XRWS           i>  O  gïext_01.cat ext_01.dat libraries/factions.xml 119 1581466802 cd7f945833b5023a721e6fd91e478430
md/notifications.xml 570 1583767532 cdd0f98e839a36c01fc6f5c6c4915ff6
md/reactivemain.xml 23254 1591006335 33222d920f03a98386204d6aa524be0a
t/0001-L081.xml 1418 1590912370 1e3cacb67b8e7557fd8f7888f0103352
t/0001.xml 1246 1590911414 f388449b012ab763fe28a88af179dbed
<?xml version="1.0" encoding="utf-8"?>
<diff>
	<remove sel="//faction[@id='scaleplate']/relations/@locked"/>
</diff><?xml version="1.0" encoding="utf-8" ?>
<diff name="notifications" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
<!--<add sel="//mdscript[@name='Notifications']/cues/cue[@name='Init']/cues/cue[@name='PlayerRelationDiscounts']/cues/cue[@name='PlayerRelationDiscounts_Unlock']/conditions"><check_value value="event.param3 != null" /></add>-->
<add sel="//mdscript[@name='Notifications']/cues/cue[@name='Init']/cues/cue[@name='BaseRelationChanged']/conditions"><check_value value="event.param3 != null" /></add>
</diff>
<?xml version="1.0" encoding="utf-8" ?>

<mdscript name="Reactivemain" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="C:\x4 extract\libraries\md.xsd">
  <cues>
    <cue name="ReactiveInit" version="9">
      <conditions>
        <check_any>
          <event_cue_signalled cue="md.Setup.GameStart" />
          <event_player_created />
          <event_cue_signalled />
          <event_game_loaded />
        </check_any>
      </conditions>
      
      <actions>
        <set_value name="$PlayerPower" exact="99" />
        <show_help duration="10s" custom="{2005311642,1}"/>
        <!-- FLUFF for power levels -->
        <set_value name="$PlayerPowerName0" exact="{2005311642,2}"/>
        <set_value name="$PlayerPowerName1" exact="{2005311642,3}"/>
        <set_value name="$PlayerPowerName2" exact="{2005311642,4}"/>
        <set_value name="$PlayerPowerName3" exact="{2005311642,5}"/>
        <set_value name="$PlayerPowerName4" exact="{2005311642,6}"/>

        <set_value name="$PlayerPowerFluff0" exact="{2005311642,7}"/>
        <set_value name="$PlayerPowerFluff1" exact="{2005311642,8}"/>
        <set_value name="$PlayerPowerFluff2" exact="{2005311642,9}"/>
        <set_value name="$PlayerPowerFluff3" exact="{2005311642,10}"/>
        <set_value name="$PlayerPowerFluff4" exact="{2005311642,11}"/>
		
		<!-- setting time constraint variable -->
		<set_value name="$NextPossibleRepLossTime" exact="player.age" />
     </actions>
     <patch sinceversion="9">
      <!-- simple reset so the sub cues are called again. -->
      <reset_cue cue="this"/>
    </patch>
      <cues>
        <cue name="ReactivePlayerPowerUpdate" instantiate="true" checkinterval="20min" checktime="player.age + 60s">
          <actions>

            <set_value name="$PlayerTotalAssetsCost" exact="0Cr" />

            <!-- <do_if value="$PlayerPower?">
              <remove_value name="$PlayerPower" />
            </do_if> -->

            <!-- cost modifier for civilian ships -->
			<!-- using intergers so stick with whole, positive numbers (80 will be calculated as 80% for example) -->
      <set_value name="$TradingAssetModifier" exact="50" />
			<set_value name="$MiningAssetModifier" exact="35" />
			<set_value name="$AuxillaryAssetModifier" exact="50" />
			<set_value name="$ProductionAssetModifier" exact="80" />
      <set_value name="$NonShipyardWharfAssetModifier" exact="25" />
      <set_value name="$ShipyardWharfAssetModifier" exact="70" />
            <!-- calculating total assets cost -->
            <find_object name="$PlayerAssetsList" owner="faction.player" space="player.galaxy"  multiple="true" recursive="true" />
            <do_for_each name="$Asset" in="$PlayerAssetsList">
              <do_if value="$Asset.value ge 150000Cr">
                <do_if value="$Asset.primarypurpose == purpose.trade">
                  <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $TradingAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                  <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $TradingAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                </do_if>

                <do_elseif value="$Asset.primarypurpose == purpose.mine">
                  <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $MiningAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                  <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $MiningAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                </do_elseif>

