Paste #15765: Diff note for paste #15764

Date: 2015/05/12 01:33:48 UTC-07:00
Type: Diff Report

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 # Copyright (c) 2015, Xericore
 #
 # Redistribution and use in source and binary forms, with or without
 # modification, are permitted provided that the following conditions are met:
 #    * Redistributions of source code must retain the above copyright notice.
 #
 ##########################################################################################
 #
 # Marryme
 #
-# @version 1.0
+# @version 1.1
 # @author Xericore
 # @last-updated 11 May 2015
 # xericore@gmail.com
 # http://www.petricevic.net/minecraft/marryme/
 #
 # Citizens 2.0.15-SNAPSHOT (build 1227) (ci.citizensnpcs.co/job/Citizens2/)
 # Denizen 0.9.6-SNAPSHOT (build 186)    (http://ci.mineconomy.org/job/Denizen_Developmental/)
 #
 ###  To assign to an NPC, type:  ###
 # /npc assign --set marryme
 #
 # Optional:
 # /npc constant --set marryitem --value i@allium
 # /npc constant --set likescolor --value purple
 #
 # As of Citizens 2 build #1226, it's possible to set the skin independently of the NPC's name:
 # e.g. /npc skin -p Xericore
 #
 # Some good female skins: Alanaria, Meara, Lewna, Sanjaa, Pandema, Azelia, Nelia, Mnealia, Azalia, 
 # Melisee, Nefala, Endjulia, Anilia, Amelisten, Raiissa, Ameliabelia, Ellisah, Comitissa
 
 marryme: 
   type: assignment
 
   actions:
     on assignment:
     - trigger name:click state:true
     - trigger name:chat state:true radius:4
     - trigger name:proximity state:true
     - trigger name:damage toggle:true
     - lookclose state:true
     
     on damage:
       - random {
         - ^chat "Hey, that hurts!"
         - ^chat "Stop it!"
         - ^chat "Why are you doing this?"
       }
       - animate <npc> animation:HURT
       - if !<npc.flag[attackedme].is[CONTAINS].to[<player>]> && !<player.is[==].to[<npc.flag[marriedTo]>]> {
         - flag npc attackedme:->:<player>
       }
 
   interact scripts:
   - 1 marryme_interact
   - 2 married
   - 3 marryequipmode
 
   default constants:
     # You will need this amount to marry the NPC.
     price: 2000
     # NPC will reward you daily with the following amount of money if you ask them about it.
     earningreward: 50
     earningcooldownduration: 20h
     
     # The NPC will tell you that this is their favourite color
     likescolor: red
     # You will need to give the NPCs this item to be able to marry the NPC. 
     marryitem: i@poppy
     
     # How long the NPC will not have a conversation with you after a positive or negative reaction.
     negativecooldown: 1d
     positivecooldown: 6h
  
 marryme_interact:
   type: interact
   steps:
     1:
       click trigger:
         script:
         - trigger name:chat state:true
         - random {
           - ^playsound <npc.location> sound:mob.villager.haggle custom
           - ^playsound <npc.location> sound:mob.villager.idle custom
         }
         - if !<npc.has_flag[<player.name>_karma]> {
           - flag npc <player.name>_karma:0
         }
         - ^flag npc justtalked
         - if <player.has_flag[<npc.id>_cooldown]> {
           - random {
             - chat "Sorry, I<&sq>m busy right now, please visit me another time."
             - chat "I have to do something now, please come back later."
             - chat "Sorry I have no time right now, but we can talk later."
           }
         }
         else {
           - if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
             - random {
               - ^chat "Hello <player.name>."
               - ^chat "Greetings, what can I do for you, <player.name>?"
               - ^chat "Good day, <player.name>."
               - ^chat "How can I help you, <player.name>?"
               - ^chat "Yes, do you need anything?"
             }
           }
 
           - if <npc.flag[<player.name>_karma].is[OR_MORE].than[4]> {
             - ^narrate "<&e>1. <&b>Sure darling. I will help you open your shop. <gray>(Give <npc.constant[price]> <player.money.currency>)"
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[3]> {
             - ^narrate "<&e>1. <&b>I know this is surprising, but I really love you. Will you marry me?"
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
             - ^narrate "<&e>1. <&b>Here, I have something for you."
             - ^narrate "<&e>2. <&b>I<&sq>m just curious. What are your hobbies?"
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
             - ^narrate "<&e>1. <&b>Is there anything you need help with?"
             - ^narrate "<&e>2. <&b>Would you like to go out with me?"
           }
           else if <npc.flag[<player.name>_karma].is[==].to[-1]> {
             - random {
               - chat "I<&sq>m not talking to you anymore."
               - chat "Go away."
               - chat "Fuck off, <player.name>."
               - chat "Leave me alone."
             }
             - queue clear
           }
           else {
             # 0 karma
             - random {
               - ^chat "Hello stranger."
               - ^chat "Greetings, we don't seem to know each other."
               - ^chat "Good day, fellow Kratanian."
             }
             - ^narrate "<&e>1. <&b>Hey there, beautiful!"
             - ^narrate "<&e>2. <&b>Greetings, how are you doing?"
           }
           - ^narrate "<&e>Q. <&b>Goodbye."
         }
 
