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events_mantis.xml.append
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events_mantis.xml.append
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<eventList name="HOSTILE_MANTIS">
<event load="MANTIS_FIGHT"/>
<event load="MANTIS_FIGHT"/>
<event load="MANTIS_SUN_FIGHT"/>
<event load="DONOR_MANTIS_CHASE"/>
<event load="REBEL"/>
<event load="AUTO_ASTEROID"/>
<event load="AUTO_WARNING"/>
<event load="BS_EVENT_MANTIS"/>
<event load="BS_EVENT_MANTIS"/>
<event load="BS_EVENT_MANTIS"/>
<event load="BS_EVENT_AUTO"/>
<event load="BS_EVENT_AUTO_SUICIDE"/>
<event load="CE_PDS_MANTIS"/>
<event load="CE_MINEFIELD_MANTIS"/>
</eventList>
<eventList name="NEUTRAL_MANTIS">
<event load="MANTIS_FIGHT_CHOICE"/>
<event load="MANTIS_CIVILIAN"/>
<event load="MANTIS_CREW"/>
<event load="REBEL_TRANSPORT"/>
<event load="BROKEN_REBEL_DRONE"/>
<event load="ALISON_MANTIS_CREW"/> <!-- new alison written event -->
<event load="CE_MANTIS_GAMBLE"/>
<event load="BS_EVENT_PIRATE_BLACKMARKET_ASTEROID"/>
</eventList>
<eventList name="DISTRESS_BEACON_MANTIS">
<event load="ESCORT_BEACON"/>
<event load="FRIENDLY_BEACON"/>
<event load="TRAP_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_DRONES"/>
<event load="CE_MANTIS_CAPTURE_COMMANDO"/>
</eventList>
<eventList name="BOARDERS_MANTIS">
<event load="MANTIS_BOARDERS"/>
<event load="MANTIS_BOARDERS_NO_ESCAPE"/>
<event load="BOARDERS_SUN"/>
<event load="CE_BOARDERS_BOUNTYHUNTER"/>
</eventList>
<eventList name="DESTROYED_SHIP_MANTIS">
<event>
<text load="MANTIS_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
<event>
<text load="MANTIS_FIGHT_DESTROYED"/>
<autoReward level="MED">standard</autoReward>
</event>
</eventList>
<textList name="MANTIS_FIGHT_DESTROYED">
<text>The red metalwork of the Mantis ship is engulfed in a similarly red explosion, bringing their attack to a conclusion. You collect what remains of their ship and move on.</text>
<text>These Mantis go down fighting to the very last, their end punctuated by the final volley that tears their craft apart. You scrap their ship and prepare to jump.</text>
<text>The violent streak of this group of Mantis has been brought to an end, in the form of an equally violent explosion throughout their ship.</text>
<text>These savage insectoids and their murderous intents are no more, their vessel breaking apart by the limbs, their components drift about in space as your prize.</text>
<text>The crew of the Mantis ship might want to continue fighting, but the last attack from your ship seals their destruction, their debris forms your prize.</text>
</textList>
<!-- CE MODIFIED VANILLA MANTIS EVENTS -->
<event name="NOTHING_MANTIS">
<text load="NOTHING_MANTIS"/>
<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 place some mines around the beacon while the FTL charges. The Rebel forces will have to avoid this beacon, 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_MANTIS">
<text>At this point you almost expect a fight with the Mantis, but this beacon appears to be entirely devoid of other ships. You take the time to catch your breath and double check the ship's systems.</text>
<text>The only thing this beacon offers is a view of deep space and a brief respite from battles. For some this must be a welcome refuge. </text>
<text>A nearby Mantis mining operation is clearly using heavy Engi slave labor. You briefly consider the possibility of emancipating the slaves, but the Mantis presence is too formidable. You decide to lay low.</text>
<text>There aren't so many parts of Mantis space that aren't dotted by the wrecks of battles past, but this is one of them. You take a deep breath and prepare to move on.</text>
<text>There's nothing here but space debris and some uninhabitable planetoids.</text>
<text>You fancy you see something moving in the shadow of the beacon, but all remains still.</text>
</textList>
<event name="START_BEACON_MANTIS">
<text load="START_BEACON_MANTIS_TEXT"/>
<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>You are undisturbed here and can recycle some fuel while the FTL charges. The recycler device removes fuel residue from spent fuel cells and refills some empty capsules with it. It's not much, but it will last a few jumps.</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_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 out some mines around the beacon while the FTL charges. You put up a hazard beacon as well to warn the Engi. The Rebel forces will have to avoid this beacon, 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_MANTIS_TEXT">
