/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Specializations/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/BasicTech/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
<!--  
   Copyright 2016-2019 Kevin

   Licensed under the Apache License</STRING><STRING>Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

    http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing</STRING><STRING>software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND</STRING><STRING>either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.
--------------------------------------------------------------------------------

See guides/RandomAreas.html for information about documents of this type.

-->
<!--  include file full of ocean-specific tags -->
<string id="randomwatertheme" merge=true select="any-1">
	<string condition="$theme=''">oceanfloor</string>
</string>

<STRING load="/resources/randareas/inc_roomruns.xml" />
<STRING load="/resources/randareas/inc_common.xml" />
<STRING load="/resources/randareas/inc_adjectives.xml" />

<AREA id="maze_dungeon" merge=true layout="MAZE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor">
	<NAME merge=false>$areaname</NAME><SIZE merge=false>$areasize</SIZE>
	<CLASS merge=false select="any-1"><CLASS condition="$areatype!=''">$areatype</CLASS><CLASS condition="$areatype=''">StdArea</CLASS></CLASS>
	<ROOM merge=false insert="hallway_rooms,interior_rooms,leaf_rooms" />
</AREA>
<AREA id="grid_dungeon" merge=true like="maze_dungeon" layout="GRIDCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" />
<AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" />
<AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" />
<AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" />
<AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" />

<ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'">
	<ROOM class="UnderSaltWater" id="oceanfloor_street_room" condition="$theme='oceanfloor'">
		<TITLE>(a(n)) $_oceanfloor_path_name</TITLE>
		<DESCRIPTION>$oceanfloor_street_desc</DESCRIPTION>
		<STRING id="oceanfloor_street_desc" select="all">
			<STRING action="PREPEND" condition="$ROOMTAG_NODEGATEEXIT != ''">You are at the entrance to $areaname. ${c:STAT:AREAGATE:AREA:NAME} is to the ${l:ROOMTAG_NODEGATEEXIT}. </STRING>
			<STRING select="any-1" action="PREPEND">
				<STRING>You are working your way along (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>You are on (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>The ${l:_oceanfloor_path_name} goes through the $oceanfloor_nouns. </STRING>
				<STRING>(A(n)) ${l:_oceanfloor_path_name} runs through the $oceanfloor_nouns. </STRING>
				<STRING>You are inching your way through (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>You are lost in (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>You are deep in (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>The ${l:_oceanfloor_path_name} surrounds you. </STRING>
				<STRING>The ${l:_oceanfloor_path_name} is all around you. </STRING>
				<STRING>The ${l:_oceanfloor_path_name} is full of $oceanfloor_nouns.</STRING>
				<STRING>(A(n)) ${l:_oceanfloor_path_name} is full of $oceanfloor_nouns.</STRING>
				<STRING>The $oceanfloor_nouns makes traveling through the ${l:_oceanfloor_path_name} more difficult.</STRING>
				<STRING>The ${l:_oceanfloor_path_name} causes your mind to drift as you travel through the $oceanfloor_nouns.</STRING>
				<STRING>The $oceanfloor_nouns cover the ${l:_oceanfloor_path_name} you are traveling along.</STRING>
				<STRING>You notice several $oceanfloor_nouns as you continue $verb_oceanfloor_tread through the ${l:_oceanfloor_path_name}.</STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The $adj_large $noun_oceanfloor_rocks of $areaname are $adj_cramped around you in $adj_impassable walls. </STRING>
				<STRING>You $verb_oceanfloor_tread your way through the $noun_oceanfloor_plants. </STRING>
				<STRING>The $noun_oceanfloor_currents add to the $adj_random_moody_words1 of $areaname.</STRING>
				<STRING>The $areaname surrounds you, ${adj_phys_size_tall} $adj_cramped $noun_oceanfloor_rocks making some directions $adj_impassable. </STRING>
				<STRING>You feel a $noun_oceanfloor_currents sweep over the $adj_phys_size_tall dunes of the ocean floor. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>It looks like you might pick your way $roomexits_desc_long.</STRING>
				<STRING>Openings in the $noun_oceanfloor_plants can be seen $roomexits_desc_long.</STRING>
				<STRING>You can $verb_oceanfloor_tread on through $roomexits_desc_long.</STRING>
				<STRING>You can continue $roomexits_desc_long.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="1?2=1" select="any-1" insert="oceanfloor_mobs" />
		<BEHAVIOR condition="1?10=1" class="WaterCurrents" parms="min=1 max=10 chance=50 $roomexits_list_favored" />
	</ROOM>
</ROOM>

<ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'">
	<ROOM class="UnderSaltWater" like="oceanfloor_street_room" condition="$theme='oceanfloor'" />
</ROOM>

<ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'">
	<ROOM class="UnderSaltWater" id="oceanfloor_interior_room" condition="$theme='oceanfloor'">
		<TITLE>
			<TITLE>$oceanfloor_path_prefix $oceanfloor_nouns</TITLE>
		</TITLE>
		<DESCRIPTION>$oceanfloor_interior_desc</DESCRIPTION>
		<STRING id="oceanfloor_interior_desc" select="all">
			<STRING select="any-1" action="PREPEND">
				<STRING>You are ${l:verb_oceanfloor_tread} along (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>You are on (a(n)) ${l:_oceanfloor_path_name}.</STRING>
				<STRING>The ${l:_oceanfloor_path_name} ${l:_oceanfloor_path_verb} through the $oceanfloor_nouns. </STRING>
				<STRING>(A(n)) ${l:_oceanfloor_path_name} ${l:_oceanfloor_path_verb} through the $oceanfloor_nouns. </STRING>
				<STRING>You are ${l:verb_oceanfloor_tread} your way through (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>You are ${l:oceanfloor_youare_in} in (a(n)) ${l:_oceanfloor_path_name}. </STRING>
				<STRING>The ${l:_oceanfloor_path_name} surrounds you.</STRING>
				<STRING>The ${l:_oceanfloor_path_name} is all around you. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The $adj_large dunes of $areaname are $adj_cramped around you in $adj_impassable walls. </STRING>
				<STRING>You $verb_oceanfloor_tread your way through the $noun_oceanfloor_plants of the ocean. </STRING>
				<STRING>The ocean surrounds you, ${adj_phys_size_tall} $adj_cramped dunes making some directions $adj_impassable. </STRING>
				<STRING>You feel a $noun_oceanfloor_currents blow over the $adj_phys_size_tall dunes of the $noun_oceanfloor_currents_adj ocean. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>It looks like you might pick your way $roomexits_desc_long.</STRING>
				<STRING>Openings in the $noun_oceanfloor_plants can be seen $roomexits_desc_long.</STRING>
				<STRING>You can $verb_oceanfloor_tread on through $roomexits_desc_long.</STRING>
				<STRING>You can continue $roomexits_desc_long.</STRING>
				<STRING condition="$roomtag_nodetype='leaf'">It looks like you might pick your way $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING>
				<STRING condition="$roomtag_nodetype='leaf'">You can $verb_oceanfloor_tread on through $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING>
			</STRING>
		</STRING>
		<EXIT select="pick-1">
			<EXIT pickweight="5" class="Open" />
			<EXIT pickweight="1" class="HiddenWalkway" />
			<EXIT pickweight="2" class="GenCurtain">
				<NAME>$noun_oceanfloor_plants</NAME>
				<DESCRIPTION>$noun_oceanfloor_plants blocks your view of the $roomexits_desc_long.</DESCRIPTION>
				<CLOSEDTEXT>$noun_oceanfloor_plants</CLOSEDTEXT>
				<DOORNAME>$noun_oceanfloor_plants</DOORNAME>
				<OPENWORD>part</OPENWORD>
				<CLOSEWORD>gather</CLOSEWORD>
			</EXIT>
		</EXIT>
		<MOB condition="($NOFANTASY != 'true') and ($__defined_oceanfloor_dragon&lt;1)" define="__defined_oceanfloor_dragon+=1" like="oceanfloor_dragon_mob" />
		<MOB condition="1?2=1" select="any-1" insert="oceanfloor_bigmobs" />
		<ITEM condition="1?4=1" select="any-1">
			<ITEM class="GenContainer" name="A $adj_wooden_ragged chest" display="$item_name is here" HASLID="true" HASLOCK="$trueorfalse">
				<CONTENT>
					<ITEM select="any-5" insert="dungeon_treasure_items" />
				</CONTENT>
				<AFFECT class="Prop_Hidden" />
			</ITEM>
		</ITEM>
	</ROOM>
</ROOM>

