// v2.1.0 - Changed Hench Rez and Kit strings.
// v2.0.0 -
//::////////////////////////////////////////////////////////////////////////////
//:: FileName:  hark_i0_text_1
//::////////////////////////////////////////////////////////////////////////////
/*
   Contains text strings used by this system.
*/
//::////////////////////////////////////////////////////////////////////////////

// * hark_d_track_act:
const string TRACK_NOPRINTS = "I dont see any footprints to track.";
const string TRACK_FAILED   = "I am unable to single out a track to follow.";
const string TRACK_FOUND    = "I have found the creature that made the trail.";
const string TRACK_LOST     = "I have lost the trail.";

// * hark_i0_henshout:
const int NO_INVENTORY     = 9066;
const string FOLLOW_CANCEL = "*** Peaceful Follow Mode Cancelled ***";
const string HEN_FOLLOW    = "I will follow but not attack our enemies until you tell me otherwise.";
const string FAM_FOLLOW    = "I will be happy to follow you, avoiding combat until you tell me otherwise!";
const string ANI_FOLLOW    = ": understands that it should follow, waiting for your command to attack.";
const string OTH_FOLLOW    = ": will now follow you, and be peaceful until told otherwise.";

// * hark_i0_equip & hark_o0_equip:
const string EQUIP1  = "I was physically unable to equip the ";
const string EQUIP2  = "! I'll keep it in my backpack.";
const string EQUIP3  = "I decided not to equip the ";
const string EQUIP4  = ". It's in my backpack.";
const string EQUIP5  = "I managed to equip the ";
const string EQUIP6  = "unidentified ";
const string EQUIP7  = "I really like the ";
const string EQUIP8  = "I like my ";
const string EQUIP9  = " better than the ";
const string EQUIP10 = "Hmmm, decisions, decisions...";
const string EQUIP11 = "Will you give me some clothes to wear for goodness' sake?";
const string EQUIP12 = "I'm switching back to my missile weapon!";
const string EQUIP13 = "I'm switching to my melee weapon for now!";
const string ITEM1   = "piece of armor";
const string ITEM2   = "Thanks for the shield... I'll try to use it well.";
const string ITEM3   = "cloak";
const string ITEM4   = "pair of boots";
const string ITEM5   = "handwear";
const string ITEM6   = "helmet";
const string ITEM7   = "belt";
const string ITEM8   = "ring";
const string ITEM9   = "amulet";
const string ITEM10  = "Thanks for the weaponry. We'll have to wait until combat to see how well I can use it!";
const string ITEM11  = "Please wait while I try to sort out my equipment.";
const string ITEM12  = "I don't know how to use this shield!";
const string ITEM13  = "I can't use ranged weapons.";

// * hark_i0_generic:
const string FISHY_DOOR = "There's something fishy near that door...";
const string MON_NEAR   = "Do you hear anything coming from behind that door?";

// * hark_i0_heal & hark_d_rez_act & all of the rez pc scripts:
const string REZ_MSG01 = ": I am casting Resurrection on your corpse.";
const string REZ_MSG02 = ": I am casting Raise Dead on your corpse.";
const string REZ_MSG03 = ": I have picked up your corpse. I'm now looking for help.";
const string REZ_MSG04 = ": I failed to pick up your carcass.";
const string REZ_MSG05 = "Excuse me ";
const string REZ_MSG06 = ". Can you help me?";
const string REZ_MSG07 = ": I have found a PC Cleric that may help. Name: ";
const string REZ_MSG08 = ": I have found a NPC Cleric that may help. Name: ";
const string REZ_MSG09 = ": I have found a PC that may be able to help. Name: ";
const string REZ_MSG10 = ": I am at ";
const string REZ_MSG11 = ", and I'm heading to ";
const string REZ_MSG12 = ": Still waiting for Rez from ";
const string REZ_MSG13 = ": This is taking too long. I am moving on.";
const string REZ_MSG14 = " is not powerful enough to help you.";
const string REZ_MSG15 = " is not the same alignment as you.";
const string REZ_MSG16 = " informs me that I do not have enough money. The minimum cost is ";
const string REZ_MSG17 = " has accepted my donation of ";
const string REZ_MSG18 = " gp's.";
const string REZ_MSG19 = ": I am taking the Gold I need from ";
const string REZ_MSG20 = ": A Resurrection Scroll is going to be cast on your corpse by ";
const string REZ_MSG21 = ": A Raise Dead Spell is going to be cast on your corpse by ";
const string REZ_MSG22 = ": I was given a Raise Dead Scroll from ";
const string REZ_MSG23 = ": A Raise Dead Scroll is going to be cast on your corpse by ";
const string REZ_MSG24 = ": I am giving a Scroll to ";
const string REZ_MSG25 = ": I was unable to recieve help from ";
const string REZ_MSG26 = ": I have recieved the Gold I needed from ";
const string REZ_MSG27 = ": I was given a Resurrection Scroll from ";
const string REZ_MSG28 = ": A Resurrection Spell is going to be cast on your corpse by ";
const string REZ_MSG29 = "I am sorry. There is nothing I can do.";
const string REZ_MSG30 = ": I am using a Scroll on your corpse.";

