COMPILATION_SYSTEM_MSG; good_guy
recv_named_item : boss1_fyros_gloves 3
# step_18
jump_point : step_18
system_msg : TEST_COMPILATION_GROUP_SYS_MSG; "les_bastards"
system_msg : TEST_COMPILATION_PHRASE_SYS_MSG; amb0001
system_msg : TEST_COMPILATION_BRICK_SYS_MSG; brk001
system_msg : TEST_COMPILATION_RACE_SYS_MSG; ragus
wait_msg : the message from ia a long message in fact
target_fauna : ckfb1
jump : step_15
# step_dyn_chat_19
dyn_chat : : : step_18 : step_15
# jump to step_18
jump : step_18
# jump to step_18
jump : step_18
# jump to step_15
jump : step_15
# step_default_params
jump_point : step_default_params
talk_to : giver : TEST_COMPILATION_TT_DEFAULT
set_obj : TEST_COMPILATION_OVER_STRANGE_PARAM
kill_fauna : chdfa1 1; chdfa2 10
# step_crash
crash : fyros route_gouffre
recv_money : -1000
jump : step_default_params
/crash
# step_param_order
system_msg : THE_MSG_A_THEN_B; caaa; cbbb
system_msg : THE_MSG_B_THEN_A; cbbb; caaa
# step_test_encyclo
encyclo_unlock : album_1
# step_test_event_faction
set_event_faction : the_event_faction
chain_mission : NOT_DONE_MISSION : toto
recv_money : itforage 10 0.5
remove_compass_npc : toto
remove_compass_place : the_place
# step_test_talk_to
set_obj : TEST_COMPILATION_TALK_TO_OVLD; chdfa1
talk_to : giver : TEST_COMPILATION_TALK_TO_TEXT; popol
# step_dyn_chat_26
set_obj : TEST_COMPILATION_DYN_CHAT_TK_OV; chdfa1
talk_to : giver : TEST_COMPILATION_DYN_CHAT_TK_MN; chdfa1
dyn_chat : giver : : step_char_26_yes
# step_chat_26_no
# step_char_26_yes
jump_point : step_char_26_yes
# step_ring_scenario
set_obj : TEST_COMPILATION_DO_RING_SCENARIO
ring_scenario : my_ring_scenario
======================================================
TEST_COMPILATION_TITLE (bot giver)
{
test_compilation_title [Mission de test pour le générateur de script. donné par $giver$]
}
TEST_COMPILATION_DESC (bot giver)
{
test_compilation_desc [Hello, ceci est la description de la mission avec $giver$ dedans]
}
TEST_COMPILATION_ITEM2_NAME ()
{
test_compilation_item2_name [La super massue]
}
TEST_COMPILATION_TEST_LITTERAL_1 (bot npc_a_tuer)
{
test_compilation_test_litteral_1 [Faudra tuer le npc $npc_a_tuer$ dont le nom vient de la variable npc_a_tuer.\n
C'est un texte complexe avec une phrase littérale en même temps.\n
En plus c'est un linear_dyn_chat_fail, si vous ne faites rien ca va faire fail.]
}
TEST_COMPILATION_AKNO_1 ()
{
test_compilation_akno_1 [hyper d'accord]
}
TEST_COMPILATION_TEST_LITTERAL_2 ()
{
test_compilation_test_litteral_2 [C'est une phrase en littéral. Mais c'est quand même dans un linear_dyn_chat_continue pour voir.]
}
TEST_COMPILATION_AKNO_2 ()
{
test_compilation_akno_2 [à donf']
}
TEST_COMPILATION_PHRASE_TEST_VARIABLE_2 ()
{
test_compilation_phrase_test_variable_2 [C'est la phrase numéro 2, elle vient d'une variable nommée phrase_2.\nEn plus la c'est vraiment que une variable, pour voir ce que ca fait tout seul.\nLe tout dans un linear_dyn_chat_skippable pour plus de fun.]
}
TEST_COMPILATION_AKNO_3 ()
{
test_compilation_akno_3 [mais grave]
}
TEST_COMPILATION_TEST_LITTERAL_3 ()
{
test_compilation_test_litteral_3 [Phrase littérale histoire de tester le linear_dyn_chat_retry.]
}
TEST_COMPILATION_AKNO_4 ()
{
test_compilation_akno_4 [Plus que jamais]
}
TEST_COMPILATION_SYSTEM_MSG_START ()
{
test_compilation_system_msg_start [briefing passé, c'est maintenant que ca commence par un bon system_msg !]
}
TEST_COMPILATION_TALK_TO_OBJ_OVERLOAD (bot giver)
{
test_compilation_talk_to_obj_overload [mais va parler à $giver$]
}
TEST_COMPILATION_TALK_TO_MENU_OVERLOAD (bot giver)
{
test_compilation_talk_to_menu_overload [lui parler à ce $giver$]
}
TEST_COMPILATION_NAMED_BOT (bot_name npc_a_tuer_name)
{
test_compilation_named_bot [Bien, tu peut maintenant parler a $npc_a_tuer_name$]
}
TEST_COMPILATION_SKILL_TEST_NO ()
{
test_compilation_skill_test_no [T'es trop une daube, reviens quand t'as le sort Acid Damage, sinon c'est meme pas la peine.]
}
TEST_COMPILATION_SKILL_TEST_RETRY ()
{
test_compilation_skill_test_retry [Te revoila espece de looser ? J'espere que tu as le sort Acid Damage maintenant !]
}
TEST_COMPILATION_SKILL_TEST_YES (bot npc_a_tuer)
{
test_compilation_skill_test_yes [Trop bon, t'as le sort Acid Damage !\n
Tu va pouvoir faire la suite, prépares-toi elle va roxer des ours vu qu'il va falloi tuer ce blaireau de $npc_a_tuer$ et plein d'autres trucs délire !]
}
TEST_COMPILATION_STEP_DYN_CHAT_NPC_TALK ()
{
test_compilation_step_dyn_chat_npc_talk [Bon alors maintenant que tu as ce sort de gros naze, on va pouvoir commencer réellement.
Tu va commencer à tripper assez vite, tu vas voir.\n
Ca te va ou pas ?]
