.NPC_IS_CARRYING.
[PP_SUBJ:<npc>] is carrying

.NPC_IS_WEARING.
[PP_SUBJ:<npc>] is wearing


// For example: It looks starved and sad.
.NPC_LOOKS_LIKE.
[PP_SUBJ:<npc>] looks

.NPC_IS_INJURED.
[PP_SUBJ:<npc>] is suffering from




// when players movement is blocked by obstacle like wall, tree etc. 
//
.MOVEMENT_OBSTACLE_AHEAD.
!There's %s blocking your way!

// when players movement is obstructed by NPC ahead
//
.MOVEMENT_NPC_AHEAD.
!There's <npc_desc> in your way!


.NOT_SUITABLE_ITEM.
!This item is not suitable for that!

.BOTH_HANDS_WIELDED.
!Your both hands are in use! Take off something to wield a new item.





.WOUND_STATE_VERY_GOOD.
healing quickly and easily

.WOUND_STATE_GOOD.
healing just fine

.WOUND_STATE_AVERAGE.
a wound with good chances to heal normally

.WOUND_STATE_BAD.
a serious wound that may not heal easily

.WOUND_STATE_SERIOUS.
a grievous wound with a risk of turning fatal

.WOUND_STATE_VERY_SERIOUS.
a deadly wound

// 1. %s = wound description
// 2. %s = WOUND_STATE_GOOD/BAD/SERIOUS/etc. (selected by the game)
.WOUND_TREATMENT_RESULT.
:After treating the %s you consider it %s.

.ABOUT_TO_TREAT.
#You are about to treat %s...

// %s = wound treatment eg. "clean the wound"
.WOUND_TREATMENT.       
:You try to %s to the best of your ability.

.NO_FURTHER_TREATMENT.
!No further treatment can be given for this wound now. Try again tomorrow.

//////////////
// sleeping //
//////////////

// general wake up message for PC and NPCs
.WAKE_UP.(who)
[PC::You wake up.]
[*:<npc_defdesc> wakes up.]

// disturbed sleep, player is wakes up for variety of reasons 
.AWAKEN_BY.
[HUNGER:&Hunger wakes you.]
[THIRST:&You are awakened by thirst.]
[FIGHT:!You awake! You have been attacked.]



.NOT_TIRED.
&You are not tired!

// messages for player going to sleep. 
// rug - there are furs to cover the surface
// cover - there are furs cover the surface and the sleeper
.SLEEPNOTE.
[RUG::You lay on the fur and fall asleep.]
[COVER::You wrap yourself in furs and fall asleep.]
[*::You lay down and fall asleep.]



// Doors.
//

.DOOR_NOT.
!That is not a door or gate.

.DOOR_ALR_OPEN.
!This door is already open.

.DOOR_ALR_CLOSED.
!This door is already closed.

.GATE_ALR_OPEN.
!This gate is already open.

.GATE_ALR_CLOSED.
!This gate is already closed.

.DO_OPEN_DOOR.(who)
[PC:{OPEN_DOOR}You open the door.]
[*:{OPEN_DOOR}<npc_desc> opens a door.]
[HEAR:{OPEN_DOOR}You hear a door opening.]

.DO_CLOSE_DOOR.(who)
[PC:{CLOSE_DOOR}You close the door.]
[*:{CLOSE_DOOR}<npc_desc> closes a door.]
[HEAR:{CLOSES_DOOR}You hear a door closing.]

.DO_OPEN_GATE.(who)
[PC:You open the gate.]
[*:<npc_desc> opens a gate.]
[HEAR:You hear a gate being opening.]

.DO_CLOSE_GATE.(who)
[PC:You close the gate.]
[*:<npc_desc> closes a gate.]
[HEAR:You hear a gate being closed.]


// List of messages for several player and NPC actions.
// Where PC: case hasn't been used the message is for NPCs only.
// 
.DO_ESCAPE.(who)
[*:<npc_desc> flees.]
[HEAR:You hear something running away in the [IN_DIR:<npc_direction>].]

.DO_TREECLIMB.(who)
[*:<npc_desc> climbs up into a tree.]
[HEAR:You hear branches rustling in the [IN_DIR:<npc_direction>].]

.DO_LAND.(who)
[*:<npc_desc> lands down.]
[HEAR:You hear rustle of wings from the [IN_DIR:<npc_direction>].]

.DO_FLY.(who)
[*:<npc_desc> flies up into the air.]
[HEAR:You hear rustle of wings from the [IN_DIR:<npc_direction>].]

