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<?xml version="1.0" encoding="utf-8"?>
<TranscendenceModule>
<!-- Raisu Station -->
<StationType UNID="&stRaisuStation;"
name= ": Raisu Station"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
canAttack= "true"
level= "3"
multiHull= "true"
armorID= "&itPlasteelPlate;"
hitPoints= "150"
regen= "1"
ejectaType= "&vtWreckEjecta;"
attributes= "commonwealth, commonwealthCustoms, friendly, human, majorStation, populated, raisuStation"
>
<ImageVariants>
<Image imageID="&rsCommonwealthSlumsImage;" imageX="0" imageY="0" imageWidth="64" imageHeight="128"/>
<Image imageID="&rsCommonwealthSlumsImage;" imageX="64" imageY="0" imageWidth="64" imageHeight="128"/>
<Image imageID="&rsCommonwealthSlumsImage;" imageX="128" imageY="0" imageWidth="64" imageHeight="128"/>
<Image imageID="&rsCommonwealthSlumsImage;" imageX="192" imageY="0" imageWidth="64" imageHeight="128"/>
</ImageVariants>
<!-- Ships and Defenses -->
<Ships challenge="standard">
<Lookup table="&tbCommPrivateCrafts;"/>
</Ships>
<DockScreens>
<Main>
<Panes>
<Default descID="descNormal">
<Actions>
<Action id="actionMainHall" default="1">
(rpgMissionAssignment {
missionCriteria: "n +commonwealthHabitat;"
maxActive: 1
intervalPerType: (+ 5400 (* (objGetDestiny gSource) 10))
noMissionTextID: 'descNoMissions
; NOTE: We don't really need this because the only way to
; get rumors is to defeat Arco, and if that happens, the only
; rumor available (with overriding priority) is the one that
; is defined by the Arco mission. Thus there is no chance to
; get any of the regular Commonwealth habitat rumors, which
; require a missionGiver.
missionGiver: {
id: 'raisuStationMaster
gender: 'genderFemale
}
})
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<DockingPorts>
<Port x="0" y="80" />
<Port x="43" y="56" />
<Port x="52" y="8" />
<Port x="35" y="-44" />
<Port x="-35" y="-44" />
<Port x="-52" y="8" />
<Port x="-43" y="56" />
</DockingPorts>
<Language>
<Text id="descNormal">
The loud voices of a packed multitude bounce off every bulkhead and corridor in the station.
Old air scrubbers pump a thin, odorous breeze out of rusty vents. Discarded packets of
Salmonite and Red Nebula beer huddle in the corner.
Welcome to Raisu Station!
</Text>
</Language>
</StationType>
<!-- Mission: Liberate Raisu station =======================================
EXTRA DATA
status: Status of Raisu station
Nil = Controlled by Centauri Warlords
'destroyed = Destroyed
'destroyedByPlayer = Destroyed by player
'liberated = Liberated
targetID: ID of ship to destroy (Arco Vaughn)
raidersSummoned: Number of raiders summoned to station
======================================================================== -->
<MissionType UNID="&msRaisuStation;"
name= "Liberate Raisu station"
attributes= "commonwealth, special, deliveryMission"
level= "1"
priority= "10"
maxAppearing= "1"
recordNonPlayer= "true"
>
<Events>
<OnCreate>
(block (
(arcoVaughn (sysFindObject gSource "sN +arcoVaughn;"))
(baseObj (sysFindObject gSource "TN +arcoVaughn;"))
)
(switch
(not arcoVaughn)
(msnDestroy gSource)
(block Nil
; Raisu does not allow docking once mission is in progress
(msnSetData gSource 'destID (objGetID aOwnerObj))
; Start occupation
(objSetEventHandler aOwnerObj &evCentauriOccupation;)
; Add Centauri Raiders
(for i 1 (random 4 5)
(block (theShip)
(setq theShip (sysCreateShip &scCentauriRaider; aOwnerObj &svCentauriWarlords;))
(shpOrder theShip 'patrol aOwnerObj 10)
)
)
; Warlord base
(objAddItem baseObj (itmSetData
(itmCreate &itDataROM; 1)
'Text
(msnTranslate gSource 'descArcoMessage)
))
; Setup Arco Vaughn
(objSetEventHandler arcoVaughn &evArcoVaughn;)
(msnSetData gSource 'targetID (objGetID arcoVaughn))
(msnRegisterForEvents gSource arcoVaughn)
; Updates
(msnAddRecurringTimerEvent gSource 451 'OnTimer)
)
)
)
</OnCreate>
<OnAccepted>
(block (theItem launcherItem missileTypes bestType)
; Give the player some appropriate missiles
(switch
; If we don't have a launcher, give a missile rack
(not (setq launcherItem (@ (objGetItems gPlayerShip "lI -Disposable;") 0)))
(setq theItem (itmCreate &itDM1500MissileRack; 1))
; Find all compatible missiles for this launcher
(not (setq missileTypes (itmGetTypes (cat "M +launchedBy:" (itmGetType launcherItem) ";"))))
(setq theItem (itmCreate &itDM1500MissileRack; 1))
; Find a tracking missile of level 3 or less.