       chat trigger:
         '1':
           trigger: "/1/"
           script:
           - if <npc.flag[<player.name>_karma].is[OR_MORE].than[4]> {
             - engage
             - if <player.money.is[OR_MORE].than[<npc.constant[price]>]> {
               - ^take money qty:<npc.constant[price]>
               - ^narrate "<gray>You gave <npc.constant[price]> <player.money.currency> to <npc.name>."
               - ^flag player marriedTo:<npc.id>
               - ^flag npc marriedTo:<player>
               - ^chat "Yes! Thank you, this is a dream come true!"
               - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
               - wait 2
               - chat "This is crazy, but yes, I will marry you!"
               - playeffect HEART qty:5 <npc.eye_location.add[0,-1,0]>
               - wait 1
               - playeffect HEART qty:10 <npc.eye_location.add[0,-1,0]>
               - announce "<player.name> is now married to <npc.name>."
               - equip <npc> hand:<npc.constant[marryitem]>
             }
             else {
               - chat "Sorry, but you don<&sq>t seem to have enough."
             }
             - disengage
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[3]> {
             - engage
             - if <player.has_flag[marriedTo]> {
               - chat "Sure, I<&sq>d love to!"
               - wait 1 
               - chat "Wait a second ... is that a ring on your finger?"
               - chat "You<&sq>re already married!"
               - wait 1
               - chat "How could you say such a thing? You swine!"
               - attack target:<player>
               - wait 1
               - attack cancel
               - flag npc <player.name>_karma:-1
             }
             else if <npc.has_flag[marriedTo]> {
               - define partner <npc.flag[marriedTo]>
               - chat "What!? I<&sq>m already married to <%partner%.name>"
               - wait 1
               - chat "How could you say such a thing? You swine!"
               - attack target:<player>
               - wait 1
               - attack cancel
               - chat "I will tell this to <%partner%.name>."
               - chat "Now get out of my sight!"
               - flag npc shame:->:<player>
               - flag npc <player.name>_karma:-1
             }
             else {
               - animate <npc> animation:HURT
               - chat "Oh wow, <player.name>. This really is surprising."
               - chat "I don<&sq>t know. I really like you."
               - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
               - wait 2
               - chat "But I can<&sq>t just leave everything behind and go."
               - wait 2
               - chat "I<&sq>d like to open my own flower shop. But I still lack <npc.constant[price]> <player.money.currency> for that."
               - wait 2 
               - chat "If I could open my shop at your place, I<&sq>d marry you!"
               - flag npc <player.name>_karma:4
               - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
             }
             - disengage
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
             - engage
             - if <player.item_in_hand> contains <npc.constant[marryitem]> {
               - take <player.item_in_hand> qty:1
               - chat "Geez thanks, that is my favourite flower! How did you know that?"
               - if !<npc.has_flag[marriedTo]> {
                 - playeffect HEART qty:1 <npc.eye_location.add[0,-1,0]>
               }
               - wait 2
               - chat "They smell so wonderful."
               - if !<npc.has_flag[marriedTo]> {
                 - playeffect HEART qty:2 <npc.eye_location.add[0,-1,0]>
               }
               - wait 2
               - chat "Thank you so much!"
               - if !<npc.has_flag[marriedTo]> {
                 - playeffect HEART qty:5 <npc.eye_location.add[0,-1,0]>
               }
               - flag npc <player.name>_karma:3
             }
             else {
               - if <player.item_in_hand> contains i@air {
                 - random {
                   - chat "Well maybe you should put something in your hand before offering me nothing."
                   - chat "Wow geez, an empty hand. How impressive!"
                 }
               }
               else {
                 - chat "Thanks, but I don<&sq>t really need <player.item_in_hand.formatted>."
               }
             }
             - disengage
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
             - ^chat "Not really, but it<&sq>s very kind of you that you care about me."
             - if !<npc.has_flag[marriedTo]> {
               - playeffect HEART qty:2 <npc.eye_location.add[0,-1,0]>
             }
             - flag npc <player.name>_karma:2
             - flag player <npc.id>_cooldown duration:<npc.constant[positivecooldown]>
             - trigger name:chat state:false
           }
           else {
             - random {
               - ^chat "Thanks..."
               - ^chat "That<&sq>s nice, I guess..."
               - ^chat "Do you tell that to everyone you just met?"
             }
             - flag player <npc.id>_cooldown duration:<npc.constant[negativecooldown]>
             - trigger name:chat state:false
           }
         '2':
           trigger: "/2/"
           script:
           - if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
             - engage
             - chat "I enjoy swimming, reading and spending my time in flower fields."
             - wait 1
             - chat "I would one day really like to open my own flower shop."
             - wait 1
             - chat "I also like the color <npc.constant[likescolor]>."
             - disengage
           }
           else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
             - if <npc.has_flag[marriedTo]> {
               - chat "No, I<&sq>m already married!"
             }
             else {
               - ^chat "Well that is surprising, but I think it<&sq>s too early for that."
             }
             - flag player <npc.id>_cooldown duration:<npc.constant[negativecooldown]>
             - trigger name:chat state:false
           }
           else {
             - ^chat "I<&sq>m doing fine, thanks for asking. Have a good day, <player.name>."
               - if !<npc.has_flag[marriedTo]> {
                 - ^playeffect HEART qty:1 <npc.eye_location.add[0,-1,0]>
               }
             - ^flag npc <player.name>_karma:1
             - ^flag player <npc.id>_cooldown duration:<npc.constant[positivecooldown]>
             - trigger name:chat state:false
           }
           