                <do_elseif value="$Asset.primarypurpose == purpose.auxiliary">
                  <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $AuxillaryAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                  <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $AuxillaryAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                </do_elseif>

                <do_elseif value="$Asset.primarypurpose == purpose.production">
                  <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $ProductionAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                  <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $ProductionAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                </do_elseif>

                <do_elseif value="$Asset.class == class.station">
                  <do_if value="$Asset.isshipyard or $Asset.iswharf">
                      <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $ShipyardWharfAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                      <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $ShipyardWharfAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                  </do_if>
                  <do_else>
                      <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value * $NonShipyardWharfAssetModifier / 100)/1Cr" operation="add" comment="round"/>
                      <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' and weighted cost of ' + ($Asset.value * $NonShipyardWharfAssetModifier / 100)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                  </do_else>
                </do_elseif>

                <do_else>
                  <set_value name="$PlayerTotalAssetsCost" exact="($Asset.value)/1Cr" operation="add" comment="round"/>
                  <debug_to_file name="'ReactiveFactionsCalcAssets'" directory="'ReactiveFactions'" text="player.age + '; added ' + $Asset.macro + ' of type ' + $Asset.primarypurpose + ' with actual cost of ' + ($Asset.value)/1Cr + ' total cost now ' + $PlayerTotalAssetsCost" output="false" append="true" />
                </do_else>
              </do_if>
            </do_for_each>

            <set_value name="$PlayerTotalAssetsCost" exact="(player.money)/1Cr"  operation="add" comment="round"/>