.DO_DIVE.(who)
[*:{splash}<npc_desc> dives under the water.]
[HEAR:{splash}You hear a splash from the [IN_DIR:<npc_direction>].]


.DO_DROP_DOWN.(who)
[*:<npc_defdesc> drops down on the ground.]
[HEAR:You hear a thud from the [IN_DIR:<npc_direction>].]

.DO_FALL_PRONE.(who)
[PC:&You fall prone.]
[*:<npc_defdesc> falls prone.]

.DO_FELL_SMALL_TREE.(who)
[PC:{treefall_small}:The tree falls down.]
[*:{treefall_small}<npc_desc> fell a tree.]
[HEAR:{treefall_small}You hear the sound of a tree falling down in the [IN_DIR:<npc_direction>].]

.DO_FELL_BIG_TREE.(who)
[PC:{treefall_big}:The tree falls down.]
[*:{treefall_big}<npc_desc> fell a tree.]
[HEAR:{treefall_big}You hear the sound of a big tree falling down in the [IN_DIR:<npc_direction>].]


// picking up/dropping items
// %s gets value of handled item(s)
// 
.PICK_UP.(who)
[PC::You pick up the %s.]
[*:<npc_desc> picks up %s.]

.CANT_PICK_UP.
!There is nothing here to pick up.

.DROP_ITEM.
:You drop the %s.

.CANT_DROP_WORN.
!You cannot drop something you are wearing.

// trying to pick up item that is being prepared
// %s for process time desc (ie."in a few hours", "after 5 days")
//
.CANT_PICK_PREPARING.
_The <item> will be ready %s. You may not pick it up yet.


///////////////////////////////
// item selections - general //
///////////////////////////////

.ITEM_CANT_APPLY.
!There's no special way to apply <the_item>.

// selected item is invalid for given item manipulation command. 
// %s - command word (eat, drink etc.) 
.ITEM_INVALID.
!You cannot %s <the_fullitem>!

// item cannot be selected for given item manipulation command because of being used 
// %s - command word (eat, drink etc.)
.ITEM_IN_USE.
!You cannot %s <the_fullitem> while it is in use.

// item cannot be selected for given item manipulation command because of being worn
// %s - command word (eat, drink etc.)
.ITEM_BEING_WORN.
!You cannot %s <the_fullitem> while it is being worn.

// not carrying certain type of items required for given item manipulation command. %s - command word (eat, drink etc.)
.OUT_OF_ITEMS.
!You don't have anything to %s.

// universal message for no items in inventory
.CARRY_NOTHING.(who)
[PC:!You are not carrying anything!]
[*:!<npc_defdesc> is not carrying anything!]

.CARRY_TOO_MANY.
!You are carrying too much! Drop excess items to continue your extensive gathering.

.CARRY_TOO_HEAVY.(who)
[PC:!Nggggh! <items> is too heavy for you to lift.]
[*:!Burden of <items> is too much for <npc_defdesc> to carry!]


.BURIED_IN_BOG.
+<the_item> is buried in the bog.

// ice related
//

// falling through the ice
//
.ICE_BREAKS.(who)
[PC:!The ice breaks and you fall in the freezing water!]
[*:<npc_defdesc> falls through the ice.]

// climbing back on the ice from the water
//
.ICE_CLIMB_SUCCESS.(who)
[PC:=You manage to pull yourself up and onto the ice.]
[*:<npc_defdesc> manages to get back on the ice.]


// Messages to display when NPC dies/is killed. 
//
.NPC_DEATH.(who)
[*:@<npc_defdesc> dies.]
[HEAR:You hear a rattle of death from the [IN_DIR:<npc_direction>].]

.NPC_DEATH_PEACEFUL.(who)
[*:@<npc_defdesc> sighs once, then stays laying dead still.]

.NPC_DEATH_DROWN.(who)
[*:<npc_defdesc> seems to have drowned.]

// NPC behaviour related
//



// NPC withdraws away from moving player (pets, companions and livestock)
//
.NPC_WITHDRAWS.
<npc_defdesc> withdraws from your way.

// an animal trying to avoid the one who approaches
.NPC_AVOIDS.
<npc_defdesc> gets some distance.

// an animal notices of being approached (before a visual contact)
.NPC_GETS_ALERT.
<npc_defdesc> seems alert.  

/////////////
// talking //
/////////////

.SHOUT_INFO.
?You can shout to command pets out of sight.

.TALK_FAR_AWAY.
_You get no response. Go closer.

