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events_nebula.xml.append
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events_nebula.xml.append
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<eventList name="NEBULA_HOSTILE">
<event load="NEBULA_REBEL"/>
<event load="NEBULA_AUTO"/>
<event load="NEBULA_AUTO_WARNING"/>
<event load="NEBULA_PIRATE"/>
<event load="NEBULA_MANTIS_FIGHT"/>
<event load="STORM_AUTO"/>
<event load="STORM_REBEL"/>
<event load="NEBULA_BOARDING"/>
<event load="NEBULA_AUTO_STORM_DELAY"/>
<event load="BS_EVENT_AUTO_NEBULA"/>
<event load="BS_EVENT_AUTO_SUICIDE_NEBULA"/>
<event load="BS_EVENT_PIRATE_NEBULA"/>
<event load="BS_EVENT_PIRATE_STORM"/>
<event load="CE_CORPORATION_NEBULA"/>
</eventList>
<eventList name="NEBULA_NEUTRAL">
<event load="NEBULA_REBEL_UNDETECTED"/>
<event load="NEBULA_PIRATE_SMUGGLE"/>
<event load="NEBULA_AUTO_DEFENSE_ITEM"/>
<event load="NEBULA_LOST_SHIP"/>
<event load="NEBULA_WEAPONS_TRADER"/>
<event load="NEBULA_ROCK_RACIST"/>
<event load="NEBULA_MANTIS_CHOICE"/>
<event load="NEBULA_REBEL_CHASE"/>
<event load="BS_EVENT_PIRATE_BLACKMARKET_NEBULA"/>
<event load="BS_EVENT_PIRATE_BLACKMARKET_NEBULA"/>
</eventList>
<!-- CE MODIFIED NEBULA VANILLA EVENTS -->
<event name="NEBULA_EMPTY">
<text load = "NEBULA_EMPTY_LIST"/>
<environment type="nebula"/>
<choice hidden="true" req="human">
<text>(Human Crew) Chat with your human crew member while the FTL charges.</text>
<event>
<text load="CE_CONVERSATION_HUMAN_GENERIC_TEXT"/>
</event>
</choice>
<choice req="AE_HOLOGRAM_GENERATOR" hidden="true">
<text>(AI Avatar Generator) Bring a sentient hologram crew member into existence. [ Scrap: -15 ]</text>
<event load="CE_HOLOGRAM_BIRTH_LIST"/>
</choice>
<choice req="AE_FUEL_RECYCLE" hidden="true">
<text>(FTL Fuel Recycler) Recycle some FTL fuel cells.</text>
<event>
<text load="CE_FUEL_RECYCLE_TEXT"/>
<item_modify>
<item type="fuel" min="2" max="4"/>
</item_modify>
</event>
</choice>
<choice req="AE_AMMO_MANUFACTURER" hidden="true">
<text>(Ammo Manufacturer) Assemble some missiles while you wait for the FTL to charge. [ Scrap: -25 ]</text>
<event load="CE_AMMO_PRODUCTION"/>
</choice>
<choice req="AE_DRONE_MANUFACTURER" hidden="true">
<text>(Drone Manufacturer) Assemble some drone parts while you wait for the FTL to charge. [ Scrap: -15 ]</text>
<event load="CE_DRONE_PRODUCTION"/>
</choice>
<choice req="AE_REPAIR_KIT" hidden="true">
<text>(Hull Repair Kit) Repair some hull damage.</text>
<event load="CE_SHIP_MAINTENANCE"/>
</choice>
<choice req="AE_BEACON_KIT" hidden="true">
<text>(Beacon Access Kit) Cover your tracks in the FTL network to delay the Rebel fleet.</text>
<event>
<text load="CE_BEACON_KIT_REBEL_DELAY_TEXT"/>
<modifyPursuit amount="-1"/>
</event>
</choice>
<choice req="WEAPONS_MINES" hidden="true">
<text>(Minelauncher) Lay a minefield to delay the Rebel fleet. [ Missiles: -4 ]</text>
<event>
<text>Undisturbed as you are here, you can lay some mines around the beacon while the FTL charges. You put up a hazard beacon as well to warn the locals. The Rebel forces will have to avoid this beacon, clear the minefield or suffer heavy damage. All possibilities will considerably delay their fleet.</text>
<item_modify>
<item type="missiles" min="-4" max="-4"/>
</item_modify>
<modifyPursuit amount="-1"/>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<textList name ="NEBULA_EMPTY_LIST">
<text>You can't see anything through the thick gases surrounding your ship. Without knowing what is out there, all you can do is wait for your FTL to charge.</text>
<text>Without active sensors you have no other option but to look out of the view-ports in apprehension. It's eerily quiet.</text>
<text>As you wait for the FTL drive to charge, you half expect to be ambushed at any moment. However, no attack comes...</text>
<text>You feel naked without functioning sensors. You half expect a Rebel ship to appear from behind a cloud at any moment, but none come.</text>
<text>Your crew are constantly looking out of the windows, checking for hostiles. They jump at every creak and moan of the ship. The tension is almost palpable...</text>