<text>You've entered a poorly charted area of space that's known to be home to the Mantis. Ensure your hull plating is up to scratch and that you have enough fuel in the tank to make it through.</text>
<text>You've arrived in a sector controlled by the Mantis. Their expansion to this sector has already cost many lives. You should be careful here.</text>
<text>You've entered a recently established Mantis hive cluster. Some civilian settlements remain, but most of the sentient individuals that lived here have been murdered or made their way out of the sector.</text>
<text>You've entered one of the many Mantis hive clusters. Traveling through these areas of space is no joke. You should be vigilant.</text>
</textList>
<event name="CE_MANTIS_CAPTURE_COMMANDO" unique="true">
<text>You come across an Engi wreck with one life-sign aboard; it turns out to be the sole survivor of the Mantis boarding party that wiped out the ship's crew. He's in no state to fight and he's brought aboard.</text>
<distressBeacon/>
<ship load="ENGI_SHIP" hostile="false"/>
<choice hidden="true">
<text>Release him.</text>
<event load="MANTIS_CAPTURE_COMMANDO_RELEASE"/>
</choice>
<choice hidden="true">
<text>Kill him.</text>
<event load="MANTIS_CAPTURE_COMMANDO_KILL"/>
</choice>
<choice req="mantis" hidden="true">
<text>(Mantis Crew) Interrogate him.</text>
<event load="MANTIS_CAPTURE_COMMANDO_TALK"/>
</choice>
<choice req="slug" hidden="true">
<text>(Slug Crew) Screen his intentions.</text>
<event load="MANTIS_CAPTURE_COMMANDO_SLUG"/>
</choice>
</event>
<eventList name="MANTIS_CAPTURE_COMMANDO_SLUG">
<event>
<text>"I sense embarrassment but gratefulnesses in him, Captain." You decide to help patch up the Engi ship and the Mantis takes off. "Grr, you take the bounty, I take the ship. Next time we see each other, we fight!" He jumps away without another word.</text>
<augment name="TE_GOODS_MANTIS_BOUNTY"/>
</event>
<event>
<text>"I sense embarrassment in him, Captain, but he just wants to get away from here." You help patch up the Engi ship and the Mantis takes off without another word. Your Slug crewman senses that he is grateful though. He leaves some supplies behind.</text>
<autoReward level="MED">stuff</autoReward>
</event>
<event>
<text>"I sense embarrassment and a lot of hate, Captain. He thinks you are weak and he will attempt to destroy you." Good to know. The Mantis commando shows no fear as the airlock doors are sealed. You press the switch and he's whisked out into the great black. The crew watch his body spiral away while salvaging from the ship</text>
<autoReward level="MED">stuff</autoReward>
</event>
</eventList>
<eventList name="MANTIS_CAPTURE_COMMANDO_RELEASE">
<event>
<text>You help patch up the Engi ship and he takes off. "Grr, you take the bounty, I take the ship. Next time we see each other, we fight!" He jumps away without another word.</text>
<augment name="TE_GOODS_MANTIS_BOUNTY"/>
</event>
<event>
<text>You help patch up the Engi ship and he takes off without another word. You have to guess that he is grateful, though; he leaves some supplies behind.</text>
<autoReward level="MED">stuff</autoReward>
</event>
<event>
<text>He takes your mercy as a sign of weakness and rigged up a small timed explosive before making off in the Engi vessel.</text>
<damage amount="3"/>
</event>
</eventList>
<eventList name="MANTIS_CAPTURE_COMMANDO_KILL">
<event>
<text>The Mantis commando shows no fear as the airlock's inner doors are sealed and space prepares to take him. You press the switch and then he's gone, whisked out into the great black. You send the crew in to salvage from the ship.</text>
<autoReward level="MED">stuff</autoReward>
</event>
<event>
<text>You strip the Engi ship before preparing to deal with the Mantis. However, the commando immediately realizes your intentions and attacks!</text>
<autoReward level="MED">stuff</autoReward>
<boarders min="1" max="1" class="mantis"/>
</event>
</eventList>
<eventList name="MANTIS_CAPTURE_COMMANDO_TALK">
<event>
<text>It's not clear what occurs between the two Mantis behind the locked door, but when they emerge the commando is prepared to provide telemetry on the local sector. He then leaves on the Engi ship. Your map has been updated.</text>
<reveal_map/>
</event>
<event>
<text>After a short time alone with the commando, you are told he wishes to join the crew. Although you are surprised at the commandos willingness to swap allegiances, you trust your crew members' judgment about him.</text>