            <do_if value="$PlayerTotalAssetsCost lt 175000000">
              <do_if value="$PlayerPower == 99">
                <set_value name="$PlayerPower" exact="0" />
                <show_help duration="30s" custom="$PlayerPowerFluff0 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                <write_to_logbook category="tips" title="$PlayerPowerName0" text="$PlayerPowerFluff0 + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
              </do_if>
              <do_else>
                <set_value name="$OldPlayerPower" exact="$PlayerPower" />
                <set_value name="$PlayerPower" exact="0" />
                <do_if value="$PlayerPower != $OldPlayerPower">
                  <show_help duration="3s" custom="$PlayerPowerFluff0 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                  <write_to_logbook category="tips" title="$PlayerPowerName0" text="$PlayerPowerFluff0  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                </do_if>
               </do_else>
              <debug_to_file name="'ReactiveFactions'" directory="'ReactiveFactions'" text="player.age + '; player assets cost is ' + $PlayerTotalAssetsCost + ' and power level of ' + $PlayerPower" output="false" append="true" />
            </do_if>
            <do_elseif value="$PlayerTotalAssetsCost lt 350000000">
              <do_if value="$PlayerPower == 99">
                <set_value name="$PlayerPower" exact="1" />
                <show_help duration="30s" custom="$PlayerPowerFluff1 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                <write_to_logbook category="tips" title="$PlayerPowerName1" text="$PlayerPowerFluff1  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
              </do_if>
              <do_else>
                <set_value name="$OldPlayerPower" exact="$PlayerPower" />
                <set_value name="$PlayerPower" exact="1" />
                <do_if value="$PlayerPower != $OldPlayerPower">
                  <show_help duration="30s" custom="$PlayerPowerFluff1 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                  <write_to_logbook category="tips" title="$PlayerPowerName1" text="$PlayerPowerFluff1 + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                </do_if>
              </do_else>
              <debug_to_file name="'ReactiveFactions'" directory="'ReactiveFactions'" text="player.age + '; player assets cost is ' + $PlayerTotalAssetsCost + ' and power level of ' + $PlayerPower" output="false" append="true" />
            </do_elseif>
            <do_elseif value="$PlayerTotalAssetsCost lt 700000000">
              <do_if value="$PlayerPower == 99">
                <set_value name="$PlayerPower" exact="2" />
                <show_help duration="30s" custom="$PlayerPowerFluff2 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                <write_to_logbook category="tips" title="$PlayerPowerName2" text="$PlayerPowerFluff2  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
              </do_if>
              <do_else>
                <set_value name="$OldPlayerPower" exact="$PlayerPower" />
                <set_value name="$PlayerPower" exact="2" />
                <do_if value="$PlayerPower != $OldPlayerPower">
                  <show_help duration="30s" custom="$PlayerPowerFluff2 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                  <write_to_logbook category="tips" title="$PlayerPowerName2" text="$PlayerPowerFluff2  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                </do_if>
              </do_else>
              <debug_to_file name="'ReactiveFactions'" directory="'ReactiveFactions'" text="player.age + '; player assets cost is ' + $PlayerTotalAssetsCost + ' and power level of ' + $PlayerPower" output="false" append="true" />
            </do_elseif>
            <do_elseif value="$PlayerTotalAssetsCost lt 1200000000">
              <do_if value="$PlayerPower == 99">
                <set_value name="$PlayerPower" exact="3" />
                <show_help duration="30s" custom="$PlayerPowerFluff3 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                <write_to_logbook category="tips" title="$PlayerPowerName3" text="$PlayerPowerFluff3  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
              </do_if>
              <do_else>
                <set_value name="$OldPlayerPower" exact="$PlayerPower" />
                <set_value name="$PlayerPower" exact="3" />
                <do_if value="$PlayerPower != $OldPlayerPower">
                  <show_help duration="30s" custom="$PlayerPowerFluff3 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                  <write_to_logbook category="tips" title="$PlayerPowerName3" text="$PlayerPowerFluff3  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                </do_if> 
              </do_else>
              <debug_to_file name="'ReactiveFactions'" directory="'ReactiveFactions'" text="player.age + '; player assets cost is ' + $PlayerTotalAssetsCost + ' and power level of ' + $PlayerPower" output="false" append="true" />
            </do_elseif>
            <do_else>
              <do_if value="$PlayerPower == 99">
                <set_value name="$PlayerPower" exact="4" />
                <show_help duration="30s" custom="$PlayerPowerFluff4 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                <write_to_logbook category="tips" title="$PlayerPowerName4" text="$PlayerPowerFluff4  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
              </do_if>
              <do_else>
                <set_value name="$OldPlayerPower" exact="$PlayerPower" />
                <set_value name="$PlayerPower" exact="4" />
                <do_if value="$PlayerPower != $OldPlayerPower">
                  <show_help duration="30s" custom="$PlayerPowerFluff4 + '\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                  <write_to_logbook category="tips" title="$PlayerPowerName4" text="$PlayerPowerFluff4  + '\n\n' + {2005311642,12} + ' ' + $PlayerTotalAssetsCost" />
                </do_if>
              </do_else>
              <debug_to_file name="'ReactiveFactions'" directory="'ReactiveFactions'" text="player.age + '; player assets cost is ' + $PlayerTotalAssetsCost + ' and power level of ' + $PlayerPower" output="false" append="true" />
            </do_else>
            <remove_value name="$PlayerTotalAssetsCost" />
          </actions>
        </cue>
        <cue name="ReactiveApplyRepPenalty" instantiate="true">
          <conditions>
            <event_player_relation_changed/>
            <!-- only for positive changes -->
            <check_value value="event.object == null and event.param != null and event.param2.{1} gt event.param2.{2}" />
            <!-- only trigger once every # seconds -->
			<check_value value="$NextPossibleRepLossTime le player.age" />
			<!-- to prevent running before power is checked DA-->
		    <check_value value="$PlayerPower != 99" />
          </conditions>
          <actions>
            <set_value name="$FactionMain" exact="event.param" />
            <set_value name="$RepDiff" exact="event.param2.{1} - event.param2.{2}"/>
            <!-- Power level hit multiplayers -->
            <set_value name="$RepMultPowerLvl1" exact="0.25" />
            <set_value name="$RepMultPowerLvl2" exact="0.75" />
            <set_value name="$RepMultPowerLvl3" exact="1.25" />
            <set_value name="$RepMultPowerLvl4" exact="2" />
            
            <get_factions_by_relation relation="killmilitary" faction="$FactionMain" result="$EnemiesList" />
			<!-- we could just use remove_from_list here -->
			<set_value name="$IgnoredListofEnemies" exact="[faction.buccaneers, faction.civilian, faction.court, faction.criminal, faction.holyorderfanatic, faction.khaak, faction.smuggler, faction.trinity, faction.visitor, faction.xenon]" />
			<!-- checking if any factions in ignored list are active. story stuff makes coding so much more tedious -->
			<do_all exact="$EnemiesList.count" counter="$a">
				<do_if value="($EnemiesList.{$a} == faction.buccaneers or $EnemiesList.{$a} == faction.court or $EnemiesList.{$a} == faction.holyorderfanatic or $EnemiesList.{$a} == faction.trinity) and ($EnemiesList.{$a}.isactive)">
					<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; Removed active faction from ignore list: ' + $EnemiesList.{$a}" output="false" append="true" />
					<remove_from_list name="$IgnoredListofEnemies" exact="$EnemiesList.{$a}.isactive" multiple="true"/>
				</do_if>
			</do_all>
			<remove_from_list name="$EnemiesList" list="$IgnoredListofEnemies" multiple="true"/>
			<remove_value name="$a" />
            
