pub const NOCHARGES_WREST: &str = "You wrest one last charge from the worn-out wand."; pub const NOCHARGES_DIDNOTHING: &str = "The wand does nothing."; pub const IDENTIFY_ALL: &str = "You feel attuned to your belongings!"; pub const IDENTIFY_ALL_BLESSED: &str = "Divine favour reveals all"; pub const REMOVECURSE: &str = "You feel a weight lifted!"; pub const REMOVECURSE_BLESSED: &str = "You feel righteous"; pub const REMOVECURSE_BLESSED_FAILED: &str = "You feel righteous! But nothing happened."; pub const DAMAGE_PLAYER_HIT: &str = "are hit!"; pub const DAMAGE_ITEM_HIT: &str = "is ruined!"; pub const DAMAGE_OTHER_HIT: &str = "is hit!"; pub const HEAL_PLAYER_HIT: &str = "recover some vigour."; pub const HEAL_PLAYER_HIT_BLESSED: &str = "You feel great"; pub const HEAL_OTHER_HIT: &str = "is rejuvenated!"; pub const MAGICMAP: &str = "You recall your surroundings!"; pub const MAGICMAP_CURSED: &str = "... but forget where you last were"; pub const NUTRITION: &str = "You eat the"; pub const NUTRITION_CURSED: &str = "Blech! Rotten"; pub const NUTRITION_BLESSED: &str = "Delicious"; pub const LEVELUP_PLAYER: &str = "Welcome to experience level"; pub const YOU_PICKUP_ITEM: &str = "You pick up the"; pub const NO_MORE_KEYS: &str = "Your backpack cannot accomodate any more items"; pub const YOU_DROP_ITEM: &str = "You drop the"; pub const YOU_EQUIP_ITEM: &str = "You equip the"; pub const YOU_REMOVE_ITEM: &str = "You unequip your"; pub const YOU_REMOVE_ITEM_CURSED: &str = "You can't remove the"; /// Prefixes death message. pub const PLAYER_DIED: &str = "You died!"; /// Death message specifiers. Appended after PlayerDied. pub const PLAYER_DIED_SUICIDE: &str = "You killed yourself"; pub const PLAYER_DIED_NAMED_ATTACKER: &str = "You were killed by"; pub const PLAYER_DIED_UNKNOWN: &str = "You were killed"; // Ultimately, this should never be used. Slowly include specific messages for any death. /// Death message addendums. Appended at end of death message. pub const PLAYER_DIED_ADDENDUM_FIRST: &str = " "; pub const PLAYER_DIED_ADDENDUM_MID: &str = ", "; pub const PLAYER_DIED_ADDENDUM_LAST: &str = ", and "; pub const STATUS_CONFUSED_STRING: &str = "confused"; pub const STATUS_BLIND_STRING: &str = "blinded"; // Results in something like: "You died! You were killed by a kobold captain, whilst confused." // Dungeon features pub const FEATURE_TREANTS: &str = "You feel an unusual freshness in the air."; pub const FEATURE_BARRACKS_GOBLIN: &str = "You hear an order being barked, and ignored."; pub const FEATURE_BARRACKS_KOBOLD: &str = "You hear someone being reprimanded for disobedience."; pub const FEATURE_BARRACKS_ORC: &str = "You hear someone barking orders.";