<crewMember amount="1" class="mantis"/>
<autoReward level="MED">stuff</autoReward>
</event>
</eventList>
<event name="CE_MANTIS_GAMBLE" unique="true">
<text>This node is currently home to a Mantis leisure ship: a place of brothels and combat arenas for warriors to release steam. When they scan your inventory they indicate that you're eligible to engage in a grand game of chance.</text>
<choice hidden="true">
<text>You don't gamble with crooks. Prepare to jump.</text>
<event/>
</choice>
<choice hidden="true">
<text>Bet 50 scrap on the warrior with blue paint.</text>
<event>
<text>You watch over the view-screen as two Mantis juveniles are pitched at one another in combat.</text>
<item_modify>
<item type="scrap" min="-50" max="-50"/>
</item_modify>
<choice hidden="true">
<text>Continue...</text>
<event load="MANTIS_GAMBLE_BLUE"/>
</choice>
</event>
</choice>
<choice hidden="true">
<text>Bet 50 scrap on the warrior with red paint.</text>
<event>
<text>You watch over the view-screen as two Mantis juveniles are pitched at one another in combat.</text>
<item_modify>
<item type="scrap" min="-50" max="-50"/>
</item_modify>
<choice hidden="true">
<text>Continue...</text>
<event load="MANTIS_GAMBLE_RED"/>
</choice>
</event>
</choice>
<choice hidden="true" req="slug">
<text>(Slug Crew) Bet 50 scrap and cheat.</text>
<event>
<text>Your Slug crew member at your side, you watch over the view-screen as two Mantis juveniles get ready for combat. "Any good guess who is going to win?"</text>
<item_modify>
<item type="scrap" min="-50" max="-50"/>
</item_modify>
<choice hidden="true">
<text>Continue...</text>
<event load="MANTIS_GAMBLE_CHEAT"/>
</choice>
</event>
</choice>
</event>
<eventList name="MANTIS_GAMBLE_CHEAT">
<event>
<text>"I can not forssee the future, Captain. But the blue Mantiss sssemss far more determined and viciouss." You make the bet. The fight starts and the Mantis in blue gets pressed into a corner soon, but he lashes out at the last moment, decapitating his opponent. You claim your winnings!</text>
<item_modify>
<item type="scrap" min="100" max="100"/>
</item_modify>
</event>
<event>
<text>"I can not forssee the future, Captain. But the red Mantiss sssemss to posses far more self controlled and experience." You make the bet and the fight starts. The blue Mantis seems assure to win, scoring numerous hits on his enemy. However the one in red ends the fight with a single key swipe. You claim your winnings!</text>
<item_modify>
<item type="scrap" min="100" max="100"/>
</item_modify>
</event>
<event>
<text>"I can not forssee the future, Captain. But the red Mantiss sssemss to posses far more self controlled and experience." You make the bet and the fight starts. The blue Mantis seems assure to win, scoring numerous hits on his enemy. However the one in red ends the fight with a single key swipe. You claim your winnings!</text>
<item_modify>
<item type="scrap" min="100" max="100"/>
</item_modify>
</event>
<event>
<text>"I can not forssee the future, Captain. But the blue Mantiss sssemss far more determined and viciouss." You make the bet. The fight starts and the blue Mantis seems assure to win, scoring numerous hits on his enemy. However the one in red ends the fight with a single key swipe.</text>
<choice hidden="true">
<text>Pay what you owe.</text>
<event>
<text>You transfer over the scrap that you bet and quit while you still have a ship to sail off in.</text>
</event>
</choice>
<choice req="engines" lvl="4" hidden="true">
<text>(Adv. Engines) Dodge the debt and power up the engines.</text>
<event>
<text>You are able to get out of firing range of the cruiser before they can react. However a smaller ship breaks off from a patrol and moves in to engage.</text>
<ship load="MANTIS_FIGHT" 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>
<event>
<text>"I cannot forssee the future, Captain. But the blue Mantiss sssemss far more determined and viciouss." You make the bet. The fight starts and the Mantis in blue gets pressed into a corner soon. Suddenly the video transmission is interrupted.</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>Your receive a hail: "Our scanners show squishy telepaths on board your ship. That is against the rules. You tried to cheat us and will face our wrath!" A nearby fighter craft starts targeting you.</text>
<ship load="MANTIS_FIGHT" 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>
<eventList name="MANTIS_GAMBLE_BLUE">
<event>