// * hark_o0_auto:
const string AUTO1  = "Trap Recovered.";
const string AUTO2  = "Trap Disarmed.";
const string AUTO3  = "Oops.";
const string AUTO4  = "I failed to disable the trap.";
const string AUTO5  = "It's unlocked.";
const string AUTO6  = "Thief tool snaps into several pieces.";
const string AUTO7  = "Grrr, this lock is a tough one.";
const string AUTO8  = "I'm not doing anything until these traps are cleared";
const string AUTO9  = "There is something important here you should look at";
const string AUTO10 = "Look what I found";
const string AUTO11 = "Here's some things for you";
const string AUTO12 = "Here's some gold for you";
const string AUTO13 = "Something doesn't seem right, near that door.";

// * hark_aca_rest, hark_acb_spell, hark_ac2_perciev & hark_ac6_damaged:
const string ON_REST = "***** I have entered rest. *****";
const string HEN_ABANDON  = ": Was abandoned by you!";
const string HEN_KILLED   = ": Was mortally wounded by you!";
const string HEN_SPELLDIE = ": Was mortally wounded by your spell!";

// * hark_d_identify2 & hark_d_inv_tell:
const string ID_ITEM1 = "Object #";
const string ID_ITEM2 = ": This looks like a ";
const string ID_ITEM3 = ": I'm not sure what this thing is.";
const string ID_ITEM4 = "Are you playing games with me?";
const string ID_ITEM5 = ": equipped. Qty: ";
const string ID_ITEM6 = "Unidentified object: equipped. Qty: ";
const string ID_ITEM7 = ": in backpack. Qty: ";
const string ID_ITEM8 = "Unidentified object: in backpack. Qty: ";
const string ID_ITEM9 = "I don't have anything!";

// * hark_d_save_loc, hark_kcs_camp, hark_ac1_heartbt & hark_ac7_death:
const string SAVE_LOC  = "Ok. If anything bad happens, I will go to ";
const string KCS_CAMP  = "Make a fire and I would be happy to join you.";
const string SCOUT     = "Coming through, make way.";
const string HEN_DYING = " is dying!";
const string HEN_DIED  = " has died!";