<text>You nervously glance out the windows but the only thing to greet you is more clouds and silence.</text>
<text>You cycle through wide-band com channels as soon as you arrive. Nothing but static.</text>
<text>With the sensors down, you spend a good deal of time staring out the window. It is, you must admit, rather beautiful here.</text>
<text>There's nothing here, save for vast swirls of gas reflecting rays from a distant sun.</text>
</textList>
<event name="START_BEACON_NEBULA">
<text load="START_BEACON_NEBULA"/>
<choice hidden="true" req="human">
<text>(Human Crew) Chat with your human crew member while the FTL charges.</text>
<event>
<text load="CE_CONVERSATION_HUMAN_GENERIC_TEXT"/>
</event>
</choice>
<choice req="AE_HOLOGRAM_GENERATOR" hidden="true">
<text>(AI Avatar Generator) Bring a sentient hologram crew member into existence. [ Scrap: -15 ]</text>
<event load="CE_HOLOGRAM_BIRTH_LIST"/>
</choice>
<choice req="AE_FUEL_RECYCLE" hidden="true">
<text>(FTL Fuel Recycler) Recycle some FTL fuel cells.</text>
<event>
<text load="CE_FUEL_RECYCLE_TEXT"/>
<item_modify>
<item type="fuel" min="2" max="4"/>
</item_modify>
</event>
</choice>
<choice req="AE_AMMO_MANUFACTURER" hidden="true">
<text>(Ammo Manufacturer) Assemble some missiles while you wait for the FTL to charge. [ Scrap: -25 ]</text>
<event load="CE_AMMO_PRODUCTION"/>
</choice>
<choice req="AE_DRONE_MANUFACTURER" hidden="true">
<text>(Drone Manufacturer) Assemble some drone parts while you wait for the FTL to charge. [ Scrap: -15 ]</text>
<event load="CE_DRONE_PRODUCTION"/>
</choice>
<choice req="AE_REPAIR_KIT" hidden="true">
<text>(Hull Repair Kit) Repair some hull damage.</text>
<event load="CE_SHIP_MAINTENANCE"/>
</choice>
<choice req="AE_BEACON_KIT" hidden="true">
<text>(Beacon Access Kit) Cover your tracks in the FTL network to delay the Rebel fleet.</text>
<event>
<text load="CE_BEACON_KIT_REBEL_DELAY_TEXT"/>
<modifyPursuit amount="-1"/>
</event>
</choice>
<choice req="WEAPONS_MINES" hidden="true">
<text>(Minelauncher) Lay a minefield to delay the Rebel fleet. [ Missiles: -4 ]</text>
<event>
<text>Undisturbed as you are here, you can lay some mines around the beacon while the FTL charges. You put up a hazard beacon as well to warn the locals. The Rebel forces will have to avoid this beacon, clear the minefield or suffer heavy damage. All possibilities will considerably delay their fleet.</text>
<item_modify>
<item type="missiles" min="-4" max="-4"/>
</item_modify>
<modifyPursuit amount="-1"/>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<textList name="START_BEACON_NEBULA">
<text>This nebula must have been an important hub at one point; placing all of these jump beacons would be no easy task. However, now it's hardly navigable.</text>
<text>Nebulae were always dangerous places. Many electronics fail in these clouds. You will have to tread lightly.</text>
<text>You've entered a sector thick with nebulae. You'll have to navigate on instinct.</text>
<text>You've entered a nebula-rich sector. You may put a few light years on the fleet, but that's only useful if you make it out the other side.</text>
<text>Thanks to the high nebula density of this sector very little of it has been charted, and rumors of what lurks in the depths abound.</text>
<text>The gases that make up the nebulae in this sector threaten to impair your systems, but you have to press on.</text>
</textList>
<event name = "FLEET_EASY_NEBULA"> <!-- could use some cruisers -->
<text>An advanced Rebel hunter easily found your ship. You can't see it through the nebula, but you can assume the fleet is right on top of you. You need to escape quickly.</text>
<ship load = "LONG_FLEET" hostile ="true"/>
<environment type="storm"/>
</event>
<event name="NEBULA_REBEL">
<text load="NEBULA_REBEL_LIST"/>
<environment type="nebula"/>
<ship load="REBEL" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event name="NEBULA_AUTO">
<text load="NEBULA_AUTO_LIST"/>
<environment type="nebula"/>
<ship load="REBEL_AUTO" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event name="NEBULA_AUTO_WARNING" unique = "true">
<text>It appears that an automated Rebel scout was positioned within the nebula to warn of your passing.</text>
