/*
 * File: list-mon-message.h
 * Purpose: List of monster message types
 *
 * id   - the message constant name
 * text - the message text   
 */

/* Dummy action */
MON_MSG(NONE, "[is|are] hurt.")
/* From project_m */
MON_MSG(DIE, "die[s].")
MON_MSG(DESTROYED, "[is|are] destroyed.")
MON_MSG(RESIST_A_LOT, "resist[s] a lot.")
MON_MSG(HIT_HARD, "[is|are] hit hard.")
MON_MSG(RESIST, "resist[s].")
MON_MSG(IMMUNE, "[is|are] immune.")
MON_MSG(RESIST_SOMEWHAT, "resist[s] somewhat.")
MON_MSG(UNAFFECTED, "[is|are] unaffected!")
MON_MSG(SPAWN, "spawn[s]!")
MON_MSG(HEALTHIER, "look[s] healthier.")
MON_MSG(FALL_ASLEEP, "fall[s] asleep!")
MON_MSG(WAKES_UP, "wake[s] up.")
MON_MSG(CRINGE_LIGHT, "cringe[s] from the light!")
MON_MSG(SHRIVEL_LIGHT, "shrivel[s] away in the light!")
MON_MSG(LOSE_SKIN, "lose[s] some skin!")
MON_MSG(DISSOLVE, "dissolve[s]!")
MON_MSG(CATCH_FIRE, "catch[es] fire!")
MON_MSG(BADLY_FROZEN, "[is|are] badly frozen.")
MON_MSG(SHUDDER, "shudder[s].")
MON_MSG(CHANGE, "change[s]!")
MON_MSG(DISAPPEAR, "disappear[s]!")
MON_MSG(MORE_DAZED, "[is|are] even more stunned.")
MON_MSG(DAZED, "[is|are] stunned.")
MON_MSG(NOT_DAZED, "[is|are] no longer stunned.")
MON_MSG(MORE_CONFUSED, "look[s] more confused.")
MON_MSG(CONFUSED, "look[s] confused.")
MON_MSG(NOT_CONFUSED, "[is|are] no longer confused.")
MON_MSG(MORE_SLOWED, "look[s] more slowed.")
MON_MSG(SLOWED, "look[s] slowed.")
MON_MSG(NOT_SLOWED, "speed[s] up.")
MON_MSG(MORE_HASTED, "look[s] even faster!")
MON_MSG(HASTED, "start[s] moving faster.")
MON_MSG(NOT_HASTED, "slow[s] down.")
MON_MSG(MORE_AFRAID, "look[s] more terrified!")
MON_MSG(FLEE_IN_TERROR, "flee[s] in terror!")
MON_MSG(NOT_AFRAID, "[is|are] no longer afraid.")
MON_MSG(MORIA_DEATH, "~You hear [a|several] scream[|s] of agony!")
MON_MSG(DISENTEGRATES, "disintegrate[s]!")
MON_MSG(FREEZE_SHATTER, "freeze[s] and shatter[s]!")
MON_MSG(MANA_DRAIN, "lose[s] some mana!")
MON_MSG(BRIEF_PUZZLE, "look[s] briefly puzzled.")
MON_MSG(MAINTAIN_SHAPE, "maintain[s] the same shape.")
/* From message_pain */
MON_MSG(UNHARMED, "[is|are] unharmed.")
/* Dummy messages for monster pain - we use edit file info instead. */
MON_MSG(95, "")
MON_MSG(75, "")
MON_MSG(50, "")
MON_MSG(35, "")
MON_MSG(20, "")
MON_MSG(10, "")
MON_MSG(0, "")
/* PWMAngband */
MON_MSG(BLEED, "bleed[s] from open wounds!")
MON_MSG(NOT_BLEEDING, "[is|are] no longer bleeding.")
MON_MSG(MORE_BLEEDING, "bleed[s] even more.")
MON_MSG(POISONED, "[is|are] poisoned!")
MON_MSG(NOT_POISONED, "[is|are] no longer poisoned.")
MON_MSG(MORE_POISONED, "look[s] more poisoned.")
MON_MSG(BLIND, "grope[s] around blindly!")
MON_MSG(NOT_BLIND, "[is|are] no longer blind.")
MON_MSG(MORE_BLIND, "look[s] more blind.")
MON_MSG(PARALYZED, "[is|are] paralyzed!")
MON_MSG(NOT_PARALYZED, "[is|are] no longer paralyzed.")
MON_MSG(MORE_PARALYZED, "look[s] more paralyzed.")
MON_MSG(DROP_DEAD, "drop[s] dead.")
MON_MSG(HATE, "hate[s] you too much!")
MON_MSG(REACT, "react[s] to your order.")
MON_MSG(RETURN, "return[s]!")
MON_MSG(TORN, "[is|are] torn apart by gravity.")
MON_MSG(ICE, "[is|are] blasted by shards of ice.")
MON_MSG(EMBEDDED, "[is|are] embedded in the rock!")
MON_MSG(WAIL, "wail[s] out in pain!")
MON_MSG(CROAK, "croak[s] in agony.")
