# 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> </CHILD> </CHILD> <CHILD TYPE="CPrimZone"> <PT X="4169.389648" Y="-3566.004639" Z="0.000000"/> <PT X="4171.864746" Y="-3579.479736" Z="0.000000"/> <PT X="4194.139648" Y="-3575.629639" Z="0.000000"/> <PT X="4190.289551" Y="-3562.154541" Z="0.000000" SELECTED="true"/> <PROPERTY TYPE="string"> <NAME>class</NAME> <STRING>place</STRING> </PROPERTY> <PROPERTY TYPE="string"> <NAME>name</NAME> <STRING>the_place_to_be</STRING> </PROPERTY> <CHILD TYPE="CPrimAlias"> <ALIAS VALUE="11"/> <!--@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="4181.599609" Y="-3571.272705" Z="0.000000"/> <PROPERTY TYPE="string"> <NAME>class</NAME> <STRING>teleport_spawn_zone</STRING> </PROPERTY> <PROPERTY TYPE="string"> <NAME>name</NAME> <STRING>the_place_to_spawn</STRING> </PROPERTY> </CHILD> </CHILD> </ROOT_PRIMITIVE> </PRIMITIVES>