#CLASS {missiontimers_sailing} {kill}; #CLASS {missiontimers_sailing} {open}; #VARIABLE {missions[sailing]} { {experience}{0} {active}{0} }; #FUNCTION {display_timestamp} { #math {min} {%1 / 60}; #math {sec} {%1 % 60}; #format {result} {%%02d minutes and %%02d second(s)} {$min} {$sec}; #return {$result}; }; #NOP ==[Mission begins trigger]==; #ACTION {^The loading of the ship complete, {Captain Smith|Chidder} wishes you a safe and profitable trip} { #var {missions[sailing][experience]} {0}; #var {missions[sailing][active]} {1}; #format {missions[sailing][active_list][$GMCP[charinfo][capname]]} {%T}; #NOP == configure a message display when the timer is up ==; #line sub variable { #format {delayname} {sailing_%s} {$GMCP[charinfo][capname]}; #delay {$delayname} { #format {sailing_timer_line} {[missions] <138>*<900> %s can now do another sailing mission.<099>} {$GMCP[charinfo][capname]}; #echo {$sailing_timer_line}; #unvar {$sailing_timer_line}; #unvar {missions[sailing][active_list][$GMCP[charinfo][capname]]}; } {7200}; }; #unvar {delayname}; }; #NOP ==[Capture experience gains]==; #ACTION {^As you {finish|complete} the {first|second|third} leg of your impossible voyage%*\(%d xp\)$} { #math {missions[sailing][experience]} {$missions[sailing][experience] + %4}; }; #ACTION {^As the {kraken|serpent} sinks back beneath the waves, you {feel like the experience of confronting a terrifying sea monster has been enlightening|feel more experienced for having faced it and survived|feel your experiences settling into the back of your mind|think about the experiences you've had so far}. (%3 xp)$} { #math {missions[sailing][experience]} {$missions[sailing][experience] + %3}; }; #NOP ==[Final XP trigger]==; #ACTION {^As you {finish|complete} the final leg of your impossible voyage%*\(%1 xp\)%*$} { #var {missions[sailing][active]} {0}; #format {current_time} {%T}; #math {missions[sailing][experience]} {$missions[sailing][experience] + %1}; #math {missions[sailing][duration]} {$current_time - $missions[sailing][active_list][$GMCP[charinfo][capname]]}; #showme {<169>[sail] Sailing Report: $missions[sailing][experience] xp earned in @display_timestamp{$missions[sailing][duration]}.<099>}; }; #NOP ==[Group sailing report]== #ALIAS {gssail} { #if {$missions[sailing][experience] > 0} { #send {group say [sail] Sailing Report: $missions[sailing][experience] xp earned in @display_timestamp{$missions[sailing][duration]}.}; }; #else { #showme {<169>[sail] No sailing experience to report.<099>}; }; }; #ALIAS {sailreport} { #showme {<169>[sail] Sailing Report: $missions[sailing][experience] xp earned in @display_timestamp{$missions[sailing][duration]}.<099>}; }; #NOP ==[Monster identification highlights]==; #SUB {^A massive {kraken|sea serpent} crests} {A massive <168>%1<900> crests}; #SUB {^The faint popping sounds of suction cups} {The faint popping sounds of <168>suction cups<900>}; #SUB {^The grinding of scales against wood} {The grinding of <168>scales<900> against wood}; #NOP ==[Monster goes away]==; #SUB {^As the {kraken|serpent} sinks back beneath the waves%2} {As the <168>%1<900> sinks back beneath the waves%2}; #NOP ==[Stage transitions]==; #ACTION {^{The ship leaves the huge bank of fog as the weather calms.|The howling winds fade away as the weather calms.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds as the weather calms.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds as the weather calms.|The last of the fog seeping in from overhead dissipates.|The sound of hailstones pounding overhead gradually peters out.|The sound of thunder overhead gradually peters out.|The faint howl of the wind overhead gradually peters out.}$} { #showme {<168>[sail] ### Calm Stage Begins ###<099>}; }; #ACTION {^{The previously calm weather fades away as grey clouds gather overhead and hailstones begin to rain from the sky.|The howling winds fade away as grey clouds gather overhead and hailstones begin to rain from the sky.|The worst of the thunderstorm passes as hailstones begin to rain from the sky.|The ship leaves the huge bank of fog as grey clouds gather overhead and hailstones begin to rain from the sky.|The sound of pounding hail starts to filter through from the deck above.