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mechanics-5.xml
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mechanics-5.xml
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<?xml version="1.0" encoding="utf-8"?>
<mechanics book="5">
<!-- LIST OF TRANSLATED IMAGES -->
<translated-images>
<image>map.png</image>
<image>weapons.png</image>
</translated-images>
<!-- GAME RULES -->
<sections count="400">
<section id="tssf">
<!-- Restore the endurance to the maximum -->
<endurance count="+[MAXENDURANCE]" />
<!-- Drop the previous books map -->
<drop objectId="map" />
</section>
<section id="gamerulz">
<!-- Select the player skills (weapons skill and endurance) UI -->
<setSkills />
</section>
<section id="discplnz">
<!-- Select the Kai disciplines UI -->
<setDisciplines />
</section>
<section id="equipmnt" pickMaximum="4">
<!-- Do not pick 2 maps! -->
<test not="true" hasObject="map" >
<pick objectId="map" />
</test>
<test not="true" hasObject="backpack" >
<pick objectId="backpack" />
</test>
<randomTable>
<pick class="money" count="[RANDOM] + 10" />
</randomTable>
<!-- Kai monastery safekeeping -->
<kaiMonasteryStorage />
<object objectId="dagger" />
<object objectId="laumspurpotion4" />
<object objectId="sword" />
<object objectId="spear" />
<object objectId="meal" index="0" />
<object objectId="meal" index="1" />
<object objectId="mace" />
<object objectId="shield" />
<chooseEquipment
en-text="Click on the Random Table link to get money before continuing"
es-text="Haz click en el link de la Tabla de la Suerte para obtener dinero antes de continuar"
/>
<message
en-text="You may take up to four of the following (both meals count as one object):"
es-text="Puedes elegir hasta cuatro de los objetos (ambas comidas cuentan como un objeto):"
/>
</section>
<section id="sect1" en-text="Part I" es-text="Parte I" >
</section>
<section id="sect2">
<test sectionVisited="sect166">
<!-- Restore temporal CS loss (Limbdeath) -->
<combatSkill count="+3" />
<!-- Now you can use shield -->
<unregisterGlobalRule id="book5sect166" />
</test>
<object objectId="oedeherb" />
</section>
<section id="sect3">
<pick class="money" count="4" />
<object objectId="dagger" />
<object objectId="sword" />
<object objectId="potionofstrength" />
<object objectId="blowpipe" />
<object objectId="sleepdart" />
</section>
<section id="sect4">
<choiceState section="all" set="disabled" />
<combat dammageMultiplier="0" />
<afterCombatTurn turn="1">
<combat dammageMultiplier="1" />
</afterCombatTurn>
<afterCombats>
<test not="true" expression="[COMBATSDURATION] >= 5">
<choiceState section="sect165" set="enabled" />
</test>
<test expression="[COMBATSDURATION] >= 5">
<choiceState section="sect180" set="enabled" />
</test>
</afterCombats>
</section>
<section id="sect5">
<death />
</section>
<section id="sect8">
<endurance count="-2" />
</section>
<section id="sect10">
<saveInventoryState restorePoint="book5InventoryLost" />
<drop objectId="all" />
</section>
<section id="sect11">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="-2" to="2">
<choiceState section="sect167" set="enabled" />
</case>
<case from="3" to="9">
<choiceState section="sect190" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="camflage|hunting">
<randomTableIncrement increment="-2" />
</test>
</section>
<section id="sect12">
<choiceState section="all" set="disabled" />
<combat index="0" combatSkillModifier="-2" noMindblast="true" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect13">
<test not="true" hasDiscipline="anmlknsp">
<choiceState section="sect187" set="disabled" />
</test>
<test hasDiscipline="anmlknsp">
<choiceState section="sect110" set="disabled" />
</test>
</section>
<section id="sect14">
<restoreInventoryState restorePoint="book5InventoryLost" />
</section>
<section id="sect15">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="-1" to="7">