<environment type="nebula"/>
<ship load="REBEL_AUTO_WARNING" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event name="NEBULA_PIRATE">
<text load="NEBULA_PIRATE"/>
<ship load="PIRATE" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event name="NEBULA_MANTIS_FIGHT" unique="false">
<text load="NEBULA_MANTIS_FIGHT"/>
<environment type="nebula"/>
<ship load="MANTIS_FIGHT" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event name="NEBULA_REBEL_UNDETECTED" unique="true">
<text>Your ship emerges quite far away from the beacon. You see a Rebel ship waiting nearby; undoubtedly stationed to look for you.</text>
<ship load="REBEL" hostile="false"/>
<environment type="nebula"/>
<choice>
<text>Attack the ship.</text>
<event>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice>
<text>Attempt to remain concealed.</text>
<event load="NEBULA_REBEL_UNDETECTED_LIST"/>
</choice>
<choice req="cloaking" hidden="true">
<text>(Cloaking) Cloak to stay hidden.</text>
<event>
<text>You use your cloaking system to slip further into the nebula undetected.</text>
</event>
</choice>
</event>
<eventList name="NEBULA_REBEL_UNDETECTED_LIST">
<event>
<text>You immediately slip further into the clouds, but not quickly enough. The Rebel catches sight of you and moves in to engage!</text>
<choice>
<text>Prepare to fight.</text>
<event>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice req="engines" lvl="4" hidden="true">
<text>(Engines) Fully power the engines to out-run them.</text>
<event>
<text>Your powerful engines allow you to out-distance the ship and eventually lose it within the nebula.</text>
</event>
</choice>
</event>
<event>
<text>You power down non-essential systems and slip into the cloud. The ship never noticed you.</text>
</event>
<event>
<text>The ship spots you and gives chase. After some quick maneuvering you were able to lose your pursuers in the clouds. You expect they warned the fleet of your position, however.</text>
<modifyPursuit amount="1"/>
</event>
</eventList>
<event name="NEBULA_PIRATE_SMUGGLE">
<text>A pirate ship arrives shortly after you. Judging from the fact that it is attempting to avoid your ship, you assume that it's a smuggler trying to stay away from beacons.</text>
<environment type="nebula"/>
<choice>
<text>Attack the pirate.</text>
<event>
<text>You power up your weapons and move in to engage</text>
<ship load="PIRATE_SMUGGLE" hostile ="true"/>
</event>
</choice>
<choice>
<text>Ignore the ship.</text>
<event>
<text>It jumps away after a time.</text>
</event>
</choice>
<choice req="weapons" lvl="6" hidden="true">
<text>(Weapons) Activate your advanced weapons threateningly.</text>
<event>
<text>They hail you: "There's no need for aggression... Perhaps this would convince you to look the other way."</text>
<choice>
<text>Take their bribe.</text>
<event>
<autoReward level="MED">fuel</autoReward>
</event>
</choice>
<choice>
<text>Ignore their bribe and attack.</text>
<event>
<ship load="PIRATE_SMUGGLE" hostile ="true"/>
</event>
</choice>
</event>
</choice>
</event>
<event name="NEBULA_AUTO_DEFENSE_ITEM" unique="true">
<text>An advance Rebel automated ship remains stationed near a small Rebel space-station. However, without functioning sensors it is impossible to tell what is inside.</text>
<ship load="REBEL_AUTO_ITEM" hostile="false"/> <!-- ship is in other xmls -->
<choice>
<text>Attack the automated ship to get to the station.</text>
<event>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice>
<text>Avoid provoking the ship.</text>
<event/>
</choice>
<choice req="cloaking" hidden="true">
<text>(Cloaking) Use your stealth to access the space station undetected.</text>
<event load="DEFENSE_ITEM_LIST"/>
</choice>
<environment type="nebula"/>
</event>
<eventList name="NEBULA_LOST_SHIP_LIST">
<event>
<text>Your search is hopeless. Your sensors can't pick up anything in the nebula.</text>
</event>
<event>
<text>While searching fruitlessly through the nebula, you stumble upon the Rebel ship which the Federation loyalists were likely hiding from. You prepare for a fight.</text>
<ship load="REBEL" hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
