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events_rock.xml.append
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<eventList name="HOSTILE_ROCK">
<event load="ROCK_SHIP"/>
<event load="ROCK_PIRATE"/>
<event load="ROCK_FIGHT_ASTEROID"/>
<event load="ROCK_PIRATE_ASTEROID"/>
<event load="ROCK_PIRATE_SUN"/>
<event load="CE_ROCK_PIRATE_ASTEROID_ESCAPE"/>
<event load="BS_EVENT_ROCK_OUTPOST"/>
<event load="BS_EVENT_ROCK_OUTPOST_ASTEROID"/>
<event load="BS_EVENT_ROCK_OUTPOST_SUN"/>
<event load="CE_PDS_ROCK"/>
<event load="CE_PDS_ROCK"/>
<event load="CE_MINEFIELD_ROCK"/>
<event load="CE_ROCK_MILITARY"/>
</eventList>
<eventList name="NEUTRAL_ROCK">
<event load="ROCK_MANTIS_HUNTER"/>
<event load="ROCK_MANTIS_FREIGHTER"/>
<event load="ROCK_ATHIEST"/>
<event load="ROCK_LOOTING"/>
<event load="ROCK_STARSHIP_MINE"/>
<event load="PIRATE_CIVILIAN"/>
<event load="MERCENARY"/>
<event load="FRIENDLY_SLAVER"/>
<event load="ASTEROID_DERELICT_SHIP"/> <!-- CRYSTAL UNLOCK-->
<event load="CE_ROCK_NURSERY"/>
<event load="CE_ROCK_ZOLTAN_HELP"/>
<event load="BS_EVENT_ROCK_TRADE"/>
<event load="BS_EVENT_ROCK_COLONY"/>
</eventList>
<eventList name="DISTRESS_BEACON_ROCK">
<event load="FRIENDLY_BEACON"/>
<event load="TRAP_BEACON"/>
<event load="STRANDED_BEACON"/>
<event load="PIRATE_CIVILIAN_BEACON"/>
<event load="CIVILIAN_ASTEROIDS_BEACON"/>
<event load="REBEL_VS_FEDERATION"/>
<event load="ESCORT_BEACON"/>
<event load="DISTRESS_TRAPPED_MINER"/>
<event load="DISTRESS_INFESTATION"/>
<event load="DISTRESS_SATELLITE_DEFENSE"/>
<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"/>
</eventList>
<eventList name="BOARDERS_ROCK">
<event load="ROCK_BOARDERS_SHIP"/>
<event load="ROCK_BOARDERS_ASTEROID"/>
<event load="ROCK_BOARDERS_SUN"/>
<event load="CE_BOARDERS_BOUNTYHUNTER"/>
</eventList>
<eventList name="DESTROYED_SHIP_ROCK">
<event>
<text load="ROCK_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
<event>
<text load="ROCK_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
</eventList>
<textList name="ROCK_FIGHT_DESTROYED">
<text>Victory! You narrowly avoid a hull breach as one of the Rock crew is propelled by the explosion straight toward your bridge.</text>
<text>The Rock ship disintegrates, a jump drive burnout turning its crew to stardust.</text>
<text>The enemy hull is torn apart by a final volley. They're with the sandman now.</text>
<text>You blink and they're gone: all that remains of the Rockman ship are the more sturdy pieces of hull infrastructure; might be something you can use.</text>
<text>Rockmen rarely go without a fight, but go they do. Their ship in pieces, you're free to take what you can.</text>
</textList>
<!-- CE Modified Rock Vanilla Events-->
<event name="NOTHING_ROCK">
<text load="NOTHING_ROCK"/>
<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>You quickly lay some mines around the beacon while the FTL charges. The Rebel forces will have to avoid this area, 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_ROCK">
<text>You receive a message meant to degrade you as aliens. You half expect an attack but it seems to have come from a small civilian shuttle.</text>
<text>No one bothers your ship as you float among numerous space stations and mining platforms. The Rock certainly run efficient operations.</text>
<text>You arrive and detect signs of battle. A few ships are taking passes at each other near a small station. You don't know if it's a territory issue, a contest or a rite of passage but you decide it's best to stay out of it.</text>
<text>There's not much at this beacon. Just a few abandoned depots, stripped clean.</text>
<text>A few freighters pass by but they refuse all communications. Must not want to sully their reputation by talking with foreigners.</text>
<text>You see a small trading post and ask about refueling but they respond, "Go away! We don't serve your kind here."</text>
<text>You see a Zoltan merchant and ask about his wares. He responds, "Sorry, but it took years to gain their trust. I can't be seen communicating with you. I hope you understand." He cuts communications.</text>
</textList>
<event name="START_BEACON_ROCK">
<text load="START_BEACON_ROCK"/>
<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 while the FTL charges. The Rebel forces will have to avoid this area, 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_ROCK">
<text>The Rock people have a particularly aggressive stance toward alien races trespassing in their space. You should tread carefully here.</text>
<text>The Rock people are a powerful and proud race. It is not unheard of to have a peaceful journey through their lands but don't count on it.</text>
<text>The Rock don't really patrol their boarders, but passage through most of their territory is forbidden for all "foreigners". You might not be welcome here.</text>
</textList>
<event name="CE_ROCK_NURSERY" unique="true">
<text>Fluctuating life-signs are reported near the surface of a hazy, pock-marked moon in the vicinity. It seems this is a Rock nursery where the young are 'acclimatized' to their religion - only there's been some kind of coup and the students are running amok!</text>
<choice hidden="true">
<text>Transfer an away team to investigate.</text>
<event>
<text>Your away team reports combat between students and authorities - it seems some of the students were considered to have dissident personalities and were to be imprisoned pro-actively.</text>