// when NPC doesn't respond to your attempt to talk with it 
// (most often because of being aggressive, sleeping or otherwise unable to talk)
.NPC_DOESNT_RESPOND.
!<npc_desc> doesn't respond.

.NPC_TALK_STARTLED.
!<npc_desc> is startled by your attempt to make a conversation.

// when NPC starts a conversation with the player
// 
.NPC_TALKS.
<npc_desc> starts talking to you...

// when NPC says a short sentence that is displayed in the main game-screen
// %s gets the value of the said message
//
.NPC_SAYS.(who)
[*:=<npc_desc> says: "%s"]
[HEAR:!You hear someone uttering: "%s"]

// when NPC shouts a short sentence that is displayed in the main game-screen
// %s gets the value of the shouted message 
//
.NPC_SHOUTS.(who)
[*:!<npc_desc> shouts: "%s"]
[HEAR:!You hear someone shouting: "%s"]

// PC/NPC enters a trap. 
// %s gets value of the trap entered - but can't be used with HEAR-case
//
.TRAP_ENTER.(who)
[PC:!You walk into %s!]
[*:!<npc_desc> enters %s.]
[HEAR:You hear a trap being triggered in the [IN_DIR:<npc_direction>].]

// PC/NPC manages to free oneself from the trap
//
.TRAP_FREE.(who)
[PC::You manage to free yourself from %s.]
[*:<npc_desc> manages to get free from %s.]

//
// pets/domestic animals
//

// when player applies rope etc. to leash an animal
//
.PET_LEASHED.
:<npc_defdesc> is now put on the leash.

.PET_UNLEASHED.
:You unleash <npc_defdesc>.

// animal is tied to a tree. %s gets value of tree/terrain description.
.PET_TIED.
:<npc_defdesc> is now tied to the %s.

// animal is tied to a tree. %s gets value of tree/terrain description.
.PET_UNTIED.
:You untie <npc_defdesc>.

// can't tie an animal to chosen tile
.PET_TIE_CANT.
!Nay, that won't do. Tie it to a tree instead.





// throwing/ranged attacks

.CANT_THROW_THAT_FAR.
!The <item> doesn't fly quite that far.

.CANT_THROW_PAST_CONTOUR.
+The <item> hits the slope in between.

// when trying to throw at an adjacent enemy
//
.CANT_THROW_IN_MELEE.
!You are in melee range! It's better to strike with your <item>, than to throw it.

// messages indicating that player prepares to throw an item/weapon, shoot with a bow, to fire a crossbow.
// 
.PREPARE_TO_THROW.
+You swing your arm back preparing to throw <the_fullitem>.

.PREPARE_TO_SHOOT.
+You draw your <fullitem> and prepare to shoot.

.PREPARE_TO_FIRE.
+You prepare to fire your <fullitem>.


////////////////////////////
// moving/pushing/packing //
////////////////////////////

// [m]oving items
.MOVE_DONE.
+You moved <the_fullitem(s)> to the chosen location.

// no items on the ground to move/push/pack
.MOVE_NOTHING.
!There are no items at your feet!

// push/pack information 
.PUSH_INFO.
?Items at your feet will be moved to an adjacent location or packed on an animal.

.PACK_ANIMAL_SELECTED.
#You start packing items on <npc_defdesc>.

.PACK_DONE.
+You packed <the_fullitem(s)> on <npc_defdesc>.


// picking items from a pack animal or a companion 
.UNPACK_SELECTED.(who)
[ANIMAL:#You start unpacking items from <npc_defdesc>.]
[*:#You start picking items from <npc_desc>.]

.WATERCRAFT_LAUNCH.
:You push <the_item> into water and jump aboard.

.WATERCRAFT_OVERLOADED.
#Your <item> is overloaded and won't move until you ease the load.



// fishing

// start message for angling
.ANGLE_START.
&You sit down, spit in the water and start to angle, dreaming of a huge catch.

.FISHING_NO_CATCH.
You didn't manage to catch any fish.

// %s gets full fishlist description
.FISHING_CATCH.
=@You caught %s!

.CATCH_PICK_INFO.
_The catch now awaits at your feet to be picked up.

.GOOF_NO_NET.
!There are no nets beside you. Nothing to retrieve.

.NET_PULL.
&You start retrieving the net from the water...

.NET_NO_CATCH.
There are no fish in this net.

.NET_DESTROYED.
+That <fullitem> is damaged and worn out beyond usable condition.

.GOOF_NO_WATER.
!Huh? There's no water.


