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events_pirate.xml.append
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events_pirate.xml.append
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<eventList name="HOSTILE_OUTLAW">
<event load="PIRATE"/>
<event load="REBEL_AUTO"/>
<event load="AUTO_ASTEROID"/>
<event load="PIRATE_ASTEROID"/>
<event load="PIRATE_NO_ESCAPE"/>
<event load="PIRATE_SLAVER"/>
<event load="PIRATE_SUN"/>
<event load="BS_EVENT_PIRATE"/>
<event load="BS_EVENT_PIRATE_SUICIDE"/>
<event load="BS_EVENT_AUTO"/>
<event load="BS_EVENT_AUTO_SUICIDE"/>
</eventList>
<eventList name="NEUTRAL_OUTLAW">
<event load="PIRATE_CHOICE"/>
<event load="PIRATE_CIVILIAN"/>
<event load="MERCENARY"/>
<event load="FRIENDLY_SLAVER"/>
<event load="PIRATE_BRIBER"/>
<event load="ASTEROID_EXPLORE"/>
<event load="CE_PIRATE_CREW_BOUNTY"/>
<event load="CE_LONE_SHUTTLE"/>
<event load="CE_DERELICT_TREASURE"/>
<event load="BS_EVENT_PIRATE_CHOICE"/>
<event load="BS_EVENT_PIRATE_BLACKMARKET_ASTEROID"/>
</eventList>
<eventList name="DISTRESS_BEACON_OUTLAW">
<event load="STRANDED_BEACON"/>
<event load="CIVILIAN_ASTEROIDS_BEACON"/>
<event load="ESCORT_BEACON"/>
<event load="PIRATE_CIVILIAN_BEACON"/>
<event load="FRIENDLY_BEACON"/>
<event load="TRAP_BEACON"/>
<event load="DISTRESS_TRAPPED_MINER"/>
<event load="DISTRESS_STATION_FIRE"/>
<event load="DISTRESS_STATION_DISEASE"/>
<event load="CE_DISTRESS_SUN"/>
<event load="CE_DISTRESS_DEFENSE"/>
<event load="CE_DISTRESS_MELTDOWN"/>
<event load="CE_DISTRESS_OXYGEN"/>
<event load="CE_DISTRESS_DRONES"/>
<event load="BS_EVENT_FED_AUTO_DORMANT"/>
</eventList>
<eventList name="NEBULA_OUTLAW">
<event load="NEBULA_EMPTY"/>
<event load="NEBULA_REBEL"/>
<event load="NEBULA_PIRATE_SMUGGLE"/>
<event load="NEBULA_TRADER"/>
<event load="NEBULA_LOST_SHIP"/>
<event load="NEBULA_BOARDING"/>
<event load="NEBULA_REBEL_UNDETECTED"/>
<event load="NEBULA_LOST_SHIP"/>
<event load="NEBULA_REBEL_BOARDING"/>
<event load="STORM_ITEMS"/>
<event load="STORM_ITEMS"/>
<event load="BS_EVENT_AUTO_NEBULA"/>
<event load="BS_EVENT_AUTO_SUICIDE_NEBULA"/>
<event load="BS_EVENT_PIRATE_NEBULA"/>
<event load="BS_EVENT_PIRATE_NEBULA"/>
</eventList>
<eventList name="BOARDERS_OUTLAW">
<event load="BOARDERS"/>
<event load="STATION_SICK"/>
<event load="BOARDERS_SUN"/>
<event load="BOARDERS_HACKING"/>
<event load="FLOATING_CARGO"/>
<event load="CE_BOARDERS_TRAITOR"/>
<event load="CE_BOARDERS_BOUNTYHUNTER"/>
</eventList>
<eventList name="QUESTS_OUTLAW">
<event load="MERCHANT_REQUEST"/>
<event load="MERCENARY_WORK_START"/>
<event load="QUEST_ESCORT"/>
<event load="CE_DINER"/>
</eventList>
<eventList name="ITEMS_OUTLAW">
<event load="FIND_DRONE"/>
<event load="FIND_WEAPON"/>
<event load="FREE_ITEMS"/>
<event load="FUEL_FOR_DRONE"/>
<event load="REFUEL_STATION"/>
<event load="REPAIR_STATION"/>
<event load="SELL_DRONES_STATION"/>
<event load="SELL_MISSILES_STATION"/>
<event load="TRADER_CIV"/>
<event load="CE_STRAY_FLEET"/>
</eventList>
<eventList name="DESTROYED_SHIP_PIRATE">
<event>
<text load="PIRATE_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
<event>
<text load="PIRATE_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
</eventList>
<textList name="PIRATE_FIGHT_DESTROYED">
<text>Your efforts successfully convict these pirates of their terrible crimes. Their destruction is their punishment; your payment is their remains.</text>
<text>No longer shall these merry men terrorize the space of this sector; your final volley confirms their demise. You pick what looks useful from the debris before moving on.</text>
<text>One last explosion marks their fate as their ship is torn apart.</text>
<text>As judge, jury and executioner, your ending attack finishes these pirates off, earning them a sentence of fire. You collect their scorched components and charge the FTL drive.</text>
<text>The treachery and thievery of this crew are over as their ship explodes, the spoils of their career yours for the taking.</text>
</textList>
<!-- CE MODIFIED VANILLA PIRATE EVENTS -->
<event name="START_BEACON_PIRATE">
<text load="START_BEACON_OUTLAW_TEXT"/>
<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. 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_OUTLAW_TEXT">
<text>A few years ago this region was bustling with trade activity. Now it is overrun with bandits and marauders. You should tread lightly here.</text>