<text>The one in blue gets pressed into a corner, but he lashes out at the last moment, decapitating his opponent. You claim your winnings!</text>
<item_modify>
<item type="scrap" min="100" max="100"/>
</item_modify>
</event>
<event>
<text>The blue Mantis seems assure to win, scoring numerous hits on his enemy. However the one in red ends the fight with a single key swipe.</text>
<choice hidden="true">
<text>Pay what you owe.</text>
<event>
<text>You transfer over the scrap that you bet and quit while you still have a ship to sail off in.</text>
</event>
</choice>
<choice req="engines" lvl="4" hidden="true">
<text>(Adv. Engines) Dodge the debt and power up the engines.</text>
<event>
<text>You are able to get out of firing range of the cruiser before they can react. However a smaller ship breaks off from a patrol and moves in to engage.</text>
<ship load="MANTIS_FIGHT" 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>
<eventList name="MANTIS_GAMBLE_RED">
<event>
<text>The blue Mantis seems assure to win, scoring numerous hits on his enemy. However the one in red ends the fight with a single key swipe. You claim your winnings!</text>
<item_modify>
<item type="scrap" min="100" max="100"/>
</item_modify>
</event>
<event>
<text>The one in blue gets pressed into a corner, but he lashes out at the last moment, decapitating his opponent.</text>
<choice hidden="true">
<text>Pay what you owe.</text>
<event>
<text>You transfer over the scrap that you bet and quit while you still have a ship to sail off in.</text>
</event>
</choice>
<choice req="engines" lvl="4" hidden="true">
<text>(Adv. Engines) Dodge the debt and power up the engines.</text>
<event>
<text>You recall the scrap you prepared to send and are able to get out of the cruiser's firing range before they can react. However a smaller ship breaks off from a patrol and moves in to engage.</text>
<item_modify>
<item type="scrap" min="50" max="50"/>
</item_modify>
<ship load="MANTIS_FIGHT" 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>
<event name="MANTIS_FIGHT" unique="false">
<text load="MANTIS_FIGHT"/>
<ship load="MANTIS_FIGHT" 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="MANTIS_FIGHT_CHOICE" unique="false">
<text load="MANTIS_FIGHT_CHOICE"/>
<ship load="MANTIS_FIGHT" hostile="false"/>
<choice hidden="true">
<text>Attack the ship.</text>
<event>
<text load="CE_PRE_FIGHT_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>
<text>Attempt to remain concealed.</text>
<event load="MANTIS_FIGHT_CHOICE_AVOID"/>
</choice>
<choice hidden="true" req="cloaking" lvl="1">
<text>(Cloaking) Cloak to stay hidden.</text>
<event load="MANTIS_FIGHT_CHOICE_CLOAK"/>
</choice>
</event>
<eventList name="MANTIS_FIGHT_CHOICE_AVOID">
<event>
<text>You power down non-essential systems and wait for the FTL drive to charge. They either don't want to fight or have failed to notice your ship, the later being more likely.</text>
</event>
<event>
<text>Before you have a chance to slink away the Mantis ship notices you and powers up their weapons.</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>
<event>
<text>You power down non-essential systems in an attempt to remain unnoticed. It looks like they are about to leave when suddenly they turn and set course toward you, weapons powered.</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>
</eventList>
<eventList name="MANTIS_FIGHT_CHOICE_CLOAK">
<event>
<text>You quickly cloak the ship and move out of immediate scanning range. You appear to have gotten away undetected.</text>
</event>
<event>
<text>You cloak and shut down non-essential systems. In a short time the Mantis ship jumps away, no doubt in search of prey.</text>
</event>
<event>
<text>You quickly cloak the ship, but not quickly enough. They spot you and move in to 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>
</eventList>
<event name="MANTIS_CIVILIAN" unique="false">
<text load="MANTIS_CIVILIAN"/>
<ship load="MANTIS_CIVILIAN" hostile="false"/>
<choice hidden="true">
<text>Aid the civilian ship.</text>
<event>
<text>You frown, power up the weapons and prepare to engage the Mantis ship. Not today.</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>
<text>Stay out of it.</text>
<event>
<text load="MANTIS_CIVILIAN_AVOID"/>
</event>
</choice>
</event>
<event name="MANTIS_SUN_FIGHT" unique="false">
<text>Who knows why the Mantis would venture so close to a sun. Perhaps it makes for more of a challenge?</text>
<environment type="sun"/>
<ship load="MANTIS_FIGHT" 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">