<choiceState section="sect151" set="enabled" />
</case>
<case from="8" to="9">
<choiceState section="sect175" set="enabled" />
</case>
</randomTable>
<test expression="[KAILEVEL] >= 7">
<randomTableIncrement increment="-1" />
</test>
</section>
<section id="sect16">
<object objectId="rope" />
<object objectId="tinderbox" />
</section>
<section id="sect17">
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect47" set="disabled" />
</test>
</section>
<section id="sect18">
<death />
</section>
<section id="sect19">
<!-- TODO: Meals right now are considered as backpack items. Wrong -->
<message id="msg-drop-objects"
en-text="Drop the Backpack Items you want to give to the guards"
es-text="Deja los Objetos de Mochila que quieres dar a los guardias"
/>
<onInventoryEvent>
<test expression="[BACKPACK-ITEMS-CNT-ON-SECTION] >= 2">
<message id="msg-drop-objects" op="hide" />
<choiceState section="sect137" set="enabled" />
<choiceState section="sect49" set="disabled" />
</test>
<test not="true" expression="[BACKPACK-ITEMS-CNT-ON-SECTION] >= 2">
<message id="msg-drop-objects" op="show" />
<choiceState section="sect137" set="disabled" />
<choiceState section="sect49" set="enabled" />
</test>
</onInventoryEvent>
</section>
<section id="sect20">
<choiceState section="all" set="disabled" />
<combat eludeTurn="0" fake="true" restoreFactor="0.5" />
<afterCombatTurn turn="3">
<test combatsActive="true">
<disableCombats />
<choiceState section="sect82" set="enabled" />
</test>
</afterCombatTurn>
<afterCombats>
<test combatsWon="true">
<choiceState section="sect125" set="enabled" />
</test>
<test combatsWon="false">
<choiceState section="sect161" set="enabled" />
</test>
</afterCombats>
<afterElude>
<choiceState section="sect142" set="enabled" />
<choiceState section="sect176" set="enabled" />
</afterElude>
</section>
<section id="sect22">
<endurance count="-8" />
<test not="true" hasDiscipline="healing">
<choiceState section="sect107" set="disabled" />
</test>
<test hasDiscipline="healing">
<choiceState section="sect63" set="disabled" />
</test>
</section>
<section id="sect23">
<endurance count="-1" />
<choiceState section="all" set="disabled" />
<randomTable>
<case from="-3" to="-1">
<choiceState section="sect77" set="enabled" />
</case>
<case from="0" to="6">
<choiceState section="sect192" set="enabled" />
</case>
<case from="7" to="11">
<choiceState section="sect114" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="hunting">
<randomTableIncrement increment="+2" />
</test>
<test sectionVisited="sect166">
<!-- If you have lost an arm use (Limbdeath)... -->
<randomTableIncrement increment="-3" />
</test>
</section>
<section id="sect24">
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect147" set="disabled" />
</test>
<test hasDiscipline="sixthsns" >
<choiceState section="sect196" set="disabled" />
</test>
</section>
<section id="sect26">
<test not="true" hasDiscipline="mindomtr" >
<choiceState section="sect48" set="disabled" />
</test>
</section>
<section id="sect27">
<object objectId="larnumaoil" price="3" unlimited="true" />
<object objectId="laumspurpotion4" price="5" unlimited="true" />
<object objectId="rendalimelixir" price="7" unlimited="true" />
</section>
<section id="sect29">
<!-- Drop largerope OR rope -->
<drop objectId="largerope|rope" />
</section>
<section id="sect30">
<test not="true" expression="[KAILEVEL] >= 7">
<choiceState section="sect62" set="disabled" />
</test>
</section>
<section id="sect31">
<test hasObject="firesphere|tinderbox">
<choiceState section="sect183" set="disabled" />
</test>
<test not="true" hasObject="firesphere|tinderbox">
<choiceState section="sect143" set="disabled" />
</test>
</section>
<section id="sect34">
<endurance count="-1" />
</section>
<section id="sect35">
<object objectId="jewelledmace" />
<object objectId="copperkey" />
</section>
<section id="sect38">
<endurance count="-1" />
</section>
<section id="sect40">