(setq bestType
(map missileTypes (list 'reduceMax 'original 'excludeNil) theType
(if (and (itmGetProperty theType 'tracking)
(leq (itmGetLevel theType) 3)
)
(itmGetLevel theType)
)
)
)
(setq theItem (itmCreate bestType (random 32 48)))
; Otherwise, any missile of level 5 or less.
(setq bestType
(map missileTypes (list 'reduceMax 'original 'excludeNil) theType
(if (leq (itmGetLevel theType) 5)
(itmGetLevel theType)
)
)
)
(setq theItem (itmCreate bestType (random 32 48)))
; Otherwise, default to a missile rack
(setq theItem (itmCreate &itDM1500MissileRack; 1))
)
(objAddItem gPlayerShip theItem)
(msnSetData gSource 'theItem theItem)
)
</OnAccepted>
<OnSetPlayerTarget>
(rpgSetTarget gSource aReason (objGetObjByID (msnGetData gSource 'targetID)))
</OnSetPlayerTarget>
<OnTimer>
(block (
(stationObj (objGetObjByID (msnGetProperty gSource 'ownerID)))
(arcoVaughn (objGetObjByID (msnGetData gSource 'targetID)))
)
(switch
; If not in Starton Eridani, then nothing to do
(!= (sysGetNode) (msnGetProperty gSource 'nodeID))
Nil
; If we currently have raiders, then nothing to do
(sysFindObject stationObj "s +centauriWarlords; N:150")
Nil
; If we've already summoned lots of raiders, then send Arco Vaughn
(gr (msnGetData gSource 'raidersSummoned) 20)
(objFireEvent arcoVaughn "OrderKillPlayer")
; Otherwise summon some more raiders
(leq (random 1 100) 20)
(for i 1 (random 3 4)
(block (theShip)
(setq theShip
(sysCreateShip &scCentauriRaider;
(sysFindObject stationObj "GN -uncharted;")
&svCentauriWarlords;
)
)
(shpOrder theShip 'patrol stationObj 10)
(msnIncData gSource 'raidersSummoned)
)
)
)
)
)
</OnTimer>
<OnObjDestroyed>
; If the mission is still open we need to make it a non-player mission
; so the OnCompleted event is called. Note - msnSetUnavailable does not
; affect player missions, so it is safe to call without any checking.
(switch
(= (objGetID aObjDestroyed) (msnGetProperty gSource 'ownerID))
(block Nil
(msnSetUnavailable gSource)
(msnFailure gSource {
destroyedByPlayer: (and gPlayerShip (= aOrderGiver gPlayerShip))
})
)
(= (objGetID aObjDestroyed) (msnGetData gSource 'targetID))
(block Nil
; Backward compatibility for old Container Habitat rumors
(typSetData &scArcoVaughnHeavyRaider; 'status 'destroyed)
(msnSetUnavailable gSource)
(msnSuccess gSource)
)
)
</OnObjDestroyed>
<OnCompleted>
(switch
(= aReason 'success)
(block (
(stationObj (objGetObjByID (msnGetProperty gSource 'ownerID)))
)
(msnSetData gSource 'status 'liberated)
(objSetEventHandler stationObj Nil)
)
(and (= aReason 'failure) (@ gData 'destroyedByPlayer))
(msnSetData gSource 'status 'destroyedByPlayer)
(= aReason 'failure)
(msnSetData gSource 'status 'destroyed)
)
</OnCompleted>
<OnCanBrief>
(block (
(stationObj (objGetObjByID (msnGetProperty gSource 'ownerID)))
(centauriDestroyed (count (sysFindObject gPlayerShip "TK +centauriWarlords; +populated; -occupation; -uncharted;")))
)
(switch
; If the player declined, then everyone is still in fear
(msnGetProperty gSource 'isDeclined)
(msnTranslate gSource 'descMissionHiding)
; If there are Centauri raiders in range, then everyone is hinding
(sysFindObject stationObj "s +centauriWarlords; N:100;")
(msnTranslate gSource 'descMissionHiding)
; If all stations have been destroyed, then the player gets the mission