// * hark_i0_hench_ai:
const string WARRIOR1 = "Take this, fool!";
const string WARRIOR2 = "Say hello to my little friend!";
const string WARRIOR3 = "Come here. Come here I say!";
const string WARRIOR4 = "Meet cold steel!";
const string WARRIOR5 = "To Arms!";
const string WARRIOR6 = "Outstanding!";
const string WARRIOR7 = "Embrace Death, and long for it!";
const string WARRIOR8 = "Press forward and give no quarter!";
const string ROGUE1   = "I got a little present for you here!";
const string ROGUE2   = "Gothca!";
const string ROGUE3   = "Think twice before messing with me!";
const string ROGUE4   = "Silent and Deadly!";
const string ROGUE5   = "Your momma raised ya to become THIS?";
const string ROGUE6   = "How about a little knife in the back victim";
const string ROGUE7   = "You're an ugly little beastie, ain't ya?";
const string ROGUE8   = "Didn't see that one coming did you?";
const string PALADIN1 = "Fight on! For our victory is at hand!";
const string PALADIN2 = "Prepare yourself! Your time is near!";
const string PALADIN3 = "The light of justice shall overcome you!";
const string PALADIN4 = "Evil shall perish from the land!";
const string PALADIN5 = "Make peace with your god!";
const string PALADIN6 = "By the name of all that is holy, you shall perish!";
const string PALADIN7 = "The smell of evil permeates your presence!";
const string PALADIN8 = "Press forward and give no quarter!";
const string CLERIC1  = "I'd spare you if you would only desist.";
const string CLERIC2  = "You have chosen pain!";
const string CLERIC3  = "You attack us, only to die!";
const string CLERIC4  = "Must you chase destruction? Very well!";
const string CLERIC5  = "It does not please me to crush you like this.";
const string CLERIC6  = "Do not provoke me!";
const string CLERIC7  = "Prepare yourself! Your time is near!";
const string CLERIC8  = "Do you even know what you face?";
const string DRUID1   = "Nature will have vengeance upon you now!";
const string DRUID2   = "What is your grievance? Begone!";
const string DRUID3   = "I won't allow you to harm anyone else!";
const string DRUID4   = "Retreat or feel my wrath!";
const string DRUID5   = "I am nature's weapon.";
const string DRUID6   = "Destroyer of all that is green, you shall die!";
const string DRUID7   = "May the Great Oak grant me strength.";
const string DRUID8   = "Snap like the twig you are!";
const string MAGE1    = "You face a mage of considerable power!";
const string MAGE2    = "Fighting for now, and research for later.";
const string MAGE3    = "Sad to destroy a fine specimen such as yourself.";
const string MAGE4    = "Your chances of success are dwindling.";
const string MAGE5    = "These fools deserve no less.";
const string MAGE6    = "Now you are making me lose my patience.";
const string MAGE7    = "Do or Do Not, there is no try.";
const string MAGE8    = "Strike me down now and I shall become more powerful than you could ever imagine!";
const string BARD1    = "I got a little song for you here!";
const string BARD2    = "The Bell tolls for thee!";
const string BARD3    = "Cry havoc and let slip the dogs of war!";
const string BARD4    = "I shall write an epic poem of our victory here today!";
const string BARD5    = "Gather around and hear a song of valor.";
const string BARD6    = "Hey! Where's your manners!";
const string BARD7    = "Everyone's a critic.";
const string BARD8    = "Let me serenade you with singing steel";
const string MONK1    = "You have no discipline.";
const string MONK2    = "There is much anger in you, allow me to give you rest.";
const string MONK3    = "I am to deliver to you your karmic justice.";
const string MONK4    = "Bend as a reed in the wind, strike with an iron fist.";
const string MONK5    = "Your time here is done, you must now walk the realm of the spirit";
const string MONK6    = "Strength of Ki, peace of mind, with these I shall overcome.";
const string MONK7    = "Your form lacks substance.";
const string MONK8    = "I will crush you under the heel of my boot.";

// * hark_o0_hench_ai:
const string DCR_HEAL1   = "Help! I can't heal myself!";
const string DCR_HEAL2   = "Sorry, I can't heal you!";
const string DCR_HEAL3   = "Should I heal you?";
const string DCR_HEAL4   = "Help! I need healing!";
const string DCR_ATTACK1 = "Should I attack?";
const string DCR_ATTACK2 = "Be careful! Let me know if I should attack!";
const string DCR_ATTACK3 = " is waiting for you to give the command to attack.";
const string DCR_ATTACK4 = " patiently awaits your command to attack.";
const string DCR_DIFF1   = "Don't make me laugh!";
const string DCR_DIFF2   = "We'll best them yet!";
const string DCR_DIFF3   = "Watch out for this one!";
const string DCR_DIFF4   = "Gods help us!";
const string FAM_FLEE1   = "Time for me to get out of here!";
const string FAM_FLEE2   = "Eeeeek!";
const string FAM_FLEE3   = "Make way, make way!";
const string FAM_FLEE4   = "I'll be back!";

// * hark_i0_henlvl:
const string CORPSE_DROP = "Corpse Dropped!!!";

// * hark_o0_kit:
const string KIT_MSG1 = "You have stopped bleeding. Once an hour you will regain consciousness or remain as you are. You are no longer in danger of dying.";
const string KIT_MSG2 = "Treatment Success!";
const string KIT_MSG3 = " failed to stop the bleeding.";
const string KIT_MSG4 = "Treatment Failed!";

// * hark_d_rez_pc_2, hark_d_rez_pc_3, hark_d_rez_pc_5 & hark_d_rez_pc_6:
const string REZ_REFUSE   = " has refused to help me.";
const string REZ_OFFERED  = " has offered to help me.";
const string REZ_NO_COIN  = " has refused to aid me financially.";
const string REZ_YES_COIN = " has offered to aid me financially.";