}
TEST_COMPILATION_DYN_ANSWER_NO ()
{
test_compilation_dyn_answer_no [Rien à battre !]
}
TEST_COMPILATION_DYN_ANSWER_OK ()
{
test_compilation_dyn_answer_ok [Gravement !]
}
TEST_COMPILATION_SOURD ()
{
test_compilation_sourd [NAN MAIS FAIS PAS STYLE TU M'AS PAS ENTENDU !! JE REPETE AU CAS OU TU SOIS SOURD !]
}
TEST_COMPILATION_DYN_CHAT_EXIT ()
{
test_compilation_dyn_chat_exit [Alors t'as plus qu'à rentrer chez ta reum'!]
}
TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_1 (creature_model creature_1)
{
test_compilation_obj_overload_target_creature_1 [va targeter un $creature_1$]
}
TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_2 (creature_model creature_1, creature_model creature_2)
{
test_compilation_obj_overload_target_creature_2 [va targeter un $creature_1$ et un $creature_2$]
}
TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_PLACE_1 (creature_model creature_1, place place)
{
test_compilation_obj_overload_target_creature_place_1 [va targeter un $creature_1$]
}
TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_PLACE_2 (creature_model creature_1, creature_model creature_2, place place)
{
test_compilation_obj_overload_target_creature_place_2 [va targeter un $creature_1$ et un $creature_2$]
}
TEST_COMPILATION_OBJ_KILL_OVERLOAD (bot_name group_1)
{
test_compilation_obj_kill_overload [Va tuer le groupe à tuer bon sang !]
}
TEST_COMPILATION_IN_OOO_PHRASE_1 (sphrase action)
{
test_compilation_in_ooo_phrase_1 [Un objectif overloader dans un step OOO]
}
TEST_COMPILATION_IN_OOO_OTHER_PHRASE_1 (item i1, int qt1, int qual1)
{
test_compilation_in_ooo_other_phrase_1 [Un autre objectif overloader dans un step OOO, forage 1 item : $i1$]
}
TEST_COMPILATION_IN_OOO_OTHER_PHRASE_2 (item i1, int qt1, int qual1, item i2, int qt2, int qual2)
{
test_compilation_in_ooo_other_phrase_2 [Un autre objectif overloader dans un step OOO, forage 2 item : $i1$ et $i2$]
}
TEST_COMPILATION_DO_MISSION_OBJ ()
{
test_compilation_do_mission_obj [Refais la mission tête de lard]
}
TEST_COMPILATION_IN_ANY_PHRASE (int amount, bot giver)
{
test_compilation_in_any_phrase [Un objectif overloader dans un step any]
}
TEST_COMPILATION_SUPER_UNDER ()
{
test_compilation_super_under [Un message dans une action sous un obj sous un any]
}
TEST_COMPILATION_TALK_TO_MENU_OVERLOAD (bot giver)
{
test_compilation_talk_to_menu_overload [In any step talk to phrase]
}
TEST_COMPILATION_MENU_TP ()
{
test_compilation_menu_tp [Teleport me please]
}
TEST_COMPILATION_TEST_FAIL ()
{
test_compilation_test_fail [bon, tu veux tester Fail ?]
}
TEST_COMPILATION_DYN_ANSWER_GO_END ()
{
test_compilation_dyn_answer_go_end [Nan je préfère End !]
}
TEST_COMPILATION_DYN_ANSWER_GO_FAIL ()
{
test_compilation_dyn_answer_go_fail [Ouais Fail ca assure !]
}
TEST_COMPILATION_EXIT_SUCCESS ()
{
test_compilation_exit_success [Ca va quitter la mission avec succès ...]
}
TEST_COMPILATION_EXIT_FAILURE ()
{
test_compilation_exit_failure [Ca va quitter la mission avec échec...]
}
TEST_COMPILATION_SET_DESC (bot forgeron_2)
{
test_compilation_set_desc [Hello george, comment tu vas ? Et quid $forgeron_2$ ?]
}
TEST_COMPILATION_MENU_TALK_TO_FORGERON_2 (bot forgeron_2)
{
test_compilation_menu_talk_to_forgeron_2 [Parler a $forgeron_2$]
}
TEST_COMPILATION_TALK_TO_CST (bot popol_var)
{
test_compilation_talk_to_cst [Vas parler a $popol_var$]
}
TEST_COMPILATION_TALK_TO_CST_MENU (bot popol_var)
{
test_compilation_talk_to_cst_menu [Salut $popol_var$!]
}
TEST_COMPILATION_SYSTEM_MSG (bot vendor)
{
test_compilation_system_msg [Salut $vendor$]
}
TEST_COMPILATION_GROUP_SYS_MSG (bot_name the_group)
{
test_compilation_group_sys_msg [Test avec groupe : $the_group$]
}
TEST_COMPILATION_PHRASE_SYS_MSG (sphrase the_phrase)
{
test_compilation_phrase_sys_msg [Test avec sphrase : $the_phrase$]
}
TEST_COMPILATION_BRICK_SYS_MSG (sbrick the_brick)
{
test_compilation_brick_sys_msg [Test avec sbrick : $the_brick$]
}
TEST_COMPILATION_RACE_SYS_MSG (race the_race)
{
test_compilation_race_sys_msg [Test avec race : $the_race$]
}
TEST_COMPILATION_TT_DEFAULT (bot giver)
{
test_compilation_tt_default [talk to $giver$ doit pas ajouter de param]
}
TEST_COMPILATION_OVER_STRANGE_PARAM_1 (creature_model creature_1, int q1)
{
test_compilation_over_strange_param_1 [Il reste a tuer $q1$ $creature_1$.]
}
TEST_COMPILATION_OVER_STRANGE_PARAM_2 (creature_model creature_1, int q1, creature_model creature_2, int q2)
{
test_compilation_over_strange_param_2 [Il faut tuer $q1$ $creature_1$ et $q2$ $creature_2$.]