            <do_for_each name="$Enemy" in="$EnemiesList">
				<!-- Remove buccaneers, holyorderfanatic,  trinity when added. DA-->
				<!-- cleaned up this long entry and formatting DA-->
				<do_if value="($Enemy != null) and (not $IgnoredListofEnemies.indexof.{$Enemy})">
					<do_if value="($PlayerPower == 0)">
						<!-- do nothing on power level 0 -->
						<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; rep was not changed (PL0) with ' + $Enemy + ' due to change with ' + $FactionMain + ' rep diff was ' + $RepDiff + ' with current power level of ' + $PlayerPower" output="false" append="true" />
					</do_if>
					<do_if value="($PlayerPower gt 0) and ($PlayerPower le 4)">
						<do_if value="$PlayerPower == 1">
							<set_value name="$RepHit" exact="($RepDiff * $RepMultPowerLvl1) * -1"/>
						</do_if>
						<do_if value="$PlayerPower == 2">
							<set_value name="$RepHit" exact="($RepDiff * $RepMultPowerLvl2) * -1"/>
						</do_if>
						<do_if value="$PlayerPower == 3">
							<set_value name="$RepHit" exact="($RepDiff * $RepMultPowerLvl3) * -1"/>
						</do_if>
						<do_if value="$PlayerPower == 4">
							<set_value name="$RepHit" exact="($RepDiff * $RepMultPowerLvl4) * -1"/>
						</do_if>
						<do_if value="$Enemy.relationto.{$FactionMain} lt $Enemy.relationto.{faction.player}">
							<!-- Check that change isn't more than -2 ui value. If it is, then only go down 2 UI DA-->
							<set_value name="$FactionOne" exact="$Enemy" />
							<set_value name="$FactionTwo" exact="faction.player" />
							<set_value name="$UIRelationChange" exact="-2" />
							<include_actions ref="CalculateUiValueRepChange" />
							<do_if value="$RepHit lt $AbsoluteRepValueChange and $AbsoluteRepValueChange != null">
								<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; RepHit: ' + $RepHit + ' was harsher than -2 UI. Changed to AbsoluteRepValueChange: ' + $AbsoluteRepValueChange" output="false" append="true" />
								<set_value name="$RepHit" exact="$AbsoluteRepValueChange" />
							</do_if>
							<remove_value name="$AbsoluteRepValueChange" />
							<!-- Trying to simplify the notification stuff DA-->
							<do_if value="((($Enemy.relationto.{faction.player} + $RepHit) lt 0.1) and ($Enemy.relationto.{faction.player} ge 0.1)) or ((($Enemy.relationto.{faction.player} + $RepHit) lt 0.01) and ($Enemy.relationto.{faction.player} ge 0.01)) or ((($Enemy.relationto.{faction.player} + $RepHit) lt -0.01) and ($Enemy.relationto.{faction.player} ge -0.01)) or ((($Enemy.relationto.{faction.player} + $RepHit) lt -0.1) and ($Enemy.relationto.{faction.player} ge -0.1)) or ((($Enemy.relationto.{faction.player} + $RepHit) lt -0.32) and ($Enemy.relationto.{faction.player} ge -0.32))">
								<set_faction_relation faction="$Enemy" otherfaction="faction.player" value="[($Enemy.relationto.{faction.player} + $RepHit), -1].max"/>
								<set_faction_relation faction="faction.player" otherfaction="$Enemy" value="$Enemy.relationto.{faction.player}"/>
								<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; rep was changed with ' + $Enemy + ' for: ' + $RepHit + ' due to change with ' + $FactionMain + ' rep diff was ' + $RepDiff + ' with current power level of ' + $PlayerPower + ' with notification.'" output="false" append="true" />
							</do_if>
							<do_else>
								<set_faction_relation faction="$Enemy" otherfaction="faction.player" value="[($Enemy.relationto.{faction.player} + $RepHit), -1].max" reason="null"/>
								<set_faction_relation faction="faction.player" otherfaction="$Enemy" value="$Enemy.relationto.{faction.player}" reason="null"/>
								<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; rep was changed with ' + $Enemy + ' for: ' + $RepHit + ' due to change with ' + $FactionMain + ' rep diff was ' + $RepDiff + ' with current power level of ' + $PlayerPower + ' without notification.'" output="false" append="true" />
							</do_else>
							<!-- here is where we set the timer for how often this can trigger -->
							<set_value name="$NextPossibleRepLossTime" exact="player.age + 30s" />
						</do_if>
						<do_elseif value="$Enemy.relationto.{$FactionMain} ge $Enemy.relationto.{faction.player}">
							<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; rep was not changed with ' + $Enemy + ' for: ' + $RepHit + ' due to ' + $FactionMain + ' player already having a lower reputation with current power level of ' + $PlayerPower" output="false" append="true" />
						</do_elseif>              
						<remove_value name="$RepHit" />
					</do_if>
				</do_if>
				<do_else>
					<debug_to_file name="'ReactiveRepUpdate'" directory="'ReactiveFactions'" text="player.age + '; Excluded faction ' + $Enemy + ' or something wrong'" output="false" append="true" />
				</do_else>
			</do_for_each>
			<remove_value name="$Enemy" />
			<remove_value name="$EnemiesList" />
          </actions>
        </cue>
		<library name="CalculateUiValueRepChange">
			<actions>
						<!-- 1.0 = 30		0.32 = 25		0.1 = 20		0.032 = 15		0.01 = 10		0.0032 = 5 -->
						<!-- 1.0 = 30		0.316 = 25		0.1 = 20		0.0316 = 15		0.01 = 10		0.00316 = 5 -->
						<!-- Requires $FactionOne, $FactionTwo, and $UIRelationChange DA-->
						<!-- Returns $NewAbsoluteRepValue and $AbsoluteRepValueChange DA-->
				<do_if value="$UIRelationChange != 0">
					<set_value name="$OldUIRepValue" exact="$FactionOne.relation.{$FactionOne.relationto.{$FactionTwo}}.uivalue" />
					<set_value name="$OldAbsoluteRepValue" exact="$FactionOne.relationto.{$FactionTwo}" />
					<do_if value="($OldUIRepValue ge 5) or ($OldUIRepValue le -5)">
						<set_value name="$NewUIRepValue" exact="$OldUIRepValue + $UIRelationChange" />
						<!-- =(10^(SQRT((S2+T2)^2)/10)/1000)*IF(S2+T2<0,-1,1) -->
						<set_value name="$NewAbsoluteRepValue" exact="(10^(sqrt(($OldUIRepValue + $UIRelationChange) ^ 2)/10) / 1000) * (if ($OldUIRepValue + $UIRelationChange lt 0) then -1 else 1)" />
						<do_if value="$NewAbsoluteRepValue lt -1">
							<set_value name="$NewAbsoluteRepValue" exact="-1" />
						</do_if>
						<do_if value="$NewAbsoluteRepValue gt 1">
							<set_value name="$NewAbsoluteRepValue" exact="1" />
						</do_if>
						<set_value name="$AbsoluteRepValueChange" exact="$NewAbsoluteRepValue - $OldAbsoluteRepValue" />
					</do_if>
					<do_if value="($OldUIRepValue lt 5) and ($OldUIRepValue gt -5)">
						<set_value name="$NewUIRepValue" exact="$OldUIRepValue + $UIRelationChange" />
						<set_value name="$NewAbsoluteRepValue" exact="$OldAbsoluteRepValue + ($UIRelationChange * 0.00064)" />
						<set_value name="$AbsoluteRepValueChange" exact="$NewAbsoluteRepValue - $OldAbsoluteRepValue" />
					</do_if>
				</do_if>
			</actions>
		</library>
      </cues>
    </cue>
  </cues>
</mdscript><?xml version="1.0" encoding="UTF-8"?>
<language>