(not (sysFindObject gPlayerShip "TA +centauriWarlords; +populated; -occupation; -uncharted;"))
Nil
; Check the number of destroyed Centauri stations
(= centauriDestroyed 0)
(msnTranslate gSource 'descStationFearful0)
(= centauriDestroyed 1)
(msnTranslate gSource 'descStationFearful1)
(= centauriDestroyed 2)
(msnTranslate gSource 'descStationFearful2)
; Otherwise player gets the mission
Nil
)
)
</OnCanBrief>
<OnDeliveryMissionCompleted>
{
desc: (msnTranslate gSource 'descHiding)
forceUndock: True
}
</OnDeliveryMissionCompleted>
<OnGlobalSystemStarted>
(block (raisuObj)
(switch
; Only create in Starton Eridani
(!= (sysGetNode) 'SE)
Nil
; Only create one
(msnFind "* +unid:&msRaisuStation;;")
Nil
(not (setq raisuObj (sysFindObject Nil "TAN +unid:&stRaisuStation;;")))
Nil
(msnCreate &msRaisuStation; raisuObj)
)
)
</OnGlobalSystemStarted>
<GetGlobalAchievements>
(block (theMission theStatus)
(if (and
(setq theMission (msnFind "P* +unid:&msRaisuStation;;"))
(setq theStatus (msnGetData theMission 'status))
)
(list
(list
(or (msnTranslate theMission (cat "achievement." theStatus))
(cat "ERROR: Raisu station status: " (or theStatus "Nil"))
)
Nil
(typTranslate &unidCommonText; 'achievementsAndRegrets)
)
)
)
)
</GetGlobalAchievements>
<GetRumors>
(switch
(!= (msnGetProperty gSource 'nodeID) (sysGetNode))
Nil
(= (msnGetProperty gSource 'ownerID) (objGetID (@ gData 'stationObj)))
(if (msnGetProperty gSource 'isSuccess)
{
attributes: 'commonwealthHabitat
priority: 10000
dialogID: 'descMeetingHallHappy
}
)
(msnGetProperty gSource 'isSuccess)
(rpgRumorAdd 'commonwealthHabitat (make 'sequence 5 8) 20)
(msnGetProperty gSource 'isFailure)
Nil
(append
(rpgRumorAdd 'commonwealthHabitat (make 'sequence 1 4) 20)
(rpgRumorAdd 'commonwealthContainer (make 'sequence 1 5) 20)
)
)
</GetRumors>
</Events>
<Language>
<!-- Code Points -->
<Text id="Summary">
(cat
(msnTranslate gSource 'descSummary)
"\n\n"
(typTranslate &dsRPGMission; 'mission.rewardSummary {
systemName: (sysGetName)
payment: (fmtCurrency 'credit (msnGetData gSource 'reward))
})
)
</Text>
<Text id="AcceptReply">
(block (
(theItem (msnGetData gSource 'theItem))
)
(if (gr (itmGetCount theItem) 1)
(msnTranslate gSource 'descMissionAcceptPlural { itemName:(itmGetName theItem 'plural) })
(msnTranslate gSource 'descMissionAcceptSingular { itemName:(itmGetName theItem) })
)
)
</Text>
<Text id="InProgress">
(msnTranslate gSource 'descMissionHiding)
</Text>
<Text id="SuccessDebrief">
(if (= (plyGetGenome gPlayer) 'humanMale)
(msnTranslate gSource 'descMissionSuccessWhisper)
(msnTranslate gSource 'descMissionSuccessHug)
)
</Text>
<!-- Text -->
<Text id="Name">Kill Arco Vaughn</Text>
<Text id="descSummary">
Centauri warlords have taken over Raisu station. Help free the station by
killing the warlord Arco Vaughn.
</Text>
<Text id="descHiding">
The docking bay is completely empty. Old air scrubbers pump a thin, odorous breeze out of
rusty vents. Discarded packets of Salmonite and Red Nebula beer huddle in the corner.
</Text>
<Text id="descStationFearful0">
The station master stands at her console. She turns her attention towards you:
"You'd better leave before the warlords return. If they see an armed ship here they will
kill you; and we will be punished. Go now!"