<pick class="money" count="-[MONEY]" />
<endurance count="-2" />
<message id="msg-drop-object"
en-text="Drop one Backpack Item before continuing"
es-text="Deja un Objeto de Mochila antes de continuar"
/>
<choiceState section="all" set="disabled" />
<onInventoryEvent>
<test expression="[BACKPACK-ITEMS-CNT-ON-ACTIONCHART] == 0 || [BACKPACK-ITEMS-CNT-ON-SECTION] >= 1">
<message id="msg-drop-object" op="hide" />
<choiceState section="all" set="enabled" />
</test>
<test not="true" expression="[BACKPACK-ITEMS-CNT-ON-ACTIONCHART] == 0 || [BACKPACK-ITEMS-CNT-ON-SECTION] >= 1">
<message id="msg-drop-object" op="show" />
<choiceState section="all" set="disabled" />
</test>
</onInventoryEvent>
</section>
<section id="sect46">
<choiceState section="all" set="disabled" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect48">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="4">
<choiceState section="sect34" set="enabled" />
</case>
<case from="5" to="99">
<choiceState section="sect80" set="enabled" />
</case>
</randomTable>
<test expression="[KAILEVEL] >= 7">
<randomTableIncrement increment="+3" />
</test>
</section>
<section id="sect49">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="5">
<choiceState section="sect106" set="enabled" />
</case>
<case from="6" to="13">
<choiceState section="sect189" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="hunting">
<randomTableIncrement increment="+1" />
</test>
<test expression="[KAILEVEL] >= 9">
<randomTableIncrement increment="+3" />
</test>
</section>
<section id="sect50">
<endurance count="-2" />
</section>
<section id="sect51">
<endurance count="-1" />
<test not="true" hasDiscipline="tracking" >
<choiceState section="sect173" set="disabled" />
</test>
</section>
<section id="sect52">
<pick class="money" count="4" />
<object objectId="gaolerkeys" />
<object objectId="dagger" />
<object objectId="sword" />
</section>
<section id="sect54">
<test sectionVisited="sect166">
<!-- If you need the Oede herb... (Limbdeath) -->
<choiceState section="sect154" set="disabled" />
</test>
<test not="true" sectionVisited="sect166">
<choiceState section="sect68" set="disabled" />
</test>
</section>
<section id="sect56">
<object objectId="jakan" />
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="3">
<choiceState section="sect7" set="enabled" />
</case>
<case from="4" to="11">
<choiceState section="sect28" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="wepnskll">
<randomTableIncrement increment="+2" />
</test>
</section>
<section id="sect57">
<!-- TODO: If you have ever fought an Elix before, add 2 to your COMBAT SKILL
for the duration of this fight -->
<choiceState section="all" set="disabled" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect58">
<test bookLanguage="en">
<choiceState section="sect98" set="disabled" />
</test>
<test bookLanguage="es">
<test sectionContainsText="Pasa inmediatamente al 98">
<!-- SVN revision >= 2713 -->
<choiceState section="sect98" set="disabled" />
</test>
</test>
<numberPicker
en-text="Choose the number for the Cloeasian combination lock"
es-text="Elige el número para la cerradura"
min="1" max="200"
en-actionButton="Choose"
es-actionButton="Elige"
/>
<numberPickerChoosed>
<test expression="[NUMBERPICKER] == 67">
<goToSection section="sect67" />
</test>
<test expression="[NUMBERPICKER] != 67">
<toast
en-text="Wrong number!"
es-text="¡Número incorrecto!" />
<goToSection section="sect98" />
</test>
</numberPickerChoosed>
</section>
<section id="sect59">
<choiceSelected section="sect4">
<pick objectId="sword" />
</choiceSelected>
</section>
<section id="sect63">
<!-- Player will lose 2 E.P. each section until a Laumspur Potion is used -->
<registerGlobalRule id="book5sect63">
<objectUsed objectId="laumspurpotion|laumspurpotion4|redpotionlaumspur">
<unregisterGlobalRule id="book5sect63" />
<toast
en-text="Your wound has been healed!"