}
TEST_COMPILATION_TALK_TO_OVLD (bot giver, creature_model creature_1)
{
test_compilation_talk_to_ovld [Parlé à $giver$ $creature_1$]
}
TEST_COMPILATION_TALK_TO_TEXT (bot giver, bot popol_var)
{
test_compilation_talk_to_text [Je viens de la part de $popol_var$]
}
TEST_COMPILATION_DYN_CHAT_TK_OV (bot giver, creature_model creature_1)
{
test_compilation_dyn_chat_tk_ov [Talk to overload dyn chat to $giver$ $creature_1$]
}
TEST_COMPILATION_DYN_CHAT_TK_MN (bot giver, creature_model creature_1)
{
test_compilation_dyn_chat_tk_mn [Talk to menu du dyn chat to $giver$ $creature_1$]
}
TEST_COMPILATION_DO_RING_SCENARIO ()
{
test_compilation_do_ring_scenario [Réalise le scenario ring qui tue]
}
======================================================
digraph TEST_COMPILATION
{
node [shape=record]
__start__ [shape="point", peripheries=2, label=""]
step_failure_debut [URL=".missions_editor_1.TEST_COMPILATION.step_failure_debut"]
linear_dyn_chat_fail_brief [URL=".missions_editor_1.TEST_COMPILATION.linear_dyn_chat_fail_brief"]
linear_dyn_chat_continue_brief_1 [URL=".missions_editor_1.TEST_COMPILATION.linear_dyn_chat_continue_brief_1"]
linear_dyn_chat_continue_brief_2 [URL=".missions_editor_1.TEST_COMPILATION.linear_dyn_chat_continue_brief_2"]
linear_dyn_chat_retry_brief_fin [URL=".missions_editor_1.TEST_COMPILATION.linear_dyn_chat_retry_brief_fin"]
step_failure_post_brief [URL=".missions_editor_1.TEST_COMPILATION.step_failure_post_brief"]
step_debut_mission [URL=".missions_editor_1.TEST_COMPILATION.step_debut_mission"]
step_if_test_acid_damage [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage"]
step_no_answer [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.no_answer.step_no_answer"]
step_1 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_no.step_1"]
step_ooo_test_target [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_ooo_test_target"]
step_ooo_test_kill [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_ooo_test_kill"]
step_ooo_simple_objectives [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_ooo_simple_objectives"]
step_any_test_step_any [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_any_test_step_any"]
step_test_actions [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_test_actions"]
step_failure_constrains_1 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_failure_constrains_1"]
step_test_constrains_1 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_test_constrains_1"]
step_test_constrains_2 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_test_constrains_2"]
step_failure_constrains_2 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_failure_constrains_2"]
step_test_constrains_3 [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_test_constrains_3"]
step_talk_to_test_fail [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_talk_to_test_fail"]
step_dyn_chat_test_fail [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_dyn_chat_test_fail"]
step_execute_end [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_dyn_chat_test_fail.dyn_answer_go_end.step_execute_end"]
step_to_non_executed [URL=".missions_editor_1.TEST_COMPILATION.step_if_test_acid_damage.yes.step_dyn_chat.dyn_answer_ok.step_dyn_chat_test_fail.dyn_answer_go_to_step_non_executed.step_to_non_executed"]
step_not_executed [URL=".missions_editor_1.TEST_COMPILATION.step_not_executed"]
step_test_parametre_phrase [URL=".missions_editor_1.TEST_COMPILATION.step_test_parametre_phrase"]
step_13 [URL=".missions_editor_1.TEST_COMPILATION.step_13"]
step_any_14 [URL=".missions_editor_1.TEST_COMPILATION.step_any_14"]
step_12 [URL=".missions_editor_1.TEST_COMPILATION.step_12"]
step_15 [URL=".missions_editor_1.TEST_COMPILATION.step_15"]
step_18 [URL=".missions_editor_1.TEST_COMPILATION.step_18"]
step_dyn_chat_19 [URL=".missions_editor_1.TEST_COMPILATION.step_dyn_chat_19"]
step_default_params [URL=".missions_editor_1.TEST_COMPILATION.step_default_params"]
step_crash [URL=".missions_editor_1.TEST_COMPILATION.step_crash"]
step_param_order [URL=".missions_editor_1.TEST_COMPILATION.step_param_order"]
step_test_encyclo [URL=".missions_editor_1.TEST_COMPILATION.step_test_encyclo"]
step_test_event_faction [URL=".missions_editor_1.TEST_COMPILATION.step_test_event_faction"]
step_test_talk_to [URL=".missions_editor_1.TEST_COMPILATION.step_test_talk_to"]
step_dyn_chat_26 [URL=".missions_editor_1.TEST_COMPILATION.step_dyn_chat_26"]
step_chat_26_no [URL=".missions_editor_1.TEST_COMPILATION.step_dyn_chat_26.no_answer.step_chat_26_no"]
step_char_26_yes [URL=".missions_editor_1.TEST_COMPILATION.step_dyn_chat_26.dyn_answer_2.step_char_26_yes"]
step_ring_scenario [URL=".missions_editor_1.TEST_COMPILATION.step_ring_scenario"]
__end__ [shape="point"]
node [color=red]
__start__ -> step_failure_debut
step_failure_debut -> linear_dyn_chat_fail_brief [label=""]
linear_dyn_chat_fail_brief -> linear_dyn_chat_continue_brief_1 [label=""]
linear_dyn_chat_continue_brief_1 -> linear_dyn_chat_continue_brief_2 [label=""]
linear_dyn_chat_continue_brief_2 -> linear_dyn_chat_retry_brief_fin [label=""]
linear_dyn_chat_retry_brief_fin -> step_failure_post_brief [label=""]
step_failure_post_brief -> step_debut_mission [label=""]
step_debut_mission -> step_if_test_acid_damage [label=""]
step_if_test_acid_damage -> __end__ [label=""]
step_if_test_acid_damage -> step_1 [label="dyn_answer_no"]
step_if_test_acid_damage -> step_if_test_acid_damage [label=""]
step_if_test_acid_damage -> step_no_answer [label="no_answer"]
step_if_test_acid_damage -> step_ooo_test_target [label="dyn_answer_ok"]
step_no_answer -> jump to step_dyn_chat [label=""]
step_1 -> step_ooo_test_target [label=""]
step_ooo_test_target -> step_ooo_test_kill [label=""]
step_ooo_test_kill -> step_ooo_simple_objectives [label=""]
step_ooo_simple_objectives -> step_any_test_step_any [label=""]
step_any_test_step_any -> step_test_actions [label=""]
step_test_actions -> step_failure_constrains_1 [label=""]
step_failure_constrains_1 -> step_test_constrains_1 [label=""]