<text>This somewhat isolated region was thrown into chaos at the start of the Rebellion. Even in peacetime it was always beset by pirates but now it houses a center of operations for countless pirate fleets.</text>
<text>If the reports are true, this area has been under the control of pirates for quite some time. Some traders still attempt to trade with the few settlements that remain, but they do so at great risk.</text>
<text>A few Federation-friendly planets still exist in this sector, but they are constantly under attack by pirate raids. This is a dangerous sector, so be careful.</text>
<text>This sparsely populated production sector is of little strategic value. It is unlikely that you will run into a lot of trouble here. Maybe you can even strike a good deal and stock up for your journey.</text>
</textList>
<event name="NOTHING_OUTLAW">
<text load="NOTHING_OUTLAW_TEXT"/>
<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. 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="NOTHING_OUTLAW_TEXT">
<text back="BG_WARNING_MINES">A loose minefield lingers a few clicks away from the beacon. The scanners can not determine if it has been laid recently by pirates or was here for longer. You wonder how many lives it has taken.</text>
<text>As soon as you arrive, a small ship de-cloaks behind yours. You immediately power up the shields and weapons, but they continue on their trajectory unimpressed. You try to calm your nerves.</text>
<text>A small pirate ship messages you, "That sure is a shiny ship you got there." You fire a warning shot across their bow and they respond, "Hey! No need for violence! It was just a comment..."</text>
<text>The only thing within scanning range is an old abandoned mining structure and a resupply station. They appear to have been picked clean by marauders.</text>
<text>You arrive to have a small fleet of Engi ships target you with a message: "Piracy results in negative societal impact. Not permitted." You assure them of your honest intentions and they allow you to pass.</text>
</textList>
<event name="PIRATE">
<text load="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>(Targeting 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="PIRATE_NO_ESCAPE" unique="true">
<text>Once you arrive, your screen lights up with warnings. A nearby pirate seems to have advanced hacking tools and they have tried to shut down our engines. Your crew manages to keep them barely operational and you move into attack.</text>
<status type="limit" target="player" system="engines" amount="1"/>
<ship load="PIRATE_NO_ESCAPE" 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>(Targeting 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="PIRATE_CIVILIAN" unique="false">
<text load="PIRATE_CIVILIAN"/>
<img back="BACKGROUND" planet="PLANET_POPULATED"/>
<choice>
<text>Aid the civilian ship.</text>
<event>
<text>You power up your weapons and engage the pirate ship.</text>
<ship load="PIRATE_CIVILIAN" 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>(Targeting 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>Stay out of it.</text>
<event>
<text>The fight brings them out of your immediate scanning range. After a time the distress calls stop.</text>
</event>
</choice>
</event>
<event name="PIRATE_BRIBER" unique="true">
<text load="PIRATE_BRIBER"/>
<ship load="PIRATE_BRIBER" hostile="false"/>
<choice>
<text>Accept their bribe.</text>
<event>
<text>"Good choice, son. We've both come out of this richer."</text>
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice>
<text>Try to be a hero. Attack the pirate.</text>
<event>
<text>The pirate ship stops its pursuit and locks weapons onto your ship.</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>(Targeting 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>
</event>
<event name="PIRATE_CHOICE" unique="false">
<img planet="NONE"/>
<text>Upon completing your jump, you receive a message from a nearby ship. "Greetings and welcome to our beacon! For a small fee, we'll let you continue on your way."</text>
<ship load="PIRATE" hostile="false"/>
<choice>
<text>Pay their toll.</text>
<event>
<text>"You made the right decision friend."</text>
<item_modify>
<item type="scrap" min="-25" max="-15"/>
</item_modify>
</event>
</choice>
<choice>
<text>Reject their 'offer'.</text>
<event>