es-text="¡Tu herida ha sido curada!" />
</objectUsed>
<choiceSelected section="all">
<endurance count="-2" />
</choiceSelected>
</registerGlobalRule>
</section>
<section id="sect64">
<choiceState section="all" set="disabled" />
<combat mindblastBonus="+4" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect67">
<object objectId="quarterstaff" />
</section>
<section id="sect69">
<saveInventoryState restorePoint="book5InventoryLost" />
<drop objectId="all" />
</section>
<section id="sect71">
<object objectId="towel" />
</section>
<section id="sect72">
<endurance count="-1" />
</section>
<section id="sect77">
<death />
</section>
<section id="sect79">
<test not="true" hasDiscipline="camflage">
<choiceState section="sect170" set="disabled" />
</test>
<test not="true" hasDiscipline="hunting">
<choiceState section="sect170" set="disabled" />
</test>
</section>
<section id="sect86">
<endurance count="-1" />
</section>
<section id="sect87">
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect105" set="disabled" />
</test>
<test hasDiscipline="sixthsns" >
<choiceState section="sect158" set="disabled" />
</test>
</section>
<section id="sect90">
<test not="true" hasDiscipline="healing">
<choiceState section="sect6" set="disabled" />
</test>
</section>
<section id="sect91">
<choiceState section="all" set="disabled" />
<afterCombats>
<test not="true" expression="[COMBATSDURATION] >= 5">
<choiceState section="sect65" set="enabled" />
</test>
<test expression="[COMBATSDURATION] >= 5">
<choiceState section="sect180" set="enabled" />
</test>
</afterCombats>
</section>
<section id="sect93">
<endurance count="+1" />
</section>
<section id="sect95">
<test not="true" hasDiscipline="mindomtr" >
<choiceState section="sect184" set="disabled" />
</test>
<test hasDiscipline="mindomtr" >
<choiceState section="sect56" set="disabled" />
</test>
</section>
<section id="sect100">
<object objectId="prism" />
<object objectId="copperkey" />
</section>
<section id="sect101">
<pick class="money" count="4" />
<object objectId="dagger" />
<object objectId="sword" />
<object objectId="potionofstrength" />
<object objectId="blowpipe" />
<object objectId="sleepdart" />
</section>
<section id="sect102">
<object objectId="sword" />
<object objectId="dagger" />
<object objectId="warhammer" />
<pick class="money" count="6" />
<object objectId="gaolerkeys" />
</section>
<section id="sect103">
<endurance count="+2" />
</section>
<section id="sect106">
<choiceState section="all" set="disabled" />
<combat combatSkillModifier="-2" />
<afterCombatTurn turn="3">
<combat combatSkillModifier="0" />
</afterCombatTurn>
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect108">
<endurance count="-2" />
</section>
<section id="sect110">
<choiceState section="all" set="disabled" />
<combat mindblastBonus="+4" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect111">
<pick class="money" count="3" />
<object objectId="copperkey" />
<test not="true" hasDiscipline="tracking" >
<choiceState section="sect74" set="disabled" />
</test>
</section>
<section id="sect112">
<test not="true" hasDiscipline="anmlknsp" >
<choiceState section="sect133" set="disabled" />
</test>
</section>
<section id="sect113">
<test not="true" hasDiscipline="healing" >
<choiceState section="sect53" set="disabled" />
</test>
</section>
<section id="sect118">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="3">
<choiceState section="sect89" set="enabled" />
</case>
<case from="4" to="12">
<choiceState section="sect21" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="hunting">
<randomTableIncrement increment="+2" />
</test>
<test expression="[KAILEVEL] >= 8">
<randomTableIncrement increment="+1" />
</test>
</section>
<section id="sect119">
<choiceState section="all" set="disabled" />
<combat enemyMultiplier="0" />
<afterCombatTurn turn="3">
<combat enemyMultiplier="1" />
</afterCombatTurn>
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect122">
<test not="true" hasObject="gaolerkeys">
<choiceState section="sect136" set="disabled" />
</test>