<choice hidden="true">
<text>Order the away team to side with the students.</text>
<event>
<text>It's not long before the violence on the planet becomes a full-scale battle, your away team and their military-grade weaponry in the very center of it.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="ROCK_NURSERY_STUDENTS"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Order the away team to side with the authorities.</text>
<event>
<text>It's not long before the violence on the planet becomes a full-scale battle, your away team and their military-grade weaponry in the very center of it.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="ROCK_NURSERY_AUTHORITY"/>
</choice>
</event>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Leave.</text>
<event>
<text>As long as they're not shooting at the ship it's best to leave them be.</text>
</event>
</choice>
<choice hidden="true" req="weapons" lvl="6">
<text>(Improved Weapons) Fire a warning shot near to the commotion to announce your arrival.</text>
<event>
<text>You dispatch a barrage of weapons fire that crashes home into an unused quarry near to the installation. Weapons fire on the surface ceases for as long as it takes for the moon's defense force to be dispatched to your location!</text>
<ship load="ROCK_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>
<eventList name="ROCK_NURSERY_STUDENTS">
<event>
<text>Things, in the end, do not go well. The enemy succeeds in flanking your team and they're forced to retreat to the ship.</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_LOSE"/>
</choice>
</event>
</choice>
</event>
<event> <!-- JUSTIN - TO DO - Test if this works. i dont think it does...-->
<text>The fight goes poorly, and your team eventually finds itself out on the flank with a wounded Rock combatant in tow. They make a desperate push for the shuttle co-ordinates, but one falls. The survivor helps the injured Rock aboard.</text>
<crewMember amount="-1"/>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.</text>
<crewMember amount="1" class="rock"/>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_LOSE"/>
</choice>
</event>
</choice>
</event>
<event>
<text>Your team hunkers down in the main quad and succeeds in holding off the enemy combatants and claiming control of the institution!</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_WIN"/>
</choice>
</event>
</choice>
</event>
<event>
<text>Your team comes under heavy fire. One is blinded by a flash bomb and staggers past the lip of a quarry and to their death far below; the other succeeds in joining with friendly forces and ultimately claims control of the institution!</text>
<crewMember amount="-1"/>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_WIN"/>
</choice>
</event>
</choice>
</event>
<event>
<text>As the battle proceeds the action moves away from your team's location. During the lull they're able to secure some abandoned weapons; by the time they're done the battle is largely over and they return to ship.</text>
<autoReward level="MED">weapon</autoReward>
</event>
</eventList>
<eventList name="ROCK_NURSERY_AUTHORITY">
<event>
<text>Things, in the end, do not go well. The enemy succeeds in flanking your team and they're forced to retreat to the ship.</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_LOSE"/>
</choice>
</event>
</choice>
</event>
<event> <!-- JUSTIN - TO DO - Test if this works. i dont think it does...-->
<text>The fight goes poorly, and your team eventually finds itself out on the flank with a wounded Rock combatant in tow. They make a desperate push for the shuttle co-ordinates, but one falls. The survivor helps the injured Rock aboard.</text>
<crewMember amount="-1"/>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.</text>
<crewMember amount="1" class="rock"/>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_LOSE"/>
</choice>
</event>
</choice>
</event>
<event>
<text>Your team hunkers down in the main quad and succeeds in holding off the enemy combatants and claiming control of the institution!</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_WIN"/>
</choice>
</event>
</choice>
</event>
<event>
<text>Your team comes under heavy fire. One is blinded by a flash bomb and staggers past the lip of a quarry and to their death far below; the other succeeds in joining with friendly forces and ultimately claims control of the institution!</text>
<crewMember amount="-1"/>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="CE_ROCK_NURSERY_WIN"/>
</choice>
</event>
</choice>
</event>
<event>
<text>As the battle proceeds the action moves away from your team's location. During the lull they're able to secure some abandoned weapons; by the time they're done the battle is largely over and they return to ship.</text>
<autoReward level="MED">weapon</autoReward>
</event>
</eventList>
<eventList name="CE_ROCK_NURSERY_WIN">
<event>
<text>In return for your support during the fight the survivors reward you with the funds set aside for prison transport. You leave before anyone changes their mind!</text>
<autoReward level="HIGH">standard</autoReward>
</event>
</eventList>
<eventList name="CE_ROCK_NURSERY_LOSE">
<event>
<text>Fully aware that their victory was threatened by your arrival, the survivors immediately dispatch a ship to eliminate you!</text>