/////////////////////
// eating, plr&npc //
/////////////////////


// (do display verbose item name here -> ie. "fine pot of bland rye porridge")
.EAT_COMPLETE.
:You finish eating <item_verbose_def>.

// (display raw item name here -> ie. "some of that rye porridge">
.EAT_PARTIAL.
:You finish eating some of that <item_raw>.

.EAT_FULL.
{BURP}=Burp! Your stomach is full.

.EAT_CANT.
&You are full and satiated and can't eat more right now!

.EAT_UNEDIBLE.
!It's not possible to consume plain <item_raw>!

// part of 'start eating' message dealing with food taste, fields 1-5 from awful to to delicious.
// (hardcoded hunger based description is then added to the final string)
//
.EATMSG_TASTE.
[1:This tastes terrible]
[2:That's bland]
[3:It's plain good <item_raw>]
[4:It's very tasty]
[5:This tastes great]
[*:This is <item_raw>]

.DO_EAT.
<the_npc> eats <item>.

// player drinks something - different messages for different amounts drank
.DRINK.
[SIP::You take a sip of <item_raw>.]
[GULP::You gulp that <item_raw>.]
[*::You drink some <item_raw>.]



// hiding messages for player

.HIDING_START.
:You begin sneaking, trying to stay hidden and move as quietly as possible.

.HIDING_STOP.
:You quit hiding and sneaking.

.HIDING_CANT.
!You can't hide now as you are clearly seen at this location.

.HIDING_NOISE.
!You make some noise while trying to sneak.



// plant/agriculte messages
//
// plant isn't ripe yet - nothing can be harvested.
// generated variables: <item*> <prepdays>
//
.HARVEST_NOT_YET.
!<item_defdesc> here isn't ripe for harvesting yet.

// plant isn't ripe yet, but young leaves of the sprout can be collected
.HARVEST_YOUNG_LEAVES.
!<item_defdesc> here isn't ripe yet, but there are young leaves already.

.HARVEST_NOTHING.
!You find nothing to harvest there.

// the plant needs to be harvested down, not picked
.HARVEST_NOPICKING.
!<item_def> needs to be gathered by harvesting! 

// plant for picking, not cutting down harvesting (eg. berry shrub)
.HARVEST_NONEED.
!<item> doesn't require harvesting, but is gathered by picking up.

.HARVEST_SEEDINFO.
!To gather the seeds as well you need to harvest <item_def> by using your AGRICULTURE-skill.

// inform that plant is producing seeds in the future
.HARVEST_SEEDS_COMING.
!To gather the seeds, harvest <item_def> after its flowering period.

// picking up plant which doesn't yield flowers anymore
.HARVEST_FLOWERED.
!<item_def> here is past its flowering period and will not yield flowers.

// withered or completely picked plant
.HARVEST_UNPROVIDED.
!This <item> no longer provides any yield nor carries any usable parts.

// plant which doesn't carry usable parts to pick anymore, but can be harvested (for roots)
.HARVEST_FOR_YIELD.
!This <item> doesn't carry usable parts to pick, try to harvest and thresh it.

// plant has been picked already
.HARVESTED_ALREADY.
!The <item> here has been picked already!

// (number of) plant(s) has been cut down
.HARVEST_DONE.
Ok. You harvested <items_ind>.

// info for estimated harvest time
.HARVEST_TIME.
:It can be harvested after [TIMESPAN_DAY:<prepdays>].

// info for estimated withering time
.WITHER_TIME.
:It's withering and will die in [TIMESPAN_DAY:<prepdays>].

// if too early to plant.
.PLANT_NOT_YET.
_It's too early for planting <item>. Try again after [TIMESPAN_DAY:<prepdays>].

// if too late to plant
.PLANT_TOO_LATE.
!It's too late to plant <item> this year.

// something planted
.PLANT_DONE.
=Ok. You planted a patch of <item> here. Time will tell how many will sprout.

// plant is harvested by picking. use fullitems to display in-game amount (fistful etc.) and quantity 
.HARVEST_PICKED.
:You got <items_verbose>.



// tracking messages
.TRACKS_NOT_FOUND.
You don't notice any tracks around here.

.TRACKS_FOUND.
=You find some tracks here.

.TRACKS_FOUND_NEARBY.
=You spot some tracks close by.

.TRACKING_GOOF_SHALLOW.
You peer into the water. Your reflection peers back at you.

.TRACKING_GOOF_DEEP.
You think you see something moving in the depths but then it's gone.