<MOB class="GenMob" level="$level_range" id="oceanfloor_dragon_mob" race="Dragon" gender="$anygender" hpmod="45">
	<NAME select="all">
		<NAME condition="$mob_level&lt;10">a hatchling blue dragon</NAME>
		<NAME condition="$mob_level&lt;20 and $mob_level&gt;=10">a very young blue dragon</NAME>
		<NAME condition="$mob_level&lt;30 and $mob_level&gt;=20">a young blue dragon</NAME>
		<NAME condition="$mob_level&lt;40 and $mob_level&gt;=30">a subadult blue dragon</NAME>
		<NAME condition="$mob_level&lt;70 and $mob_level&gt;=40">an adult blue dragon</NAME>
		<NAME condition="$mob_level&lt;80 and $mob_level&gt;=70">an old blue dragon</NAME>
		<NAME condition="$mob_level&lt;85 and $mob_level&gt;=80">a very old blue dragon</NAME>
		<NAME condition="$mob_level&gt;=85">a ancient blue dragon</NAME>
	</NAME>
	<DISPLAY select="pick-1">
		<DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
		<DISPLAY pickweight="5">$mob_name is here.</DISPLAY>
	</DISPLAY>
	<DESCRIPTION>$mob_name strikes terror in your very bones.</DESCRIPTION>
	<BEHAVIOR select="all">
		<BEHAVIOR condition="$mob_level&gt;=40" class="MOBEater" parms="" />
		<BEHAVIOR class="CombatAbilities" parms="" />
		<BEHAVIOR class="ObjectGuardian" parms="" />
	</BEHAVIOR>
	<AFFECT select="all">
		<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
		<AFFECT condition="$mob_level&gt;=30" class="Prop_ShortEffects" parms="" />
		<AFFECT class="Spell_WaterBreathing" />
	</AFFECT>
	<ABILITY condition="$mob_level&gt;=10">
		<ABILITY select="all">
			<ABILITY condition="$mob_level&gt;=10" class="Skill_Trip" parms="" />
			<ABILITY condition="$mob_level&gt;=20" class="Dragonbreath" parms="lightning" />
			<ABILITY condition="$mob_level&gt;=30" class="Spell_DetectInvisible" parms="" />
			<ABILITY condition="$mob_level&gt;=40" class="Spell_Fear" parms="" />
			<ABILITY condition="$mob_level&gt;=50" class="Spell_Hold" parms="" />
			<ABILITY condition="$mob_level&gt;=60" class="Spell_Slow" parms="" />
			<ABILITY condition="$mob_level&gt;=70" class="Chant_WaterHammer" parms="" />
			<ABILITY condition="$mob_level&gt;=80" class="Chant_Tidalwave" parms="" />
			<ABILITY condition="$mob_level&gt;=90" class="Chant_Tsunami" parms="" />
		</ABILITY>
	</ABILITY>
</MOB>