<page id="2005311642" title="Reactive Factions" descr="Texts" voice="no">
	  <t id="1">Reactive Faction Reputation 1.6 ãŒã‚¤ãƒ³ã‚¹ãƒˆãƒ¼ãƒ«ã•ã‚Œã¾ã—ãŸã€‚</t>
      <t id="2">çŠ¶æ…‹: ç„¡åã®å‚­å…µ</t>
	  <t id="3">çŠ¶æ…‹: å°è¦æ¨¡çµ„ç¹”</t>
	  <t id="4">çŠ¶æ…‹: å¤§è¦æ¨¡çµ„ç¹”</t>
	  <t id="5">çŠ¶æ…‹: å°è¦æ¨¡æ´¾é–¥</t>
	  <t id="6">çŠ¶æ…‹: å¤§è¦æ¨¡æ´¾é–¥</t>
	  <t id="7">ã‚ãªãŸã¯ç„¡åã®å‚­å…µã§ã™ã€‚èª°ã‹ã‚‰ã‚‚æ°—ã«ç•™ã‚ã‚‰ã‚Œã‚‹ã“ã¨ã¯ã‚ã‚Šã¾ã›ã‚“ã€‚å„æ´¾é–¥ã¸ã®æ•µå¯¾è¡Œå‹•ã™ã‚‰å¾Œã«æ®‹ã‚‹å•é¡Œã«ã¯ãªã‚‰ãªã„ã§ã—ã‚‡ã†ã€‚</t>
	  <t id="8">ã‚ãªãŸã¯å°è¦æ¨¡çµ„ç¹”ã§ã™ã€‚å°‘ã€…ã®å½±éŸ¿åŠ›ã‚’æŒã¡ã€å¥½æ„çš„ãªè¡Œå‹•ã‚‚æ•µå¯¾è¡Œå‹•ã‚‚å„æ´¾é–¥ã«ã„ãã°ãã‹ã®å½±éŸ¿ã‚’æŒã£ã¦å—ã‘å–ã‚‰ã‚Œã‚‹ã§ã—ã‚‡ã†ã€‚</t>
	  <t id="9">ã‚ãªãŸã¯å¤§è¦æ¨¡çµ„ç¹”ã§ã™ã€‚éŠ€æ²³ã¸å½±éŸ¿ã‚’ã‚ã‚‹ç¨‹åº¦ä¸Žãˆã‚‹ã“ã¨ãŒã§ãã€å„æ´¾é–¥ãŒãã®å‹•å‘ã«æ³¨æ„ã‚’æ‰•ã„å§‹ã‚ã¾ã™ã€‚</t>
	  <t id="10">ã‚ãªãŸã¯å°è¦æ¨¡æ´¾é–¥ã§ã™ã€‚éŠ€æ²³ä¸­ã«çŸ¥ã‚‰ã‚ŒãŸå­˜åœ¨ã§ã‚ã‚Šã€å„æ´¾é–¥ã¨ã®é–¢ä¿‚ã«ã¯ç›¸å¿œã®æ³¨æ„ã‚’æ‰•ã†ã“ã¨ã«ãªã‚‹ã§ã—ã‚‡ã†ã€‚</t>
	  <t id="11">ã‚ãªãŸã¯å¤§è¦æ¨¡æ´¾é–¥ã§ã™ã€‚å„æ´¾é–¥ã¨åŒç­‰ã«è¦‹ã‚‰ã‚Œã‚‹ã»ã©å¼·å¤§ãªå­˜åœ¨ã§ã‚ã‚Šã€æ•µå‘³æ–¹ã„ãšã‚Œã¸ã®è¡Œå‹•ã‚‚é¡•è‘—ãªçµæžœã‚’ã‚‚ãŸã‚‰ã™ã§ã—ã‚‡ã†ã€‚</t>
	  <t id="12">ç·è³‡ç”£:</t>
</page>	  