step_test_constrains_1 -> step_test_constrains_2 [label=""]
step_test_constrains_2 -> step_failure_constrains_2 [label=""]
step_failure_constrains_2 -> step_test_constrains_3 [label=""]
step_test_constrains_3 -> step_talk_to_test_fail [label=""]
step_talk_to_test_fail -> step_dyn_chat_test_fail [label=""]
step_dyn_chat_test_fail -> jump to step_talk_to_test_fail [label="no_answer"]
step_dyn_chat_test_fail -> step_execute_end [label="dyn_answer_go_end"]
step_dyn_chat_test_fail -> step_to_non_executed [label="dyn_answer_go_to_step_non_executed"]
step_execute_end -> step_to_non_executed [label=""]
step_to_non_executed -> jump to step_not_executed [label=""]
step_not_executed -> step_test_parametre_phrase [label=""]
step_test_parametre_phrase -> step_13 [label=""]
step_13 -> step_any_14 [label=""]
step_any_14 -> step_12 [label=""]
step_12 -> step_15 [label=""]
step_15 -> step_18 [label=""]
step_18 -> step_15 [label=""]
step_18 -> step_dyn_chat_19 [label=""]
step_dyn_chat_19 -> jump to step_15 [label="dyn_answer_3"]
step_dyn_chat_19 -> jump to step_18 [label="no_answer"]
step_default_params -> step_crash [label=""]
step_crash -> step_default_params [label=""]
step_crash -> step_param_order [label=""]
step_param_order -> step_test_encyclo [label=""]
step_test_encyclo -> step_test_event_faction [label=""]
step_test_event_faction -> step_test_talk_to [label=""]
step_test_talk_to -> step_dyn_chat_26 [label=""]
step_dyn_chat_26 -> step_char_26_yes [label="dyn_answer_2"]
step_dyn_chat_26 -> step_chat_26_no [label="no_answer"]
step_chat_26_no -> step_char_26_yes [label=""]
step_char_26_yes -> __end__ [label=""]
step_ring_scenario -> __end__ [label=""]
}
======================================================
<?xml version="1.0"?>
<PRIMITIVES VERSION="1">
<ROOT_PRIMITIVE TYPE="CPrimNode">
<ALIAS LAST_GENERATED="0"/>
<!--@selected@expanded-->
<CHILD TYPE="CPrimZone">
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_manager</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>npc_manager</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="30"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_folder</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>npc_folder_1</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="29"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimZone">
<PROPERTY TYPE="string">
<NAME>ai_activity</NAME>
<STRING>normal</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_zone</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>good_guy</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>vertical_pos</NAME>
<STRING>auto</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="28"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>good_guy_group</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="27"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group_parameters</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>parameters</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimPoint">
<PT X="4191.825684" Y="-3474.212646" Z="0.000000"/>
<ANGLE VALUE="3.279037"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_bot</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>equipment</NAME>
<STRING>CH: 0 1 2 3</STRING>
<STRING>CU:3</STRING>
<STRING>CL:3</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>good_guy$fct_mission_giver$</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>sheet_client</NAME>
<STRING>mafc1</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="26"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>mission</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>TEST_COMPILATION</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>script</NAME>
<STRING># script generated from 'test_compilateur.primitive'</STRING>
<STRING></STRING>
<STRING>#mission tags and pre-requisites</STRING>
<STRING>replayable</STRING>
<STRING>solo</STRING>
<STRING>non_abandonnable</STRING>
<STRING>mission_icon : the_icon</STRING>
<STRING>need_validation</STRING>
<STRING></STRING>
<STRING>#Variables declaration</STRING>
<STRING>decl : bot : giver</STRING>
<STRING>decl : bot : player</STRING>
<STRING>decl : bot : innocent_victim</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING>decl : creature_model : chdfa1</STRING>
<STRING>decl : creature_model : chdfa2</STRING>
<STRING>decl : bot : group_to_kill_group</STRING>
<STRING>decl : item : m0246dxacb01</STRING>
<STRING>decl : item : m0014dxacb01</STRING>
<STRING>decl : item : m0151chdfa01</STRING>
<STRING>decl : item : m0290chdfa01</STRING>
<STRING>decl : item : ictm1pd</STRING>
<STRING>decl : item : ictm1ss</STRING>
<STRING>decl : place : the_place_to_be</STRING>
<STRING>decl : faction : tribe_green_seed</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING>decl : bot : toto_the_forager</STRING>
<STRING>decl : bot : popol</STRING>
<STRING>decl_item : the_special_item : ic_code_item : 10 : Durability 0.5; Speed 1; SapBuff 1500; abm_ml_fire_00140 : ITEM_NAME : no_drop</STRING>
<STRING>decl_item : the_special_item_2 : ic_code_item : 20 : Durability 0.5 : TEST_COMPILATION_ITEM2_NAME</STRING>
<STRING>decl : bot : les_bastards</STRING>
<STRING>decl : race : ragus</STRING>
<STRING>decl : sphrase : amb0001</STRING>
<STRING>decl : sbrick : brk001</STRING>
<STRING>decl : creature_model : caaa</STRING>
<STRING>decl : creature_model : cbbb</STRING>
<STRING></STRING>
<STRING>#pre-requisites</STRING>
<STRING>req_skill : SM 0 100</STRING>
<STRING>req_mission : DONE_MISSION</STRING>
<STRING>req_mission_neg : NOT_DONE_MISSION</STRING>
<STRING>req_mission_running : RUNNING_MISSION</STRING>
<STRING>req_mission_running_neg : NOT_RUNNING_MISSION</STRING>
<STRING>req_item : ictm1pd</STRING>
<STRING>req_fame : tribe_green_seed 10</STRING>
<STRING>req_fame : tryker 5</STRING>
<STRING>req_fame : ricard 10</STRING>
<STRING>req_guild</STRING>
<STRING>req_grade : member</STRING>
<STRING>req_team_size : 1</STRING>
<STRING>req_brick : BMDHTMP00005</STRING>