<test hasObject="gaolerkeys">
<choiceState section="sect26" set="disabled" />
</test>
</section>
<section id="sect123">
<choiceState section="all" set="disabled" />
<combat eludeTurn="0" />
<afterCombats>
<choiceState section="sect198" set="enabled" />
</afterCombats>
<afterElude>
<choiceState section="sect51" set="enabled" />
</afterElude>
</section>
<section id="sect125">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="3">
<choiceState section="sect50" set="enabled" />
</case>
<case from="4" to="99">
<choiceState section="sect191" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="hunting">
<randomTableIncrement increment="+2" />
</test>
</section>
<section id="sect126">
<test not="true" hasDiscipline="camflage">
<choiceState section="sect170" set="disabled" />
</test>
<test not="true" hasDiscipline="hunting">
<choiceState section="sect170" set="disabled" />
</test>
</section>
<section id="sect127">
<choiceState section="all" set="disabled" />
<randomTable>
<test not="true" expression="( [RANDOM] + 10 ) > [ORIGINALCOMBATSKILL]">
<choiceState section="sect159" set="enabled" />
</test>
<test expression="( [RANDOM] + 10 ) > [ORIGINALCOMBATSKILL]">
<endurance count="-1" />
<choiceState section="sect93" set="enabled" />
</test>
</randomTable>
</section>
<section id="sect128">
<test not="true" hasObject="rope|largerope">
<choiceState section="sect29" set="disabled" />
</test>
</section>
<section id="sect128">
<test not="true" hasObject="rope|largerope">
<choiceState section="sect29" set="disabled" />
</test>
</section>
<section id="sect130">
<pick objectId="herbpad" />
<endurance count="+1" />
<test not="true" hasDiscipline="camflage">
<choiceState section="sect151" set="disabled" />
</test>
<test hasDiscipline="camflage">
<choiceState section="sect15" set="disabled" />
</test>
</section>
<section id="sect131">
<object objectId="silvercomb" />
<object objectId="hourglass" />
<object objectId="laumspurpotion4" />
<object objectId="prism" />
<object objectId="meal" index="0" />
<object objectId="meal" index="1" />
<object objectId="meal" index="2" />
</section>
<section id="sect135">
<choiceState section="all" set="disabled" />
<combat fake="true" restoreFactor="0.5" combatSkillModifier="-2" />
<afterCombats>
<test combatsWon="false">
<choiceState section="sect161" set="enabled" />
</test>
<test combatsWon="true">
<choiceState section="sect130" set="enabled" />
</test>
</afterCombats>
</section>
<section id="sect136">
<test not="true" hasDiscipline="camflage">
<choiceState section="sect186" set="disabled" />
</test>
</section>
<section id="sect137">
<meal />
<test not="true" hasDiscipline="tracking|sixthsns">
<choiceState section="sect37" set="disabled" />
</test>
</section>
<section id="sect138">
<choiceSelected section="sect4">
<pick objectId="sword" />
</choiceSelected>
</section>
<section id="sect142">
<test not="true" hasDiscipline="anmlknsp">
<choiceState section="sect134" set="disabled" />
</test>
</section>
<section id="sect146">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="-2" to="2">
<choiceState section="sect44" set="enabled" />
</case>
<case from="3" to="9">
<choiceState section="sect190" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="camflage|hunting">
<randomTableIncrement increment="-2" />
</test>
</section>
<section id="sect152">
<choiceState section="all" set="disabled" />
<randomTable>
<case from="0" to="2">
<choiceState section="sect5" set="enabled" />
</case>
<case from="3" to="8">
<choiceState section="sect38" set="enabled" />
</case>
<case from="9" to="13">
<choiceState section="sect87" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="hunting">
<randomTableIncrement increment="+2" />
</test>
<test expression="[KAILEVEL] >= 9">
<randomTableIncrement increment="+2" />
</test>
</section>
<section id="sect153">
<test not="true" hasDiscipline="tracking">
<choiceState section="sect42" set="disabled" />
</test>
</section>
<section id="sect154">
<object objectId="potionofstrength" price="4" unlimited="true" />
<object objectId="potiongallowbrush" price="2" unlimited="true" />