|The sound of thunder overhead gradually peters out and is replaced by the sound of pounding hail.|The faint howl of the wind overhead gradually peters out and is replaced by the sound of pounding hail.|The last of the fog seeping in from overhead dissipates as the sound of pounding hail starts to filter through from the deck above.}$} { #showme {<168>[sail] ### Hail Stage Begins ###<099>}; }; #ACTION {^{The previously calm weather fades away as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds just as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds just as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The ship leaves the huge bank of fog as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The faint howling of what must be quite a strong wind begins to filter through the deck above.|The last of the fog seeping in from overhead dissipates as the faint howling of what must be quite a strong wind begins to filter through the deck above.|The sound of hailstones pounding overhead gradually peters out and is replaced by the faint howling of what must be quite a strong wind.|The sound of thunder overhead gradually peters out and is replaced by the faint howling of what must be quite a strong wind.}$} { #showme {<168>[sail] ### Gale Stage Begins ###<099>}; }; #ACTION {^{The previously calm weather fades away as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The ship leaves the huge bank of fog as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The howling winds fade away as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The rain of hailstones slowly peters off as lightning flashes and thunder booms, the beginning of a thunderstorm.|The rumble of thunder comes through from the deck above.|The sound of hailstones pounding overhead gradually peters out and is replaced by the rumble of thunder.|The last of the fog seeping in from overhead dissipates as the rumble of thunder comes through from the deck above.|The faint howl of the wind overhead gradually peters out and is replaced by the rumble of thunder.}$} { #showme {<168>[sail] ### Storm Stage Begins ###<099>}; }; #ACTION {^{The previously calm weather fades away as the ship enters a huge bank of fog.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds just as the ship enters a huge bank of fog.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds just as the ship enters a huge bank of fog.|The howling winds fade away as the ship enters a huge bank of fog.|Wisps of fog begin to drift in through tiny gaps in the deck above.|The sound of hailstones pounding overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.|The sound of thunder overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.|The faint howl of the wind overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.}$} { #showme {<168>[sail] ### Fog Stage Begins ###<099>}; }; #NOP ==[Ship starts/stops moving]==; #HIGHLIGHT {^{Steam whistles from the smokestack as the ship begins to move|You feel the ship begin to move}%*} {Cyan underscore}; #HIGHLIGHT {^{You feel the ship slow to a halt.|The steam from the smokestack dwindles to nothing as the ship slows to a halt.}} {Cyan underscore}; #NOP ==[Overboard drag messages]==; #SUB {^The ship steams off, dragging you along by the rope tied around your waist.} {The ship steams off, dragging you along by the <128>rope<900> tied around your waist.}; #SUB {^The ship steams off and you hurriedly swim along to keep up with it.} {The ship steams off and you hurriedly <118>swim along<900> to keep up with it.}; #NOP ==[Monster phase highlights - Serpent]==; #SUB {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %2. Run!} {<118>The sea serpent %1 you from %2<118>. <488>Run<088><118>!}; #SUB {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %3. Run!} {<118>%1, the sea serpent %2 you from %3<118>. <488>Run<088><118>!}; #HIGHLIGHT {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} %1.$} {Blue}; #HIGHLIGHT {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} %2.$} {Blue}; #HIGHLIGHT {^The sea serpent aborts its strike and draws its head back, looking for its missing prey.} {light green}; #HIGHLIGHT {^The sea serpent's venomous fangs gouge long scratches in the deck as its strike misses.