<STRING>req_season : winter</STRING>
<STRING>req_encyclo_thema : REQ_THEMA_1</STRING>
<STRING>req_event_faction : REQ_EVT_FACTION_1</STRING>
<STRING></STRING>
<STRING>#script</STRING>
<STRING>mission_title : TEST_COMPILATION_TITLE</STRING>
<STRING>mission_desc : TEST_COMPILATION_DESC</STRING>
<STRING># step_failure_debut</STRING>
<STRING>failure</STRING>
<STRING> recv_money : -100000</STRING>
<STRING>/failure</STRING>
<STRING># linear_dyn_chat_fail_brief</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_1; innocent_victim : linear_dyn_chat_fail_brief_resp TEST_COMPILATION_AKNO_1</STRING>
<STRING>fail</STRING>
<STRING>jump_point : linear_dyn_chat_fail_brief_resp</STRING>
<STRING># linear_dyn_chat_continue_brief_1</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_2 : linear_dyn_chat_continue_brief_1_resp TEST_COMPILATION_AKNO_2</STRING>
<STRING>jump_point : linear_dyn_chat_continue_brief_1_resp</STRING>
<STRING># linear_dyn_chat_continue_brief_2</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_PHRASE_TEST_VARIABLE_2 : linear_dyn_chat_continue_brief_2_resp TEST_COMPILATION_AKNO_3</STRING>
<STRING>jump_point : linear_dyn_chat_continue_brief_2_resp</STRING>
<STRING># linear_dyn_chat_retry_brief_fin</STRING>
<STRING>jump_point : linear_dyn_chat_retry_brief_fin_retry</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_TEST_LITTERAL_3 : linear_dyn_chat_retry_brief_fin_resp TEST_COMPILATION_AKNO_4</STRING>
<STRING>jump : linear_dyn_chat_retry_brief_fin_retry</STRING>
<STRING>jump_point : linear_dyn_chat_retry_brief_fin_resp</STRING>
<STRING># step_failure_post_brief</STRING>
<STRING>failure</STRING>
<STRING> recv_money : 0</STRING>
<STRING>/failure</STRING>
<STRING># step_debut_mission</STRING>
<STRING>system_msg : TEST_COMPILATION_SYSTEM_MSG_START</STRING>
<STRING>set_obj : TEST_COMPILATION_TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TEST_COMPILATION_TALK_TO_MENU_OVERLOAD</STRING>
<STRING>system_msg : TEST_COMPILATION_NAMED_BOT; "innocent_victim"</STRING>
<STRING># step_if_test_acid_damage</STRING>
<STRING>jump_point : step_if_test_acid_damage</STRING>
<STRING>if_bricks : BMOETMA00003 : step_test_yes</STRING>
<STRING># no: step_test_no</STRING>
<STRING>bot_chat : shout : giver : TEST_COMPILATION_SKILL_TEST_NO</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING>bot_chat : tell : giver : TEST_COMPILATION_SKILL_TEST_RETRY</STRING>
<STRING>jump : step_if_test_acid_damage</STRING>
<STRING>jump : step_if_test_acid_damage_endif</STRING>
<STRING># yes: step_test_yes</STRING>
<STRING>jump_point : step_test_yes</STRING>
<STRING>bot_chat : shout : giver : TEST_COMPILATION_SKILL_TEST_YES; innocent_victim</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING>jump_point : step_dyn_chat</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_STEP_DYN_CHAT_NPC_TALK : step_1 TEST_COMPILATION_DYN_ANSWER_NO : step_ooo_test_target TEST_COMPILATION_DYN_ANSWER_OK</STRING>
<STRING>jump_point : step_if_test_acid_damage_endif</STRING>
<STRING># step_no_answer</STRING>
<STRING>bot_chat : shout : giver : TEST_COMPILATION_SOURD</STRING>
<STRING># jump to step_dyn_chat</STRING>
<STRING>jump : step_dyn_chat</STRING>
<STRING># step_1</STRING>
<STRING>jump_point : step_1</STRING>
<STRING>bot_chat : tell : giver : TEST_COMPILATION_DYN_CHAT_EXIT</STRING>
<STRING>fail</STRING>
<STRING># step_ooo_test_target</STRING>
<STRING>jump_point : step_ooo_test_target</STRING>
<STRING>recv_money : 1000</STRING>
<STRING>ooo</STRING>
<STRING> set_obj : TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE</STRING>
<STRING> target_fauna : chdfa1; chdfa2</STRING>
<STRING> set_obj : TEST_COMPILATION_OBJ_OVERLOAD_TARGET_CREATURE_PLACE</STRING>
<STRING> target_fauna : chdfa1; chdfa2 : the_place_to_be</STRING>
<STRING> target_npc : innocent_victim</STRING>
<STRING> target_npc : innocent_victim : the_place_to_be</STRING>
<STRING> target_race : goary; clopper</STRING>
<STRING> target_race : goary; clopper : the_place_to_be</STRING>
<STRING>/ooo</STRING>
<STRING>recv_money : -1000</STRING>
<STRING># step_ooo_test_kill</STRING>
<STRING>ooo</STRING>
<STRING> kill_faction : tribe_green_seed 5 : region_majesticgarden</STRING>
<STRING> kill_fauna : chdfa1 3; chdfa2 3</STRING>
<STRING> set_obj : TEST_COMPILATION_OBJ_KILL_OVERLOAD</STRING>
<STRING> kill_group : group_to_kill_group</STRING>
<STRING> kill_npc : innocent_victim</STRING>
<STRING> kill_race : dag 5; ragus 10</STRING>
<STRING> kill_npc_by_name : the_named_npcs 10 : quelquepart</STRING>
<STRING>/ooo</STRING>
<STRING># step_ooo_simple_objectives</STRING>
<STRING>ooo</STRING>
<STRING> set_obj : TEST_COMPILATION_IN_OOO_PHRASE</STRING>
<STRING> cast : BMOETMA00003</STRING>
<STRING> set_obj : TEST_COMPILATION_IN_OOO_OTHER_PHRASE</STRING>
<STRING> forage : m0246dxacb01 1 10; m0014dxacb01 3 10</STRING>
<STRING> loot_mp : m0290chdfa01 2 10; m0151chdfa01 2 10</STRING>
<STRING> craft : ictm1pd 1 10; ictm1ss 1 10</STRING>
<STRING> sell : ictm1pd 1 10; ictm1ss 1 10 : giver</STRING>
<STRING> buy : ictm1pd 1 10; ictm1ss 1 10 : good_guy</STRING>
<STRING> give_item : m0290chdfa01 2 10; m0151chdfa01 2 10 : giver</STRING>
<STRING> give_money : 1000 : giver</STRING>
<STRING> visit : the_place_to_be</STRING>
<STRING> visit : the_place_to_be : m0290chdfa01</STRING>
<STRING> skill : SF 10</STRING>
<STRING> set_obj : TEST_COMPILATION_DO_MISSION_OBJ</STRING>
<STRING> mission : DONE_MISSION</STRING>
<STRING>/ooo</STRING>
<STRING># step_any_test_step_any</STRING>
<STRING>any</STRING>
<STRING> set_obj : TEST_COMPILATION_IN_ANY_PHRASE</STRING>
<STRING> give_money : 10 : giver</STRING>
<STRING> system_msg : TEST_COMPILATION_SUPER_UNDER</STRING>
<STRING> set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING> talk_to : giver : TEST_COMPILATION_TALK_TO_MENU_OVERLOAD</STRING>
<STRING>/any</STRING>
<STRING># step_test_actions</STRING>
<STRING>recv_money : 10000</STRING>
<STRING>recv_fame : tribe_green_seed 1000</STRING>
<STRING>recv_item : ictm1pd 1 10</STRING>