<event>
<text>You get lucky and find them floating not too deep into the nebula. Thrilled to be found by friendlies, they come on board and abandon their wrecked ship.</text>
<crewMember amount="1"/>
</event>
</eventList>
<event name="NEBULA_WEAPONS_TRADER" unique="true">
<text>A black market weapons trader spins you a tale of the dangers of the nebula before pushing his wares.</text>
<environment type="nebula"/>
<ship load="PIRATE" hostile="false"/>
<choice>
<text>Ignore the ship.</text>
<event/>
</choice>
<choice hidden="true">
<text>Attack the ship.</text>
<event>
<text load="CE_PRE_FIGHT_TEXT"/>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Purchase an unknown weapon. [Scrap: -65]</text>
<event load="NEBULA_WEAPONS_TRADER_LIST"/>
</choice>
</event>
<eventList name="NEBULA_WEAPONS_TRADER_LIST">
<event>
<text>You transfer the scrap and receive a weapon in return. Let's hope it was worth it.</text>
<item_modify>
<item type="scrap" min="-65" max="-65"/>
</item_modify>
<weapon name="RANDOM"/>
</event>
<event>
<text>You transfer over the scrap, but he reneges on the agreement. "I told you this was a dangerous place!"</text>
<item_modify>
<item type="scrap" min="-65" max="-65"/>
</item_modify>
<choice hidden="true">
<text>Attack the ship!</text>
<event>
<text load="CE_PRE_FIGHT_TEXT"/>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice>
<text>Learn a valuable lesson and move on.</text>
<event/>
</choice>
</event>
</eventList>
<event name="NEBULA_ROCK_RACIST" unique="true">
<text>A rock armored transport nearby looks to have lost its bearings, but when you hail they grow suspicious: "Whatever life-form you are, we find you repugnant. We seek no aid. Leave. Now."</text>
<ship load="ROCK_SHIP" hostile="false"/>
<environment type="storm"/>
<choice>
<text>Leave.</text>
<event/>
</choice>
<choice>
<text>Repugnant?! Arm the weapons!</text>
<event>
<ship hostile="true"/>
<choice req="AE_ADV_EFFECTOR" hidden="true">
<text>(Internal Effector) Prepare for offensive cyberattack. Effectorize the hostile!</text>
<event load="CE_PRE_FIGHT_EFFECTOR"/>
</choice>
<choice req="AE_WEAPON_JAMMER" hidden="true">
<text>[Drone Uplink Jammer) Jam the enemy weapon targeting.</text>
<event load="CE_WEAPON_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_DRONE_JAMMER" hidden="true">
<text>(Drone Uplink Jammer) Jam the enemy drone communication.</text>
<event load="CE_DRONE_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_TELEPORTER_JAMMER" hidden="true">
<text>(Teleporter Disruptor) Activate the teleporter disruption field.</text>
<event load="CE_TELEPORTER_JAMMING_RESULTS_1"/>
</choice>
<choice req="AE_SHIELD_JAMMER" hidden="true">
<text>(Ion Field) Activate the ion field projector to weaken the enemy shields.</text>
<event>
<text load="CE_PRE_FIGHT_ION_TEXT"/>
<status type="loss" target="enemy" system="shields" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_SHIELD_JAMMER"/>
</choice>
</event>
</choice>
<choice req="AE_IRRADIATOR" hidden="true">
<text>(Radiation Projector) Irradiate this ship. Let's see how long they can withstand that.</text>
<event>
<text load="CE_PRE_FIGHT_BIOWEAPON_TEXT"/>
<status type="loss" target="enemy" system="oxygen" amount="2"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="AE_AUG_GENERATOR" hidden="true">
<text>(Internal Generator) Power up another combat augment.</text>
<event load="CE_PRE_FIGHT_NO_IRRADIATOR"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
</choice>
<choice hidden="true" req="rock">
<text>(Rock Crew) Offer to lead them out of the nebula.</text>
<event>
<text>The rock grudgingly transfer control of their helm to you and you steer them to a thinner part of the nebula. They're not sure what to think, but transfer over some supplies all the same.</text>
<autoReward level="HIGH">standard</autoReward>
</event>
</choice>
</event>
<event name="NEBULA_MANTIS_CHOICE" unique="true">
<text>Navigating the fog blind, you practically bump hulls with a Mantis ship. They hail you: "Pah! This transgression will be overlooked. Nebula, very dangerous. Next time, humans all die."</text>
<ship load="MANTIS_FIGHT" hostile="false"/>
<environment type="nebula"/>