} {light green}; #HIGHLIGHT {^The sea serpent chomps down on nothing but air, its prey having escaped.} {light green}; #NOP ==[Monster phase highlights - Kraken]==; #SUB {^{Quick as lightning|Striking like a cobra|In the blink of an eye|With a blur of speed|Moving too fast to see}, the tentacle snakes around %2 legs and coils its way up to {your|his|her|its} torso, binding {you|him|her|it} in an unescapable embrace.} {<118>%1, the tentacle snakes around %2<118> legs and coils its way up to %3 torso, binding %4 in an unescapable embrace.}; #HIGHLIGHT {^%1 swing{s?} {your|his|her|its} %2at the tentacle wrapped around %2, {cutting|scoring} a {shallow|small|light} scratch into its rubbery skin.} {Blue}; #HIGHLIGHT {^The tentacle wrapped around %1 unwraps itself and {slips|retreats|retracts} back into the sea.} {White}; #HIGHLIGHT {^The tentacle coils tighter, making %1 go blue in the face.} {Red}; #HIGHLIGHT {^Limbs bound tightly by the kraken's tentacle, %1 struggles to move but gets nowhere.} {yellow}; #HIGHLIGHT {^%1 looks pained as the tentacle slowly constricts the life out of {her|him|it}.} {Red}; #HIGHLIGHT {^You feel your bones creaking as the tentacle slowly constricts the life out of you.} {Red}; #NOP ==[Fire related highlights]==; #SUB {^Long shadows dance as flickering firelight from %1 {blazes into|illuminates|casts light on} the room.} {Long shadows dance as flickering firelight from <419>%1<900> %2 the room.}; #SUB {^Flickering firelight can be seen to %1{\.$|, }} {Flickering firelight can be seen to <119>%1<900>%2}; #HIGHLIGHT {^A small fire has started here.} {Orange}; #HIGHLIGHT {^Several small blazes are eagerly licking at the floorboards.} {Orange}; #HIGHLIGHT {^The room is filled with a huge conflagration, sparks spilling out into the nearby rooms.} {Orange}; #HIGHLIGHT {^Fire fills the room, burning merrily without regard for the structural integrity of the ship.} {Orange}; #NOP ==[Ice and Seaweed highlights]==; #HIGHLIGHT {%1. It sounds like ice might be forming on the hull!$} {}; #HIGHLIGHT {%*ice has formed%*$} {}; #HIGHLIGHT {%*slippery layer of ice%*$} {}; #HIGHLIGHT {^The dire seaweed clinging onto the hull glows faintly, %1 its way {through|into} the {hull|wood|ship}.$} {Jade}; #HIGHLIGHT {^The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!$} {Jade}; #NOP ==[Wrangling job highlights]==; #SUB {According to the dials on the side, it seems to be %1 and %2\.} {According to the dials on the side, it seems to be <039>%1<900> and <039>%2<900>\.}; #HIGHLIGHT {^%*A little bell on the MK I Boiling Engine rings to indicate that it's out of water.%*$} {light red underscore}; #HIGHLIGHT {^%*dragon looks up at %* accidentally spraying flame over the floorboards\.$} {light red underscore}; #HIGHLIGHT {^%*swamp dragon leaps upon the squeaky toy animal and spends an enjoyable three and a half minutes tearing it to squeaking shreds. Finally, it climbs atop the pile of rubber scraps and sits there triumphantly.%*$} {light green}; #HIGHLIGHT {^%*You throw the ball a few more times, getting a little further each time to keep %* swamp dragon entertained, until a particularly hard throw sends it bouncing right off the ship. Oh well.$} {light green}; #HIGHLIGHT {very {bored|hungry}} {red}; #HIGHLIGHT {somewhat {bored|hungry}} {orange}; #HIGHLIGHT {a little {bored|hungry}} {yellow}; #HIGHLIGHT {not at all {bored|hungry}} {green}; #HIGHLIGHT {^%*finishe%. off the last of the%*$} {green}; #HIGHLIGHT {^%*where it sits down and starts breathing fire onto the Boiling Engine.} {green}; #NOP ==[Deckhanding job highlights]==; #HIGHLIGHT {You manage to shatter all the reamining sea ice on the hull.} {Cyan}; #HIGHLIGHT {You manage to hack off all the reamining dire seaweed from the hull.} {Jade}; #HIGHLIGHT {^You feel too tired to tie any knots at the moment.$} {red}; #HIGHLIGHT {^You tie %1 of rope securely in a %2 knot around %3 waist.$} {Yellow}; #HIGHLIGHT {^Under the strain, your rope gives up the ghost and unravels completely into wispy threads that float away in the wind.$} {light red underscore}; #HIGHLIGHT {^You tie %1 cargo crates down securely %* with {the coil|one of the coils} of rope, preventing {them|it} from sliding.