<STRING>learn_action : abm_vampirism_00050 : giver</STRING>
<STRING>learn_brick : BMOETMF00140 : giver</STRING>
<STRING>add_compass_npc : giver</STRING>
<STRING>add_compass_place : the_place_to_be</STRING>
<STRING>teleport : the_place_to_spawn</STRING>
<STRING>set_teleport : giver : the_place_to_tp : TEST_COMPILATION_MENU_TP</STRING>
<STRING># step_failure_constrains_1</STRING>
<STRING>failure</STRING>
<STRING>/failure</STRING>
<STRING># step_test_constrains_1</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING># step_test_constrains_2</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING># step_failure_constrains_2</STRING>
<STRING>failure</STRING>
<STRING>/failure</STRING>
<STRING># step_test_constrains_3</STRING>
<STRING>day_period : 0 0 ; 23 59</STRING>
<STRING>season : winter</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING>season : none</STRING>
<STRING>day_period : 0 0 ; 0 0</STRING>
<STRING># step_talk_to_test_fail</STRING>
<STRING>jump_point : step_talk_to_test_fail</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : TALK_TO_MENU_OVERLOAD</STRING>
<STRING># step_dyn_chat_test_fail</STRING>
<STRING>dyn_chat : giver : TEST_COMPILATION_TEST_FAIL : step_execute_end TEST_COMPILATION_DYN_ANSWER_GO_END : step_to_non_executed TEST_COMPILATION_DYN_ANSWER_GO_FAIL</STRING>
<STRING># jump to step_talk_to_test_fail</STRING>
<STRING>jump : step_talk_to_test_fail</STRING>
<STRING># step_execute_end</STRING>
<STRING>jump_point : step_execute_end</STRING>
<STRING>system_msg : TEST_COMPILATION_EXIT_SUCCESS</STRING>
<STRING># step_to_non_executed</STRING>
<STRING>jump_point : step_to_non_executed</STRING>
<STRING>system_msg : TEST_COMPILATION_EXIT_FAILURE</STRING>
<STRING>fail</STRING>
<STRING># jump to step_not_executed</STRING>
<STRING>jump : step_not_executed</STRING>
<STRING># step_not_executed</STRING>
<STRING>jump_point : step_not_executed</STRING>
<STRING>learn_action : abm_vampirism_00050 : group</STRING>
<STRING>recv_item : ictm1pd 1 10 : group</STRING>
<STRING>ai_event : group_to_kill_group; 0</STRING>
<STRING># step_test_parametre_phrase</STRING>
<STRING>set_desc : TEST_COMPILATION_SET_DESC; good_guy</STRING>
<STRING>talk_to : good_guy : TEST_COMPILATION_MENU_TALK_TO_FORGERON_2</STRING>
<STRING>system_msg : EXISTING_MSG; good_guy; the_place_to_be</STRING>
<STRING># step_13</STRING>
<STRING>set_obj : TEST_COMPILATION_TALK_TO_CST</STRING>
<STRING>talk_to : popol : TEST_COMPILATION_TALK_TO_CST_MENU</STRING>
<STRING># step_any_14</STRING>
<STRING>hide_obj</STRING>
<STRING>set_obj : ANY_OVERLADED_OBJ</STRING>
<STRING>recv_fame : matis -1234</STRING>
<STRING>any</STRING>
<STRING> hide_obj</STRING>
<STRING> visit : place1</STRING>
<STRING> hide_obj</STRING>
<STRING> visit : place2</STRING>
<STRING> hide_obj</STRING>
<STRING> visit : place3</STRING>
<STRING> hide_obj</STRING>
<STRING> visit : place4</STRING>
<STRING>/any</STRING>
<STRING>recv_fame : matis 1234</STRING>
<STRING># step_12</STRING>
<STRING>talk_to : toto_the_forager</STRING>
<STRING># step_15</STRING>
<STRING>jump_point : step_15</STRING>
<STRING>system_msg : TEST_COMPILATION_SYSTEM_MSG; good_guy</STRING>
<STRING>recv_named_item : boss1_fyros_gloves 3</STRING>
<STRING># step_18</STRING>
<STRING>jump_point : step_18</STRING>
<STRING>system_msg : TEST_COMPILATION_GROUP_SYS_MSG; "les_bastards"</STRING>
<STRING>system_msg : TEST_COMPILATION_PHRASE_SYS_MSG; amb0001</STRING>
<STRING>system_msg : TEST_COMPILATION_BRICK_SYS_MSG; brk001</STRING>
<STRING>system_msg : TEST_COMPILATION_RACE_SYS_MSG; ragus</STRING>
<STRING>wait_msg : the message from ia a long message in fact</STRING>
<STRING>target_fauna : ckfb1</STRING>
<STRING>jump : step_15</STRING>
<STRING># step_dyn_chat_19</STRING>
<STRING>dyn_chat : : : step_18 : step_15 </STRING>
<STRING># jump to step_18</STRING>
<STRING>jump : step_18</STRING>
<STRING># jump to step_18</STRING>
<STRING>jump : step_18</STRING>
<STRING># jump to step_15</STRING>
<STRING>jump : step_15</STRING>
<STRING># step_default_params</STRING>
<STRING>jump_point : step_default_params</STRING>
<STRING>talk_to : giver : TEST_COMPILATION_TT_DEFAULT</STRING>
<STRING>set_obj : TEST_COMPILATION_OVER_STRANGE_PARAM</STRING>
<STRING>kill_fauna : chdfa1 1; chdfa2 10</STRING>
<STRING># step_crash</STRING>
<STRING>crash : fyros route_gouffre</STRING>
<STRING> recv_money : -1000</STRING>
<STRING> jump : step_default_params</STRING>
<STRING>/crash</STRING>
<STRING># step_param_order</STRING>
<STRING>system_msg : THE_MSG_A_THEN_B; caaa; cbbb</STRING>
<STRING>system_msg : THE_MSG_B_THEN_A; cbbb; caaa</STRING>
<STRING># step_test_encyclo</STRING>
<STRING>encyclo_unlock : album_1</STRING>
<STRING># step_test_event_faction</STRING>
<STRING>set_event_faction : the_event_faction</STRING>
<STRING>chain_mission : NOT_DONE_MISSION : toto</STRING>
<STRING>recv_money : itforage 10 0.5</STRING>
<STRING>remove_compass_npc : toto</STRING>
<STRING>remove_compass_place : the_place</STRING>
<STRING># step_test_talk_to</STRING>
<STRING>set_obj : TEST_COMPILATION_TALK_TO_OVLD; chdfa1</STRING>
<STRING>talk_to : giver : TEST_COMPILATION_TALK_TO_TEXT; popol</STRING>
<STRING># step_dyn_chat_26</STRING>
<STRING>set_obj : TEST_COMPILATION_DYN_CHAT_TK_OV; chdfa1</STRING>
<STRING>talk_to : giver : TEST_COMPILATION_DYN_CHAT_TK_MN; chdfa1</STRING>
<STRING>dyn_chat : giver : : step_char_26_yes </STRING>
<STRING># step_chat_26_no</STRING>
<STRING># step_char_26_yes</STRING>
<STRING>jump_point : step_char_26_yes</STRING>
<STRING># step_ring_scenario</STRING>
<STRING>set_obj : TEST_COMPILATION_DO_RING_SCENARIO</STRING>
<STRING>ring_scenario : my_ring_scenario</STRING>
<STRING></STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="1"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>mission</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>DONE_MISSION</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>script</NAME>
<STRING># script generated from 'test_compilateur.primitive'</STRING>
<STRING></STRING>