/////////////////////////
// handling containers //
/////////////////////////

.POUR_INFO.
?Select an item stack or another container from where to pour.

.POUR_CANT.
!That is something you can't pour into a container!

.POUR_SOURCE_OK.
+Ok, <raw_item> will be poured in there.

.POUR_OK.
=You fill %s with %s.

.FILL_CANT.
!There's nothing fill your <item> with.

.FILL_WATER.
=You fill <the_item_container> with water.

.FILL_INFO.
?To fill that <item_container> you need water or an animal to milk.

.MILK_REFUSE.
!<npc_defdesc> makes it clear that you are not allowed you to milk her.

.MILK_CANT.
!Milk <npc_defdesc>? Nay, think again.

.MILK_GOT.
Alright. Thank you for the milk, <npc_desc>.

.NO_MORE_MILK_TODAY.
It seems <npc_defdesc> can't yield any more milk today.

.MILK_DRY_PERIOD.
!<npc_defdesc> is having a dry period. No milk during wintertime.





// container is emptied by plr
.CONTAINER_EMPTIED.
+You empty <the_item> to have it filled again.




////////////////////////
// crafting - general //
////////////////////////
//
// use %s where set - it gets value of item(s) made
//

.RAWMAT_INVALID. 
!<item> doesn't work as %s!

// quality of processed item is lowered due to poor performance (in multi-stage crafting)
.CRAFTQUALITY_LOWERED.
!You fail to maintain the quality of <item_def_verbose> during this step.

// when items have been crafted and now appear on the ground. %s gets description of all crafted items. 
.CRAFTING_DONE_GROUND.
=Ok, you made %s here.

// when items have been crafted and placed in character's inventory. %s gets description of all crafted items. 
.CRAFTING_DONE.
=Ok, you obtained %s.

// when items have been made and are set on the groung for getting 'being processed'
.CRAFTING_TO_PREPARE.
=Ok, you set and leave %s here to prepare.

// the best tool for crafting was automatically selected, display full description to inform about item quality
.TOOL_SELECTED.
Ok. <the_fullitem> you have will be used.

// there's need to select more of required raw materials/tools
//
.REQ_MORE.
_That's not enough. Select some more.

// required tools or materials have been found nearby on the ground.
// use %s to display selected item(s).
//
.REQ_NEARBY.
+%s nearby will be used.

// required tools or materials have been found from character's inventory.
// use %s to display selected item(s).
.REQ_INV.
+%s in your inventory will be used.

// when water is required and there's a natural source of water nearby (eg. lake)
//
.REQ_WATER_OK.
There is plenty of water nearby.


//////////////
// building //
//////////////


// when continuing cancelled building task. use %s for description of the construction, eg. half-made fence.
.BIY_CONTINUE.
#You continue working on the %s.


/////////////////////
// carcass related //
/////////////////////

.CARCASS_NOT_FOUND.
!You should have the carcass nearby on the ground, one step away at the most.

.CARCASS_ROTTEN.
!This %s is not fresh enough to be utilized.



/////////////////
// hideworking //
/////////////////

.HIDEWORK_CURE_START.
#You finalize cleaning the skin and set it properly in place for curing.

.HIDEWORK_CURE_DONE.
+The skin is now left to dry completely, after which it will keep for future usage.


.HIDEWORK_CLEAN_START.
#You start to scrape and rinse the skin clean from any remaining flesh and fat.

.HIDEWORK_CLEAN_DONE.
+You obtained %s which can be now processed further, or cured for preservation.

// apply tanning material
.HIDEWORK_TANNING_START.
#You start to rub the tanning material on the skin.

// done applying tanning material
.HIDEWORK_TANNING_DONE.
#The skin is now left alone for the tanning material to get working.

// start rinsing the skin after applying tanning material
.HIDEWORK_RINSE_START.
#You scrape off the tanning mixture and rinse the skin clean.

.HIDEWORK_RINSE_DONE.
#The skin is now left to hang until it's dry enough to continue tanning.

// last stage of tanning, softening
.HIDEWORK_SOFTEN_START.
#You start softening the skin by pounding, stretching, squeezing and cursing - the final and the most laborious stage of tanning.

// whole tanning process is completed, leather or fur has been made 
// use %s for description of the item produced
.HIDEWORK_SOFTEN_DONE.
+You finish the tanning process and obtained %s.

.SKIN_MUTILATED.
!Hide of this %s is mutilated beyond usage.




// waterlife: swimming, wading, watercrafts

.CAN_WADE.
:The water here is shallow enough to wade.