</Text>
<Text id="descStationFearful1">
The station master stands at her console. She turns her attention towards you:
"The Centauri warlords are furious that you've blown up one of their stations!
Do you really think you're strong enough to stand up to them?! Please leave before
you get us all killed!"
</Text>
<Text id="descStationFearful2">
The station master stands at her console. She turns her attention towards you:
"Please leave! You know what will happen if you try to destroy more Centauri
bases? You'll be killed and we'll be punished! And if Arco Vaughn sees you here,
we're all dead!"
</Text>
<Text id="descMeetingHallHappy">
The meeting hall is busy with commercial activity; everyone goes about their
business, sometimes stopping to say hello to you.
</Text>
<Text id="Intro">
The station master stands at her console. She runs towards you tearfully:
"Is it true? Have you fought the Centauri warlords? It's been so long since
anyone stood up to them. Will you finish what you've begun? If you don't
kill the rest of them now, we'll be the ones who suffer.
"Arco Vaughn is the key. Kill him and the rest will leave us alone."
</Text>
<Text id="Briefing">
"I can help you; I'm not afraid anymore. Arco Vaughn lives deep in the outer
belt&#x97;I can give you the coordinates. Kill him and we will all be free.
"Will you help us?"
</Text>
<Text id="descMissionAcceptSingular">
"You will need all the power you can to kill him. I have a hidden %itemName%
that the warlords never found. It belonged to my husband...many years ago.
Take it! Take it and good luck!"
She hugs you quickly and runs off.
</Text>
<Text id="descMissionAcceptPlural">
"You will need all the power you can to kill him. I have some hidden %itemName%
that the warlords never found. They belonged to my husband...many years ago.
Take them! Take them and good luck!"
She hugs you quickly and runs off.
</Text>
<Text id="DeclineReply">
The station master stares at you in shock and then begins to weep.
"Why did you start this war if you won't finish it! You've doomed us all!"
</Text>
<Text id="descMissionHiding">
The station master's console is empty. Everyone on the station is hiding in
the central hub.
</Text>
<Text id="descMissionSuccessWhisper">
The station master runs towards you; she puts her arms around you as the rest
of the citizens come out of hiding.
"You did it! I never thought I would live to see it! You've freed us from the
warlords!"
She hugs you again and whispers her name in your ear.
</Text>
<Text id="descMissionSuccessHug">
The station master runs towards you; she puts her arms around you as the rest
of the citizens come out of hiding.
"You did it! I never thought I would live to see it! You've freed us from the
warlords!"
She beams a smile and hugs you again.
</Text>
<Text id="descArcoMessage">
RECEIVED from relay07.cynus.anderson.187janus_station.comm\n
by helios_receiver.f5astarton_eridani.comm (EID 089830_7188919)\n
for &lt;arcovaughn.17591&gt; (EID 089830_8179210) 2403-11-25 17:34:11
MESSAGE BEGINS\n
I know that you must hate me right now; truth is I don't like myself very
much either. But I promise you that everything happens for a reason and that
one day you and I will both understand. I can't explain to you or anyone why
I'm going. No one can understand. But I know that I am doing the right thing
and I know that I am doing what I must. I can't do anything else. Something
is about to happen. Something feels wrong. Whatever fate awaits me at the
Core, I know that it is entwined with the fate of all Humanity. When I get
there, I will understand. When I get there, we will all understand. I must
get there before it is too late. Take care of your mother.
MESSAGE ENDS
</Text>
<Text id="rumor.commonwealthHabitat.1">
"The warlords are annoying, but they don't mean much. The only one that bothers
me is Arco Vaughn. He's trouble. Someone ought to air him out before things get
out of hand, you know?"
</Text>
<Text id="rumor.commonwealthHabitat.2">
"It's sad about Raisu station, isn't it? If a corporate fuel station got taken
over by Centauri warlords they'd have Admiral Decker himself leading the
rescue. But no one cares about a poor, backwater station, I guess."
</Text>
<Text id="rumor.commonwealthHabitat.3">
"If you're looking for Arco Vaughn, go to Raisu station: the station master
there will help you out. But first you gotta convince her that you're serious."
</Text>
<Text id="rumor.commonwealthHabitat.4">
"If you need help against Arco Vaughn the station master at Raisu station will
help you. But you'll have to prove that you're serious. Take out a few Centauri
stations and you might convince her."
</Text>
<Text id="rumor.commonwealthHabitat.5">
"Thank heavens that someone finally killed Arco Vaughn. Maybe now the warlords
will leave us alone."