// * hark_d_opt_statu and all of the toggle scripts.
const string HS_VAR_STATUS  = "*** STATUS *** ";
const string HS_STAT_IS_ON  = "ON.";
const string HS_STAT_IS_OFF = "OFF.";
const string HS_HENCH_MAX   = "Max Number of Henchmen is: ";
const string HS_LVL_LAG     = "Number of levels to lag is: ";
const string HS_LVL_MAX     = "Max Level Henchmen can attain is: ";
const string HS_HIRE_COST   = "Cost in Gold to Hire is: ";
const string HS_LEVEL_COST  = "Cost in Gold to Level is: ";
const string HS_PC_SET_CL1  = "PC set Class 1 is: ";
const string HS_PC_SET_CL2  = "PC set Class 2 is: ";
const string HS_PC_SET_CL3  = "PC set Class 3 is: ";
const string HS_USE_KCS     = "Keyword System is: ";
const string HS_HENCH_HEAR  = "Henchman Hearing is: ";
const string HS_NO_ATTACK   = "Dont Attack Master is: ";
const string HS_INVENTORY   = "Henchmen Inventory is: ";
const string HS_CR_POTION   = "Create Cure Potions is: ";
const string HS_HEN_GO_HOME = "Go Home when fired/quit is: ";
const string HS_USE_BLEED   = "Bleed system is: ";
const string HS_DROP_CORPSE = "Death System is: ";
const string HS_DROP_EQUIP  = "Loot System is: ";
const string HS_CHK_ALI_PC  = "Check PC Alignment is: ";
const string HS_CHK_ALI_HEN = "Check Henchmen Alignment is: ";
const string HS_CHK_ALI_LAW = "Check Law Axis is: ";
const string HS_CHK_ALI_MOR = "Check Moral Axis is: ";
const string HS_REZ_SYSTEM  = "The Rez System is: ";
const string HS_PC_FEEDBACK = "Rez Feedback is: ";
const string HS_FAKE_RAISE  = "Cast Fake Rez Spells is: ";
const string HS_SCROLL_LVL  = "Scroll Innate Level is: ";
const string HS_PW_HENCHMEN = "Persistent Henchmen is: ";
const string HS_LEADERSHIP  = "Require Leadership is: ";
const string HS_PC_PENALTY  = "Penalize PC killers is: ";

//::////////////////////////////////////////////////////////////////////////////
// * Debugging strings. No need to modify, unless you are debugging the system.
const string DEBUG_01 = " Class: ";
const string DEBUG_02 = " %";
const string DEBUG_03 = "D100 Roll ";
const string DEBUG_04 = " Return Class = ";
const string DEBUG_05 = "";
const string DEBUG_06 = "";
const string DEBUG_07 = "********* Enter Fake Recover Trap. *******************";
const string DEBUG_08 = "********* Enter Activate Trap. ***********************";
const string DEBUG_09 = "********* You must choose a target first. ************";
const string DEBUG_10 = "********* You must choose a spell first. *************";
const string DEBUG_11 = "********* ON HEARTBEAT: ASC IS NOT BUSY **************";
const string DEBUG_12 = "********* ON HEARTBEAT: ASC IS NOT ATTACKING *********";
const string DEBUG_13 = "********* Assigning Force Follow Advanced ************";
const string DEBUG_14 = "********* Assigning Force Follow Normal **************";
const string DEBUG_15 = "********* HenchTalentBardSong Successful Exit ********";
const string DEBUG_16 = "********* HenchTalentBardSong Failed Exit ************";
const string DEBUG_17 = "********* Adding up: ";
const string DEBUG_18 = "********* DETERMINE COMBAT ROUND START ***************";
const string DEBUG_19 = "********* ";
const string DEBUG_20 = " *********";
const string DEBUG_21 = "********* EXIT on follow master **********************";
const string DEBUG_22 = "********* Enemy challenge: ";
const string DEBUG_23 = "********* I'm not listening to you! ******************";
const string DEBUG_24 = "********* Level-Up Failed! No class in position 1. ***";
const string DEBUG_25 = "********* Level Up Failed For: ";
const string DEBUG_26 = ", in class: ";
const string DEBUG_27 = ", in position: ";
const string DEBUG_28 = "";
const string DEBUG_29 = "";
const string DEBUG_30 = "";
const string DEBUG_31 = "********* Bleed - Henchman has Died! *****************";
const string DEBUG_32 = "********* Bleed - Set Up! ****************************";
const string DEBUG_33 = "********* Bleed - Max wait reached! ******************";
const string DEBUG_34 = "********* Bleed - Master healed me! ******************";
const string DEBUG_35 = "********* Bleed - Healed by HCR item/spell! **********";
const string DEBUG_36 = "********* Bleed - Still bleeding! ********************";
const string DEBUG_37 = "********* The Henchman System Sign is missing! *******";
const string DEBUG_38 = "********* The Henchman System is currently off! ******";
const string DEBUG_39 = "********* Storing henchman # ";
const string DEBUG_40 = "********* Henchman Store Failed! *********************";
const string DEBUG_41 = "********* Henchman Store Success! ********************";
const string DEBUG_42 = "********* Henchman Retrieve Failed! ******************";
const string DEBUG_43 = "********* Henchman Going Home! ***********************";
const string DEBUG_44 = "";
const string DEBUG_45 = "";

//void main(){}