<STRING>#mission tags and pre-requisites</STRING>
<STRING>replayable</STRING>
<STRING>solo</STRING>
<STRING>no_list</STRING>
<STRING>not_proposed</STRING>
<STRING>auto : DONE_MISSION_AUTO_MENU</STRING>
<STRING>need_validation</STRING>
<STRING></STRING>
<STRING>#Variables declaration</STRING>
<STRING>decl : bot : giver</STRING>
<STRING>decl : bot : player</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING></STRING>
<STRING>#pre-requisites</STRING>
<STRING>req_encyclo_thema_neg : NEG_REG_THEMA_2</STRING>
<STRING></STRING>
<STRING>#script</STRING>
<STRING>mission_title : DONE_MISSION_MISSION_TITLE</STRING>
<STRING>mission_desc : DONE_MISSION_MISSION_DESC</STRING>
<STRING># step_3</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : DONE_MISSION_PHRASE_TALK_TO</STRING>
<STRING>recv_item : ictm1pd 1 50</STRING>
<STRING></STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="2"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>mission</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>NOT_DONE_MISSION</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>script</NAME>
<STRING># script generated from 'test_compilateur.primitive'</STRING>
<STRING></STRING>
<STRING>#mission tags and pre-requisites</STRING>
<STRING>replayable</STRING>
<STRING>solo</STRING>
<STRING>need_validation</STRING>
<STRING></STRING>
<STRING>#Variables declaration</STRING>
<STRING>decl : bot : giver</STRING>
<STRING>decl : bot : player</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING></STRING>
<STRING>#pre-requisites</STRING>
<STRING></STRING>
<STRING>#script</STRING>
<STRING>mission_title : NOT_DONE_MISSION_MISSION_TITLE</STRING>
<STRING>mission_desc : NOT_DONE_MISSION_MISSION_DESC</STRING>
<STRING># step_3</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : NOT_DONE_MISSION_PHRASE_TALK_TO</STRING>
<STRING></STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="3"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>mission</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>NOT_RUNNING_MISSION</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>script</NAME>
<STRING># script generated from 'test_compilateur.primitive'</STRING>
<STRING></STRING>
<STRING>#mission tags and pre-requisites</STRING>
<STRING>replayable</STRING>
<STRING>solo</STRING>
<STRING>need_validation</STRING>
<STRING></STRING>
<STRING>#Variables declaration</STRING>
<STRING>decl : bot : giver</STRING>
<STRING>decl : bot : player</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING></STRING>
<STRING>#pre-requisites</STRING>
<STRING></STRING>
<STRING>#script</STRING>
<STRING>mission_title : NOT_RUNNING_MISSION_MISSION_TITLE</STRING>
<STRING>mission_desc : NOT_RUNNING_MISSION_MISSION_DESC</STRING>
<STRING># step_3</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : NOT_RUNNING_MISSION_PHRASE_TALK_TO</STRING>
<STRING></STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="4"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>mission</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>RUNNING_MISSION</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>script</NAME>
<STRING># script generated from 'test_compilateur.primitive'</STRING>
<STRING></STRING>
<STRING>#mission tags and pre-requisites</STRING>
<STRING>replayable</STRING>
<STRING>solo</STRING>
<STRING>need_validation</STRING>
<STRING></STRING>
<STRING>#Variables declaration</STRING>
<STRING>decl : bot : giver</STRING>
<STRING>decl : bot : player</STRING>
<STRING>decl : bot : good_guy</STRING>
<STRING></STRING>
<STRING>#pre-requisites</STRING>
<STRING></STRING>
<STRING>#script</STRING>
<STRING>mission_title : RUNNING_MISSION_MISSION_TITLE</STRING>
<STRING>mission_desc : RUNNING_MISSION_MISSION_DESC</STRING>
<STRING># step_3</STRING>
<STRING>set_obj : TALK_TO_OBJ_OVERLOAD</STRING>
<STRING>talk_to : giver : RUNNING_MISSION_PHRASE_TALK_TO</STRING>
<STRING></STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="5"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimZone">
<PROPERTY TYPE="string">
<NAME>ai_activity</NAME>
<STRING>normal</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>ai_movement</NAME>
<STRING>stand_on_start_point</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_zone</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>innocent_victim</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>vertical_pos</NAME>
<STRING>auto</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="25"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>innocent_victim_group</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="24"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group_parameters</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>grp_parameters</NAME>
<STRING>attackable</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>parameters</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimPoint">
<PT X="4131.152344" Y="-3525.259521" Z="0.000000"/>
<ANGLE VALUE="0.647954"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_bot</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>equipment</NAME>
<STRING>CH: 0 1 2 3</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>innocent_victim</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>sheet_client</NAME>
<STRING>kami_preacher_b</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="23"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimZone">
<PT X="4144.915527" Y="-3528.880127" Z="0.000000"/>
<PT X="4136.940430" Y="-3542.630127" Z="0.000000"/>
<PT X="4150.140625" Y="-3547.030029" Z="0.000000"/>
<PT X="4159.215332" Y="-3547.580078" Z="0.000000"/>
<PT X="4164.990723" Y="-3529.705078" Z="0.000000" SELECTED="true"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_zone</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>group_to_kill</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="22"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>bot_sheet_client</NAME>
<STRING>tribe_green_seed_diplomat_m_f</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>count</NAME>