</Text>
<Text id="rumor.commonwealthHabitat.6">
"It's shame what Raisu station had to go through, isn't it? If a corporate
station had been occupied by warlords, they'd have sent Admiral Decker himself
to lead the rescue. But no one cares about a poor, backwater station, I guess."
</Text>
<Text id="rumor.commonwealthHabitat.7">
"I hear that Arco Vaughn is finally dead. No one will mourn him. I really feel
for Erica and her team at Raisu&mdash;they went through hell."
</Text>
<Text id="rumor.commonwealthHabitat.8">
"We're all glad that Arco Vaughn is dead. I heard someone from Raisu station
finally had enough and decided to chase him down."
</Text>
<Text id="rumor.commonwealthContainer.1">
"Watch out for Arco Vaughn. He is the most dangerous Centauri warlord;
his heavy raider is protected against lasers and recoilless cannons.
Avoid him if you want to live."
</Text>
<Text id="rumor.commonwealthContainer.2">
"Arco Vaughn flies an enhanced heavy raider. His armor is protected against
normal weapons; you'll need missiles to kill him."
</Text>
<Text id="rumor.commonwealthContainer.3">
"Raisu Station is in trouble. The Centauri warlords have taken it over;
don't go there unless you are armed and ready."
</Text>
<Text id="rumor.commonwealthContainer.4">
"If you want to find Arco Vaughn, go to Raisu Station. Talk to the station
master there. She will help you."
</Text>
<Text id="rumor.commonwealthContainer.5">
"The Centauri warlords have many bases among the outer asteroids of Eridani;
but if you go there, watch out: Arco Vaughn is there too."
</Text>
<Text id="achievement.liberated">Liberated Raisu station</Text>
<Text id="achievement.destroyed">Allowed Raisu station to be destroyed</Text>
<Text id="achievement.destroyedByPlayer">Destroyed Raisu station</Text>
</Language>
</MissionType>
<!-- BEHAVIORS -->
<!-- Arco Vaughn
GLOBAL DATA
status: Status of Arco Vaughn
Nil = never encountered
"destroyed" = destroyed
EXTRA DATA
home: Our container
behavior: Current behavior
Nil = waiting for player
'scarePlayer = scare the player, shoot if shields are full
'scarePlayerWithForce = shoot at player but stop when shields drop
'killPlayer = kill the player
warning: True if we warned the player
-->
<Type UNID="&evArcoVaughn;">
<Events>
<OnEventHandlerInit>
(block Nil
; Set a timer so that we can do some custom behavior
(sysAddObjRecurringTimerEvent 10 gSource "OnBehavior")
; Remember our home
(objSetObjRefData gSource "home" (sysFindObject gSource "TN +arcoVaughn;"))
)
</OnEventHandlerInit>
<OnAttacked>
(if (and (eq aOrderGiver gPlayerShip)
(not (eq (objGetData gSource "behavior") 'killPlayer)))
(if (and (or (eq aDamageType 'kinetic) (eq aDamageType 'laser))
(leq aDamageHP 6)
)
; If we're attacked with laser or kinetic, laugh it off
(if (and (eq (random 1 3) 1)
(eq (objGetData gSource "behavior") 'scarePlayer))
(objSendMessageTranslate gPlayerShip gSource 'msgTickled)
)
; If we're attacked with something more powerful, then we
; attack in force.