         '3':
           trigger: "/q/"
           script:
           - random {
             - chat "Bye."
             - chat "Goodbye."
             - chat "Have a good day."
           }
 
       proximity trigger:
         entry radius: 5
         exit radius: 5
         entry:
           script:
           - if !<player.has_flag[<npc.id>_cooldown]> && <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
               - random {
                 - chat "Hi <player.name>, good to see you again."
                 - chat "Greetings, <player.name>."
                 - chat "Good day, <player.name>."
                 - chat "Oh <player.name>, it<&sq>s you."
               }
             }
         exit:
           script:
           - if <npc.has_flag[justtalked]> {
             - ^playsound <npc.location> sound:mob.villager.yes custom
             - flag npc justtalked:!
           }
           
 married:
   type: interact
   requirements:
     mode: all
     list:
       - flagged player "marriedTo:<npc.id>" 
   steps:
     1:
       click trigger:
         script:
           - trigger name:chat state:true
           - random {
             - ^chat "Hello darling."
             - ^chat "Hi honey!"
             - ^chat "It<&sq>s always a pleasure to see you, <player.name>."
             - ^chat "<player.name>, you<&sq>re home!"
           }
           - ^if <util.random.decimal.is[OR_LESS].than[0.2]> {
             - ^playeffect HEART qty:<util.random.int[1].to[5]> <npc.eye_location.add[0,-1,0]>
           }
           - ^if <util.random.decimal.is[OR_LESS].than[0.15]> {
             - lookclose <npc> false
             - look <player.location]>
             - wait 0.5
             - lookclose <npc> true
             - random {
               - ^chat "Nice outfit you have there."
               - ^chat "You look great."
               - ^chat "Handsome as always, my dear <player.name>."
             }
           }
 
           - ^narrate "<&e>1. <&b>How are you?"
           - ^narrate "<&e>2. <&b>Did you earn anything in the shop today?"
           - if <npc.has_flag[isFollowing]> {
             - ^narrate "<&e>3. <&b>Stay here please."
           }
           else {
             - ^narrate "<&e>3. <&b>Follow me please."
           }
           - ^narrate "<&e>4. <&b>I have something new for you to wear."
           - ^narrate "<&e>5. <&b>A piece of advice..."
           - ^narrate "<&e>Q. <&b>Goodbye."
             