} {light green}; #SUB {^You manage to {shatter|hack off} some of the {sea ice on|dire seaweed from} the hull.$} {You manage to %1 some of the<900> %2 the hull.}; #SUB {^You manage to {shatter|hack off} all the remaining {sea ice on|dire seaweed from} the hull.$} {You manage to %1 all the remaining<900> %2 the hull.}; #HIGHLIGHT { colossal amount of sea ice} {red}; #HIGHLIGHT { thick mass of sea ice} {red}; #HIGHLIGHT { thin layer of sea ice} {yellow}; #HIGHLIGHT { few patches of sea ice} {yellow}; #HIGHLIGHT { badly cracked} {red}; #HIGHLIGHT { rather dented} {yellow}; #HIGHLIGHT { a little scuffed up} {yellow}; #HIGHLIGHT { in perfect condition} {green}; #HIGHLIGHT { hanging on by a thread} {red}; #HIGHLIGHT { very frayed} {red}; #HIGHLIGHT { somewhat frayed} {yellow}; #HIGHLIGHT { a little frayed} {yellow}; #NOP ==[Helming job highlights]==; #HIGHLIGHT {^Caught in a strong backwards current, the ship shudders intensely as it zooms back a few miles.$} {light orange}; #HIGHLIGHT {^Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.$} {light green}; #HIGHLIGHT {The ship abruptly starts spinning in circles. After a few rounds, it manages to escape the whirlpool, heading in a different direction from before.} {Yellow underscore}; #SUB {^The impact knocks the ship slightly off course to %1.$} {The impact knocks the ship slightly off course to <488>%1<900>.}; #SUB {^The powerful headwind causes the ship to drift off course towards %1.$} {The powerful headwind causes the ship to drift off course towards <488>%1<900>.}; #SUB {^A powerful gust of wind turns the ship toward %1, as if deliberately mocking all attempts to hold a steady course.$} {A powerful gust of wind turns the ship toward <488>%1<900>, as if deliberately mocking all attempts to hold a steady course.}; #SUB {^Despite your crew's best efforts, the gusts of wind blow the ship off course in the %1 direction.$} {Despite your crew's best efforts, the gusts of wind blow the ship off course in the <488>%1<900> direction.}; #NOP ==[Helming directionality or compass highlights]==; #SUB {^From the compass, you can see that the ship is heading %1.} {From the compass, you can see that the ship is heading <868>%1<099>.}; #HIGHLIGHT {^You gaze up at the stars, but are too tired to figure out anything useful.$} {Red}; #HIGHLIGHT {^You gaze up at the stars, but can't figure out anything from them.$} {Red underscore}; #SUB {^{Gazing up at the stars|Noting the positions of some key constellations|Reading the stars like a chart|Squinting up at the sun|Carefully looking up out of the corner of your eye|From a careful squint at the sun}, you {are confident|decide|determine|are able to ascertain|decide from the sun's position|determine from the sun's position|guess} that the ship is {currently heading|heading|heading directly} {hubwards|turnwise-hubwards|widdershins-hubwards|rimwards|turnwise-rimwards|widdershins-rimwards|turnwise|widdershins}%*} {<058>%1, you %2 that the ship is %3 <168>%4<058>%5}; #SUB {^{Gazing up at the stars|Noting the positions of some key constellations|Reading the stars like a chart|Squinting up at the sun|Carefully looking up out of the corner of your eye|From a careful squint at the sun}, you {are confident|decide|determine|are able to ascertain|decide from the sun's position|determine from the sun's position|guess} that the ship must be {currently heading|heading|heading directly} {hubwards|turnwise-hubwards|widdershins-hubwards|rimwards|turnwise-rimwards|widdershins-rimwards|turnwise|widdershins}%*} {<058>%1, you %2 that the ship must be %3 <138>%4<058>%5}; #ALIAS {/sailing_recreate_delays} { #format {current_time} {%T}; #foreach {*missions[sailing][active_list][]} {player} { #local {delay_time} {$missions[sailing][active_list][$player]}; #math {delay_time} {7200 - ($current_time - $delay_time)}; #if {$delay_time < 1} { #unvar {missions[sailing][active_list][$player]}; #continue; }; #line sub variable { #delay {$delay_time} { #format {sailing_timer_line} {[missions] <138>*<900> %s can now do another sailing mission.<099>} {$player}; #echo {$sailing_timer_line}; #unvar {sailing_timer_line}; #unvar {missions[sailing][active_list][$player]}; }; }; }; }; #CLASS {missiontimers_sailing} {close};