<text>"Too bad... You will regret this decision!"</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>(Targeting 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>
</event>
<event name="PIRATE_SLAVER" unique="false">
<text>An especially well-armed pirate ship approaches you. "Hand over one of your crew members and the rest of you can go free unharmed"</text>
<ship load="PIRATE_SLAVER" hostile="false"/>
<choice hidden="true">
<text>Draw straws and send a crew member over to the slavers.</text>
<event>
<crewMember amount="-1"/>
</event>
</choice>
<choice hidden="true">
<text>We will never surrender one of our crew to slavers!</text>
<event>
<text>"We will see about that. Engage them!"</text>
<ship hostile="true"/>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<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>(Targeting 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>
</event>
</choice>
<choice req="engines" lvl="6" hidden="true">
<text>(Engines) Attempt to out-run the slaver ship.</text>
<event load="PIRATE_SLAVER_RUN"/>
</choice>
</event>
<eventList name="PIRATE_SLAVER_RUN">
<event>
<text>You quickly fire up your engines and make a break for it. However, it seems to be in vain. They catch up to you effortlessly and power up their weapons.</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>(Targeting 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 divert all available power to your engines and flee. You caught them off-guard, but they seem to be gaining on you. Luckily you are able to stay out of range long enough to charge the FTL drive.</text>
</event>
<event>
<text>You fire up the engines and try to escape. Their slower ship is unable to keep pace; eventually it gives up and returns to the beacon to await an easier target.</text>
</event>
</eventList>
<event name="FRIENDLY_SLAVER" unique="true"> <!-- add an event if you kill the crew? -->
<ship load="PIRATE_SLAVER" hostile="false"/>
<text>You recognize the ship as a well known slave trader. He hails you and offers you "laborers" for cheap.</text>
<choice>
<text>Buy one slave and free them to join your crew.</text>
<event>
<item_modify>
<item type="scrap" min="-65" max="-35"/>
</item_modify>
<crewMember amount="1"/>
</event>
</choice>
<choice hidden="true">
<text>Attack the slaver scum.</text>
<event>
<text>Slavery can not be forgiven. Attack!</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>(Targeting 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>Ignore the slaver and continue on your way.</text>
<event/>
</choice>
<choice req="teleporter" lvl="2" hidden="true">
<text>(Teleporter) Use your teleporter to attempt to board the ship and release some of the slaves.</text>
<event load="FRIENDLY_SLAVER_TELEPORTER"/>
</choice>
</event>
<eventList name="FRIENDLY_SLAVER_TELEPORTER">
<event>
<text>You beam a small team into their holds. They work quickly to free the slaves and teleport back to your ship. One of the captives seems fit for battle and you throw them a weapon in preparation for a fight.</text>
<crewMember amount="1"/>
<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>(Targeting 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 teleport an away team into their hold to attempt to free their prisoners. They are able to get to one person before being caught and forced into a corner by the crew. You quickly beam the team and prisoner back to your ship.</text>
<crewMember amount="1"/>
<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>(Targeting 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 beam a team onto their ship. However, your estimations of the location of their prisoners was off. By the time they get their bearings the slavers spot them. You beam them back to the ship and prepare for a 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>(Targeting 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>
</eventList>
<event name="PIRATE_SUN" unique="true">
<img back="BG_DARK"/>
<text>This beacon has been placed too close to a super-giant class M star! The ship will gradually overheat until you get out of here... or die. A pirate, apparently oblivious to the danger of the sun, moves in to engage.</text>
<environment type="sun"/>
<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>(Targeting 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">