       chat trigger:
         '1':
           trigger: "/1/"
           script:
             - random {
               - chat "Thank you, I<&sq>m fine. I hope you are doing well too."
               - chat "Good, now that you are home."
               - chat "I always feel good when you are by my side."
             }
         '2':
           trigger: "/2/"
           script:
             - if <npc.flag[earningcooldown]> {
               - chat "I already gave you your share today. You should come back tomorrow."
               - chat "Not right now, see me tomorrow."
             }
             else {
               - ^chat "Yes, here<&sq>s your share."
               - ^define reward <el@val[<math:<util.random.gauss>*(<npc.constant[earningreward]>/5)+<npc.constant[earningreward]>>].round>
               - ^give money qty:%reward%
               - ^narrate "<gray>Received %reward% <player.money.currency>."
               - ^flag npc earningcooldown duration:<npc.constant[earningcooldownduration]>
             }
         '3':
           trigger: "/3/"
           script:
             - if <npc.has_flag[isFollowing]> {
               - flag npc isFollowing:!
               - chat "Ok, I will stay here now."
               - follow stop
             }
             else {
               - chat "Sure, I will follow you anywhere."
               - follow target:<player>
               - flag npc isFollowing
               - narrate "<gray>Type '/cometome' to teleport <npc.name> to you."
             }
         '4':
           trigger: "/4/"
           script:
             - random {
               - ^chat "Really? Thank you, I<&sq>m curious to find out what you have for me!"
               - ^chat "Awesome, thanks!"
               - ^chat "Thank you honey!"
             }
             - flag npc equipmode
             - narrate "<gray>Talk to <npc.name><gray> again to equip new items."
         '5':
           trigger: "/5/"
           script:
             - chat <proc[randomMOTD]>
         'Q':
           trigger: "/q/"
           script:
             - random {
               - chat "Goodbye darling."
               - chat "Bye honey!"
               - chat "See you soon <player.name>."
               - chat "<player.name>, take good care."
             }
             
       proximity trigger:
         entry radius: 5
         entry:
           script:
           - if <npc.has_flag[shame]> {
               - chat "<red><player.name>! I have to tell you something!"
               - chat "<npc.flag[shame].formatted> tried to talk me into leaving you!"
               - flag npc shame:!
             }
           - if <npc.has_flag[attackedme]> {
               - chat "<red><player.name>! You will want to know about this!"
               - chat "<npc.flag[attackedme].formatted> attacked me!"
               - flag npc attackedme:!
             }
 
 marryequipmode:
   type: interact
   requirements:
     mode: all
     list:
       - flagged npc equipmode
       - flagged player "marriedTo:<npc.id>" 
   steps:
     1:
       click trigger:
         script:
           - ^narrate "<&e>1. <&b>Take this in your hand."
           - ^narrate "<&e>2. <&b>I have a new hat for you."
           - ^narrate "<&e>3. <&b>Please put this on your chest."
           - ^narrate "<&e>4. <&b>Please wear these leggings."
           - ^narrate "<&e>5. <&b>I have new shoes for you."
           - ^narrate "<&e>6. <&b>Would you kindly drop all the items I gave you?"
           - ^narrate "<&e>Q. <&b>Let<&sq>s talk about something else..."
           
       chat trigger:
         '1':
           trigger: "/1/"
           script:
             - run marryEquipItem def:<npc.id>|hand|hand instantly
         '2':
           trigger: "/2/"
           script:
             - run marryEquipItem def:<npc.id>|head|helmet instantly
         '3':
           trigger: "/3/"
           script:
             - run marryEquipItem def:<npc.id>|chest|chestplate instantly
         '4':
           trigger: "/4/"
           script:
             - run marryEquipItem def:<npc.id>|legs|leggings instantly
         '5':
           trigger: "/5/"
           script:
             - run marryEquipItem def:<npc.id>|boots|boots instantly
         '6':
           trigger: "/6/"
           script:
             - engage
             - ^drop <npc.item_in_hand> <npc.location>
             - foreach li@helmet|chestplate|leggings|boots {
               - if !<npc.equipment.%value%.is[==].to[null]> {
                 - ^drop <npc.equipment.%value%> <npc.location>
               }
             }
             - equip <npc> hand:i@air helmet:i@air chestplate:i@air leggings:i@air boots:i@air
             - ^chat "Alright. Here you go."
             - narrate "<gray>You will see the changes when you disconnect and reconnect."
             - disengage
         'q':
           trigger: "/q/"
           script:
             - chat "Sure."
             - flag npc equipmode:!
             
 marryEquipItem:
   type: task
   definitions: npcid|bodypart|equipment
   script:
     - engage
     - if <player.item_in_hand> contains i@air {
       - chat "You don<&sq>t have anything in your hands. I<&sq>ll give you the item back."
     }
     
     - if %bodypart% == hand {
       - drop <n@%npcid%.item_in_hand> <n@%npcid%.location>
     }
     else {
       - if <player.item_in_hand> contains %equipment% || <player.item_in_hand> contains i@air {
         - drop <n@%npcid%.equipment.%equipment%> <n@%npcid%.location>
       }
       else {
         - chat "I can<&sq>t wear this on that bodypart."
         - disengage
         - queue clear
       }
     }
     - if <player.item_in_hand> contains i@air {
       # clear item. Can't do <player.item_in_hand>, because air will be i@air,-1 and the equip will not work correctly and the item would be duplicated
       - equip <n@%npcid%> %bodypart%:i@air
     }
     else {
       - equip <n@%npcid%> %bodypart%:<player.item_in_hand>
     }
     - take iteminhand qty:1
     - narrate "<gray>You will see the item when you disconnect and reconnect."
 