</language><?xml version="1.0" encoding="UTF-8"?>
<language>

<page id="2005311642" title="Reactive Factions" descr="Texts" voice="no">
	  <t id="1">Reactive Faction Reputation mod ver. 1.6 is installed</t>
      <t id="2">You are nameless privateer.</t>
	  <t id="3">You are now Small Organization.</t>
	  <t id="4">You are now Large Organization.</t>
	  <t id="5">You are now Minor Faction.</t>
	  <t id="6">You are now Major Faction.</t>
	  <t id="7">You are considered a nameless privateer and not noticed by anyone and your actions with their enemies do not bother them.</t>
	  <t id="8">You are now considered as small organisation with limited influence, some of your positive deals may make their enemies a bit worried.</t>
	  <t id="9">Your influence on galaxy arena grows and Major Faction start to pay close attention to your deals with their enemies. </t>
	  <t id="10">You are acknowledged as powerful player on galaxy arena, pay attention to your actions as not everyone will like you to befreind their enemies.</t>
	  <t id="11">Major Factions do now consider you to be equal to them, your positive deals with their enemies can lead to noticable consequences.</t>
	  <t id="12">Your total assets cost estiamted at:</t>
</page>	  

</language><?xml version="1.0" encoding="utf-8"?>
<content name="" description="" author="Shuul and DeadAir" version="160" date="2020-09-25" save="0" id="" lastupdate="">
</content>