.DEEP_WATER.
!It's deep water there! You need to swim, or go by watercraft.

.OUT_OF_THE_WATER.
:You get out of the water.



// cookery

// Food was cooked. Use %s to show all prepared cookings.
.COOKING_DONE.
+Ok, you finished preparing %s.

// Food was cooked and left to prepare. Use %s to show all the prepared cookings.
.COOKING_TO_PREPARE.
=Ok, you leave %s to cook and prepare.

// food that was left to cook is ready
.FOOD_READY.
:It smells like <the_item> is ready.

// food that was left to cook is burning soon
.FOOD_BURNING.
:It smells like <the_item> is burning soon.

.GRIND_INFO.
?Select the grains to grind, or use roots and seeds for wild flour.

.GRIND_CANT.
!It's not possible to grind <items_nonum> for flour.



// herblore

// plant to be recognized is known to player character
.HERBLORE_KNOWN.
You do know that's <item_ind>.

// plant is recognized completely 
//
.HERBLORE_SUCCESS.
=You recognize that being <item_ind>.

// some plant(s) recognized, but not known by hear yet.
//
.HERBLORE_RECKON.
=You reckon it must be <item_ind>.

// plant properties are learned, but it's still unknown 
.HERBLORE_LEARN.
=You have learned something new about <the_item>.

// plant can't be recognized
.HERBLORE_FAILURE.
You do not recognize what <the_item> might be.




// repair clothes

// item that can't be repaired (due to material or type)
.REPAIR_CANT.
_It's impossible for you to repair <the_fullitem>.

///////////
/// wear //
///////////

.WEAR_ALREADY.
!You are already wearing that.

.WEAR_DOUBLE.
!You cannot wear double <item>.

// trying to wear something that is similar to something already worn. 
// %s gets description of the similar object already worn.
.WEAR_SIMILAR.
!You cannot wear <item> over %s already being worn.

.WEAR_OK.(who)
[PC:+You are now wearing <item_ind>.]
[*:<npc_desc> wears <fullitem>.]


// physical condition requirements to perform certain task failed
// first string describes wounds; severely injured arms/severly injured hands. 
// second string describes the task; fell a tree,make a fire etc.
.PHYSREQ_CANT.
&With %s, you are in no condition to %s!

// physical condition to perform certain task requires stance.
.PHYSREQ_STANCE.
&To %s, first you need to get on your feet.

// when it's not possible to wield anything due to hand injuries.
.CANT_WIELD_INJURED.
[1:&You can't wield anything with your badly injured right hand!]
[2:&You can't wield anything with your badly injured left hand!]


//////////////
// take off //
//////////////

.TAKEOFF_CANT.
!Nay, not that one! You are supposed to take off things you are wearing or items you are wielding.

.TAKEOFF_OK.
+You take off your <fullitem>.


// warnings, confirmations, system messages etc. //

.WARNING_MAP_ITEM_LIMIT.
#Whoa, items all over the place! Hoard wisely and spread your stuff over a larger area.

// no creature selected when it should have been selected (for talking, leashing, etc.)
.GOOF_NO_CREATURE.
!Huh? There's no creature there.

.TASK_PROMPT_CREATURE.
:Meanwhile, <npc_desc> enters your view...

.TASK_PROMPT_AGG_CREATURE.
!Meanwhile, an aggressive <npc_desc> enters your view...

.TASK_PROMPT_AGG_APPROACH.
!Meanwhile, an aggressive <npc_desc> approaches...

.TASK_PROMPT_AGGRESSION.
!Meanwhile, <npc_desc> turns hostile on you...


// simple responses to pet/companion commands
//
.RESPONSE_CONFUSED.(who)
[ANIMAL:<npc_desc> tilts its head in confusion.]
[*:<npc_desc> gives a questioning expression.]

.RESPONSE_HAPPY.(who)
[ANIMAL:<npc_desc> gives you a happy look.]
[*:<npc_desc> smiles happily.]

////////////////
// firemaking //
////////////////

.FIRE_MADE.
You managed to make a fire.

.FIRE_FAILED.
You did not succeed in making a fire.

.FIRE_NEEDS_FIREWOOD.
!More firewood is required there.

.FIRE_NEEDS_KINDLING.
!Some smaller kindling such as branches is required there.

.FIRE_NEEDS_MORE_KINDLING.
!More kindling such as branches is required there.


/////////////
// rituals //
/////////////

.SACRIFICE_ITEM.
+You gently set <the_item> on the ground as a sacrifice.