(objFireEvent gSource 'OrderKillPlayer)
)
)
</OnAttacked>
<OnBehavior>
(block (
(behavior (objGetData gSource 'behavior))
(homeObj (objGetObjRefData gSource 'home))
)
(switch
; Wait for player to show up
(not behavior)
(if (and gPlayerShip
(ls (objGetDistance gPlayerShip gSource) 60)
(ls (objGetDistance gPlayerShip homeObj) 200))
(block Nil
; Once the player shows up, aim for the player, but don't attack yet
(shpCancelOrders gSource)
(shpOrder gSource 'aim gPlayerShip)
(objRegisterForEvents gSource gPlayerShip)
(objSetData gSource "behavior" 'scarePlayer)
)
)
; Scare the player away
(eq behavior 'scarePlayer)
(block Nil
(if (eq (objGetShieldLevel gPlayerShip) 100)
(block Nil
(shpCancelOrders gSource)
(shpOrder gSource 'attack gPlayerShip)
(objSetData gSource "behavior" 'scarePlayerWithForce)
)
)
(if (gr (objGetDistance gPlayerShip homeObj) 300)
(objFireEvent gSource 'OrderPatrolBase)
)
)
(eq behavior 'scarePlayerWithForce)
(block Nil
(if (ls (objGetShieldLevel gPlayerShip) 100)
(block Nil
(shpCancelOrders gSource)
(shpOrder gSource 'aim gPlayerShip)
(objSetData gSource "behavior" 'scarePlayer)
)
)
(if (and
(not (objGetData gSource "warning"))
(ls (objGetDistance gSource gPlayerShip) 25)
)
(block Nil
(objSendMessageTranslate gPlayerShip gSource 'msgGoHome)
(objSetData gSource "warning" True)
)
)
(if (gr (objGetDistance gPlayerShip homeObj) 300)
(objFireEvent gSource 'OrderPatrolBase)
)
)
)
)
</OnBehavior>
<OnDamage>
(block Nil
; If the player damaged us, then attack
(if (and (= aAttacker gPlayerShip)
(!= (objGetData gSource 'behavior) 'killPlayer))
(objFireEvent gSource 'OrderKillPlayer)
)
; We always return full hit points
aDamageHP
)
</OnDamage>
<OnObjDestroyed>
(if (eq aObjDestroyed gPlayerShip)
(objFireEvent gSource 'OrderPatrolBase)
)
</OnObjDestroyed>
<OrderPatrolBase>
(block Nil
(shpCancelOrders gSource)
(shpOrder gSource 'patrol (objGetObjRefData gSource 'home) 5)
(objSetData gSource 'behavior Nil)
(objSetData gSource 'warning Nil)
)
</OrderPatrolBase>
<OrderKillPlayer>
(block Nil
(shpCancelOrders gSource)
(shpOrder gSource 'attack gPlayerShip)
(objSetData gSource "behavior" 'killPlayer)
(if (ls (objGetDistance gSource gPlayerShip) 120)
(objSendMessageTranslate gPlayerShip gSource 'msgWTF)
)
)
</OrderKillPlayer>
</Events>
<Language>
<!-- Code Points -->
<Text id="msgGoHome">(objTranslate gSource (cat 'msgGoHome (random 1 6)))</Text>
<Text id="msgTickled">(objTranslate gSource (cat 'msgTickled (random 1 6)))</Text>
<Text id="msgWTF">(objTranslate gSource (cat 'msgWTF (random 1 6)))</Text>
<!-- Text -->
<Text id="msgGoHome1">Go home before you hurt yourself, kid</Text>
<Text id="msgGoHome2">This isn't your fight; get out while you can</Text>
<Text id="msgGoHome3">That was a warning</Text>
<Text id="msgGoHome4">This is a restricted area; I will shoot</Text>
<Text id="msgGoHome5">Go home; this system is mine!</Text>
<Text id="msgGoHome6">Don't make me destroy you</Text>
<Text id="msgTickled1">Quit it!</Text>
<Text id="msgTickled2">Go home kid, or I'm really going to get mad</Text>
<Text id="msgTickled3">What, did I kill your microsaur or something?</Text>
<Text id="msgTickled4">Forget it, you don't have a chance!</Text>
<Text id="msgTickled5">Clear out or I will blast you!</Text>
<Text id="msgTickled6">Don't make me bust you up</Text>
<Text id="msgWTF1">What the...!?</Text>
<Text id="msgWTF2">You are going to die!</Text>
<Text id="msgWTF3">You are dead!</Text>
<Text id="msgWTF4">Enough!</Text>
<Text id="msgWTF5">Kack!</Text>
<Text id="msgWTF6">Huh!?</Text>
</Language>
</Type>
<!-- Centauri Occupation -->
<Type UNID="&evCentauriOccupation;">
<Events>
<OnEventHandlerInit>
(block Nil
(objSetProperty gSource 'shipReinforcementEnabled Nil)
(objSetProperty gSource 'shipConstructionEnabled Nil)
; Remove Commonwealth ships
(enum (sysFindObject gSource "sO:docked;") theShip (objDestroy theShip))
)
</OnEventHandlerInit>
<OnEventHandlerTerm>
(block Nil
(objSetProperty gSource 'shipReinforcementEnabled True)
(objSetProperty gSource 'shipConstructionEnabled Nil)
)
</OnEventHandlerTerm>
<GetCommonwealthCustomsStatus>
'disabled
</GetCommonwealthCustomsStatus>
<GetTrafficStatus>
'deny
</GetTrafficStatus>
</Events>
</Type>
</TranscendenceModule>