<STRING>5</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>group_to_kill_group</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="21"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group_parameters</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>grp_parameters</NAME>
<STRING>attackable</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>parameters</STRING>
</PROPERTY>
</CHILD>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimZone">
<PT X="4185.340332" Y="-3497.255127" Z="0.000000"/>
<PT X="4184.790527" Y="-3511.280029" Z="0.000000"/>
<PT X="4193.865723" Y="-3515.130127" Z="0.000000"/>
<PT X="4199.640625" Y="-3511.830078" Z="0.000000"/>
<PT X="4199.915527" Y="-3495.604980" Z="0.000000" SELECTED="true"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_zone</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>trykers_to_kill</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="20"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>bot_sheet_client</NAME>
<STRING>tribe_green_seed_wizard_m_f</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>count</NAME>
<STRING>10</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>trykers_to_kill_group</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="19"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>npc_group_parameters</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>grp_parameters</NAME>
<STRING>attackable</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>parameters</STRING>
</PROPERTY>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimZone">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>fauna</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>fauna_2</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="18"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>group_fauna</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>group_fauna_1</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="17"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimPoint">
<PT X="4126.658691" Y="-3484.626465" Z="0.000000"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>rest</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>rest</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="16"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimPoint">
<PT X="4131.608887" Y="-3502.776611" Z="0.000000"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>food</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>food</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="15"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimPoint">
<PT X="4146.458496" Y="-3485.726563" Z="0.000000"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>spawn</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>spawn</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="14"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>population</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>population_4</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="13"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>people</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>count</NAME>
<STRING>5</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>creature_code</NAME>
<STRING>chdfa1</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>people_1</STRING>
</PROPERTY>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>people</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>count</NAME>
<STRING>5</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>creature_code</NAME>
<STRING>chdfa2</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>people_2</STRING>
</PROPERTY>
</CHILD>
</CHILD>
</CHILD>
</CHILD>
<CHILD TYPE="CPrimNode">
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>depositzone_list</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>depositzone_list_3</STRING>
</PROPERTY>
<CHILD TYPE="CPrimZone">
<PT X="4203.953125" Y="-3520.709961" Z="0.000000"/>
<PT X="4182.847168" Y="-3520.125488" Z="0.000000"/>
<PT X="4182.915527" Y="-3543.913086" Z="0.000000" SELECTED="true"/>
<PT X="4184.256348" Y="-3547.591309" Z="0.000000"/>
<PT X="4196.494141" Y="-3543.878662" Z="0.000000"/>
<PROPERTY TYPE="string">
<NAME>auto_spawn_sources</NAME>
<STRING>true</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>depositzone</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>deposit_statquality_min</NAME>
<STRING>0</STRING>
</PROPERTY>
<PROPERTY TYPE="string_array">
<NAME>exact_mp_item</NAME>
<STRING>m0246dxacb01</STRING>
<STRING>m0014dxacb01</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>region_majesticgarden_2</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>while_season_spring</NAME>
<STRING>true</STRING>
</PROPERTY>
<CHILD TYPE="CPrimAlias">
<ALIAS VALUE="12"/>
<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
</PROPERTY>
<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
</PROPERTY>
</CHILD>
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<PT X="4190.289551" Y="-3562.154541" Z="0.000000" SELECTED="true"/>
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>place</STRING>
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<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>the_place_to_be</STRING>
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<CHILD TYPE="CPrimAlias">
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<!--@expanded-->
<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>alias</STRING>
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<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>alias</STRING>
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<PROPERTY TYPE="string">
<NAME>class</NAME>
<STRING>teleport_spawn_zone</STRING>
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<PROPERTY TYPE="string">
<NAME>name</NAME>
<STRING>the_place_to_spawn</STRING>
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</ROOT_PRIMITIVE>
</PRIMITIVES>