<ship load="ROCK_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="CE_ROCK_ZOLTAN_HELP" unique="true">
<text>It seems a Zoltan ship came here to liberate a Rock settlement from their 'oppressive belief system', and that said Rock did not appreciate it - long-range scanners suggest the Zoltan and their pursuers will be here at any moment!</text>
<choice hidden="true">
<text>Stay and defend the Zoltan.</text>
<event>
<text>The... extreme nature of Rock faith is well-known; the Zoltan can hardly be blamed for trying to broaden their horizons. The pursuing Rock ship quickly assesses the situation and decides two captured alien ships are better than one.</text>
<ship load="ROCK_ZOLTAN_HELP_ROCK" 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 hidden="true">
<text>Stay and capture the Zoltan.</text>
<event>
<text>This is Rock territory, and therefore Rock law - the Zoltan should have known better than to interfere. You'll have to disable their engines and piloting to ensure their safe capture.</text>
<ship load="ROCK_ZOLTAN_HELP_ZOLTAN" 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 hidden="true">
<text>Leave.</text>
<event>
<text>This is none of your concern - power up the jump drive!</text>
</event>
</choice>
</event>
<ship name="ROCK_ZOLTAN_HELP_ROCK" auto_blueprint="SHIPS_ROCK">
<destroyed>
<text>The Rock ship's hull breaks apart. You salvage the wreck before contacting the Zoltan ship.</text>
<autoReward level="LOW">standard</autoReward>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The Zoltan show little emotion, but express their gratitude with a small payment.</text>
<autoReward level="RANDOM">stuff</autoReward>
</event>
</choice>
</destroyed>
<deadCrew>
<text>With the ship's crew dead you salvage the ship before contacting the Zoltan.</text>
<autoReward level="HIGH">standard</autoReward>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The Zoltan show little emotion, but express their gratitude with a small payment.</text>
<autoReward level="RANDOM">stuff</autoReward>
</event>
</choice>
</deadCrew>
</ship>
<ship name="ROCK_ZOLTAN_HELP_ZOLTAN" auto_blueprint="SHIPS_ZOLTAN">
<destroyed>
<text>The Rock ship arrives just as you put the finishing blows to the Zoltan ship. They're not of a mind to thank you, and you get the impression it'd be best if you left post haste..</text>
<autoReward level="LOW">standard</autoReward>
</destroyed>
<deadCrew>
<text>By the time the Rock ship arrives you've all but tied a bow around their quarry. The injured and dying Zoltan are easily taken into custody and the Rock ship grudgingly transfers over what you assume must be the bounty.</text>
<autoReward level="HIGH">standard</autoReward>
</deadCrew>
</ship>
<event name="ROCK_SHIP">
<text load="ROCK_SHIP"/>
<ship load="ROCK_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 name="ROCK_PIRATE">
<text load="ROCK_PIRATE"/>
<ship load="ROCK_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>
<eventList name="ROCK_LOOTING_STRIP">
<event>
<text>You salvage what you can from the ship. No one bothers you during the operation.</text>
<autoReward level="low">standard</autoReward>
</event>
<event>
<text>A Rock patrol ship jumps in while you are salvaging the ship. They message you, "Filthy pirates! Prepare to die!" You doubt explaining your mission will convince them of your need.</text>
<autoReward level="low">standard</autoReward>
<ship load="ROCK_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>
<eventList name="ROCK_LOOTING_LEAVE">
<event>
<text>The Rock people are not known for setting traps but you hasten to leave anyway.</text>
</event>
<event>
<text>The Rock people are not known for setting traps but you hasten to leave anyway.</text>
</event>
<event>
<text>Before you have a chance to leave, a Rock patrol ship arrives and you intercept their comm chatter, "...appears we've finally found them. Their killing spree ends now!" Before you can plead your innocence they move in to attack.</text>
<ship load="ROCK_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="ROCK_MANTIS_HUNTER" unique="true"> <!-- JUSTIN TO DO - test the ship status effect-->
<text>A Mantis ship here is adorned with Rock body parts! It would be a gorier display if they had internal organs, but the message is clear enough: this is a hunter of a very specialized kind.</text>
<ship load="MANTIS_FIGHT" hostile="false"/>
<choice hidden="true">
<text>Attack!</text>
<event>
<text>No species deserves a Mantis hunter on their back - time to make the galaxy a little safer. Engage!</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 hidden="true">
<text>Ignore them.</text>
<event>
<text>The Mantis take no interest in your ship - they're lying in wait for the next Rock ship to venture through. You're able to spin up the engines and jump at your leisure.</text>
</event>
</choice>
<choice hidden="true" req="ROCK_ARMOR">
<text>(Rock Ship) Ram the bastards.</text>
<event>
<text>Before they have a chance, you ram your ship into theirs causing irreparable damage to their engines. Luckily your ships armored hull is hardly dented from the impact. The Mantis ship careens away and you move in to attack.</text>
<status type="limit" target="enemy" system="engines" amount="0"/>
<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>