     - random {
       - chat "Ok."
       - chat "Thank you very much."
       - chat "Sure, I<&sq>ll give it a try."
       - chat "Looks great on me, doesn<&sq>t it?."
     }
     - disengage
             
 cometome:
   type: command
   name: cometome
   script:
   - if <player.has_flag[marriedTo]> {
     - define marriedTo <player.flag[marriedTo]>
     - if <server.npc_is_valid[<n@%marriedTo%>]> {
       - if <n@%marriedTo%.has_flag[isFollowing]> {
         - teleport <n@%marriedTo%> <player.location>
         - narrate "<gray><n@%marriedTo%.name> teleported to you."
       }
       else {
         - narrate "<gray><n@%marriedTo%.name> isn<&sq>t following you. You should tell <n@%marriedTo%.name> to follow you."
       }
     }
     else {
       - narrate "<red>Couldn<&sq>t find npc <n@%marriedTo%>."
     }
   }
   else {
     - narrate "<gray>You are not married to anyone."
   }
  
+randomMOTD:
+    type: procedure
+    script:
+    - random {
+      - define value "People aren<&sq>t against you, they are for themselves."
+      - define value "Climb mountains not so the world can see you, but so you can see the world."
+      - define value "You learn more from failure than from success. Don<&sq>t let it stop you. Failure builds character."
+      - define value "The most dangerous risk of all - the risk of spending your life not doing what you want on the bet you can buy yourself the freedom to do it later."
+      - define value "Go where you<&sq>re celebrated, not where you<&sq>re tolerated."
+      - define value "The person that you will spend the most time with in your life is yourself, so better try to make yourself as interesting as possible."
+      - define value "If you accept your limitations you go beyond them."
+      - define value "People often say that motivation doesn<&sq>t last. Well, neither does bathing, that<&sq>s why I recommend it daily."
+      - define value "Everyone you meet is afraid of something, loves something, and has lost something."
+      - define value "Comfort is the enemy of achievement."
+      - define value "<&dq>I<&sq>m bored<&dq> is a useless thing to say. You live in a great, big, vast world that you<&sq>ve seen none percent of."
+      - define value "The only time you should look in your neighbor<&sq>s bowl is to make sure that they have enough. You don<&sq>t look to see if you have ... as much as them."
+      - define value "Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad."
+      - define value "My mother never realized the irony in calling me a son-of-a-bitch."
+      - define value "Politicians and diapers should be changed regularly, for the same reason."
+      - define value "To steal ideas from one person is plagiarism. To steal from many is research."
+      - define value "Light travels faster than sound. This is why some people appear bright until you hear them speak."
+      - define value "I didn<&sq>t fight my way to the top of the food chain to be a vegetarian."
+      - define value "I saw a woman wearing a shirt with <&dq>Guess<&dq> on it ... so I said<&co> <&dq>Implants?<&dq>"
+      - define value "Good girls are bad girls that never get caught."
+      - define value "Fighting for peace is like fucking for virginity."
+      - define value "Always borrow money from a pessimist. He won<&sq>t expect it back."
+      - define value "War doesn<&sq>t determine who is right. It determines who is left."
+      - define value "Never hit anyone unless they are an immediate threat."
+      - define value "Nothing looks more badass than a well-tailored suit."
+      - define value "Always look a person in the eye when you talk to them."
+      - define value "Buy a plunger before you need a plunger."
+      - define value "If you aren<&sq>t confident, fake it. It will come with time."
+      - define value "You can tell the size of a man by the size of the things that bother him."
+      - define value "Ask more than you answer. Everybody likes to talk about themselves."
+      - define value "Go with the decision that will make for a good story."
+      - define value "When you walk, look straight ahead, not at your feet."
+      - define value "Find your passion and figure out how to get paid for it."
+      - define value "No matter their job or status in life, everyone deserves your respect."
+      - define value "Never stop learning."
+      - define value "Don<&sq>t change yourself just to make someone happy, unless that someone is you."
+      - define value "If you<&sq>re the smartest person in the room, you<&sq>re in the wrong room."
+      - define value "Luck favors the prepared."
+      - define value "Do whatever you want to do in life, but be the best at it!"
+      - define value "No one is on their deathbed wishing they spent more time at work. Enjoy your life."
+    }
+    - determine %value%