<object objectId="laumspurpotion4" price="5" unlimited="true" />
<object objectId="larnumaoil" price="3" unlimited="true" />
<object objectId="tincturegraveweed" price="1" unlimited="true" />
<object objectId="tincturecalacena" price="2" unlimited="true" />
</section>
<section id="sect156">
<test not="true" hasDiscipline="mindomtr" >
<choiceState section="sect8" set="disabled" />
</test>
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect8" set="disabled" />
</test>
<test hasDiscipline="mindomtr" >
<test hasDiscipline="sixthsns" >
<choiceState section="sect98" set="disabled" />
</test>
</test>
</section>
<section id="sect159">
<endurance count="-2" />
<choiceState section="all" set="disabled" />
<combat combatSkillModifier="-2" />
<afterCombatTurn turn="3">
<combat combatSkillModifier="0" />
</afterCombatTurn>
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect162">
<endurance count="-1" />
<choiceState section="all" set="disabled" />
<test sectionVisited="sect166">
<!-- If you have lost the use of one arm, you cannot fight... (Limbdeath) -->
<disableCombats />
<randomTable zeroAsTen="true">
<endurance count="-[RANDOM]" />
<choiceState section="all" set="enabled" />
</randomTable>
</test>
<test not="true" sectionVisited="sect166">
<combat noMindblast="true" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</test>
</section>
<section id="sect163">
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect144" set="disabled" />
</test>
</section>
<section id="sect164">
<endurance count="-1" />
</section>
<section id="sect166">
<!-- ARM Limbdeath HERE!!! -->
<combatSkill count="-3" />
<registerGlobalRule id="book5sect166">
<!-- Added this "test" to do not appy the "combat" rule in sections without combats (it show errors in console) -->
<test combatsActive="true">
<!-- ...as you are suffering from this disease, you cannot use a shield of any sort... -->
<combat disabledObjects="shield" />
</test>
</registerGlobalRule>
</section>
<section id="sect167">
<test not="true" hasDiscipline="sixthsns" >
<choiceState section="sect105" set="disabled" />
</test>
<test hasDiscipline="sixthsns" >
<choiceState section="sect158" set="disabled" />
</test>
</section>
<section id="sect168">
<choiceState section="all" set="disabled" />
<afterCombats>
<test not="true" expression="[COMBATSDURATION] >= 4">
<choiceState section="sect101" set="enabled" />
</test>
<test expression="[COMBATSDURATION] >= 4">
<choiceState section="sect46" set="enabled" />
</test>
</afterCombats>
</section>
<section id="sect169">
<object objectId="blacksash" price="2" unlimited="true" />
</section>
<section id="sect176">
<saveInventoryState restorePoint="book5InventoryLost" />
<drop objectId="all" />
</section>
<section id="sect178">
<choiceState section="all" set="disabled" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect180">
<choiceState section="all" set="disabled" />
<test not="true" hasDiscipline="mndblst">
<randomTable>
<case from="0" to="5">
<choiceState section="sect120" set="enabled" />
</case>
<case from="6" to="12">
<choiceState section="sect193" set="enabled" />
</case>
</randomTable>
<test hasDiscipline="sixthsns|hunting">
<randomTableIncrement increment="+3" />
</test>
</test>
<test hasDiscipline="mndblst">
<choiceState section="sect45" set="enabled" />
</test>
</section>
<section id="sect182">
<object objectId="spear" />
<object objectId="broadsword" />
</section>
<section id="sect183">
<endurance count="-2" />
</section>
<section id="sect188">
<test hasObject="blacksash">
<choiceState section="sect72" set="disabled" />
</test>
<test not="true" hasObject="blacksash">
<choiceState section="sect172" set="disabled" />
</test>
</section>
<section id="sect190">
<choiceState section="all" set="disabled" />
<combat combatSkillModifier="-2" />
<afterCombats>
<choiceState section="all" set="enabled" />
</afterCombats>
</section>
<section id="sect192">
<endurance count="-2" />
</section>
<section id="sect194">
<choiceState section="all" set="disabled" />
<combat mindforceCS="-3" />
<afterCombats>