<MOB id="oceanfloor_bigmob" select="any-1" requires="level_range=int,aggrochance=int">
	<MOB id="oceanfloor_bigmobs" select="any-1" requires="level_range=int,aggrochance=int">
		<MOB class="GenMob" level="$level_range" race="greatfish" gender="$anygender" hpmod="30">
			<NAME select="any-1">
				<NAME>a large fish</NAME>
				<NAME>a very large fish</NAME>
				<NAME>an impressive fish</NAME>
				<NAME>a large, mean fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is enough meat to feed a small army, and may take a small army to kill.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY class="Fighter_Intimidate" />
			<ABILITY select="limit-1" condition="$mob_level&gt;=10">
				<ABILITY pickweight="1" condition="$mob_level&gt;=10" class="Fighter_WaterTactics" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=30" class="Fighter_Charge" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
				<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=50" class="Fighter_CalledStrike" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=60" class="Fighter_Shrug" parms="" />
				<ABILITY pickweight="2" condition="$mob_level&gt;=70" class="Skill_Attack2" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="shark" gender="$anygender" hpmod="18">
			<NAME select="all">
				<NAME condition="$mob_level&lt;10">a small shark</NAME>
				<NAME condition="$mob_level&lt;40 and $mob_level&gt;=10">a dangerous shark</NAME>
				<NAME condition="$mob_level&lt;80 and $mob_level&gt;=40">a hammerhead shark</NAME>
				<NAME condition="$mob_level&gt;=80">a great white shark</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name thrashes towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is circling you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name looks hungry and mean.</DESCRIPTION>
			<BEHAVIOR select="any">
				<BEHAVIOR class="CombatAbilities" parms="" />
				<BEHAVIOR class="Aggressive" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_CombatAdjuster" parms="ATTACK+$[2*$mob_level] ARMOR+$[2*$mob_level]" />
			<AFFECT class="Prop_MODExperience" parms="*2" />
			<ABILITY select="all"  condition="$mob_level&gt;=5">
				<ABILITY condition="$mob_level&gt;=5" class="Fighter_WaterTactics" parms="" />
				<ABILITY condition="$mob_level&gt;=10" class="Druid_WaterCover" parms="" />
				<ABILITY condition="$mob_level&gt;=20" class="Fighter_Charge" parms="" />
				<ABILITY condition="$mob_level&gt;=30" class="Fighter_BodyToss" parms="" />
				<ABILITY condition="$mob_level&gt;=40" class="Fighter_Shrug" parms="" />
				<ABILITY condition="$mob_level&gt;=50" class="Skill_Feint" parms="" />
				<ABILITY condition="$mob_level&gt;=60" class="Fighter_Berzerk" parms="" />
				<ABILITY condition="$mob_level&gt;=70" class="Fighter_BullRush" parms="" />
				<ABILITY condition="$mob_level&gt;=80" class="Chant_BloodyWater" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="merfolk" gender="$anygender" hpmod="11">
			<NAME select="any">
				<NAME>a scrawny merfolk</NAME>
				<NAME>a beautiful merfolk</NAME>
				<NAME>a young merfolk</NAME>
				<NAME>an aging merfolk</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you closely.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name looks like a fish from the waist down, and humanoid above the waistline.</DESCRIPTION>
			<BEHAVIOR class="ObjectGuardian" parms="" />
			<BEHAVIOR select="pick-1">
				<BEHAVIOR pickweight="5" class="CombatAbilities" parms="" />
				<BEHAVIOR class="Bardness" parms="Bard" />
				<BEHAVIOR class="Bardness" parms="Dancer" />
				<BEHAVIOR class="Bardness" parms="Jester" />
				<BEHAVIOR class="Bardness" parms="Minstrel" />
				<BEHAVIOR class="Clericness" parms="Cleric" />
				<BEHAVIOR class="Clericness" parms="Doomsayer" />
				<BEHAVIOR class="Clericness" parms="Healer" />
				<BEHAVIOR class="Clericness" parms="Missionary" />
				<BEHAVIOR class="Clericness" parms="Necromancer" />
				<BEHAVIOR class="Clericness" parms="Oracle" />
				<BEHAVIOR class="Clericness" parms="Purist" />
				<BEHAVIOR class="Clericness" parms="Shaman" />
				<BEHAVIOR class="Clericness" parms="Templar" />
				<BEHAVIOR class="Druidness" parms="Beastmaster" />
				<BEHAVIOR class="Druidness" parms="Delver" />
				<BEHAVIOR class="Druidness" parms="Druid" />
				<BEHAVIOR class="Druidness" parms="Mer" />
				<BEHAVIOR class="Druidness" parms="Skywatcher" />
				<BEHAVIOR class="Fighterness" parms="Barbarian" />
				<BEHAVIOR class="Fighterness" parms="Fighter" />
				<BEHAVIOR class="Fighterness" parms="Ranger" />
				<BEHAVIOR class="Mageness" parms="Abjurer" />
				<BEHAVIOR class="Mageness" parms="Alterer" />
				<BEHAVIOR class="Mageness" parms="Conjurer" />
				<BEHAVIOR class="Mageness" parms="Diviner" />
				<BEHAVIOR class="Mageness" parms="Enchanter" />
				<BEHAVIOR class="Mageness" parms="Evoker" />
				<BEHAVIOR class="Mageness" parms="Illusionist" />
				<BEHAVIOR class="Mageness" parms="Mage" />
				<BEHAVIOR class="Mageness" parms="Transmuter" />
				<BEHAVIOR class="Thiefness" parms="Arcanist" />
				<BEHAVIOR class="Thiefness" parms="Assassin" />
				<BEHAVIOR class="Thiefness" parms="Burglar" />
				<BEHAVIOR class="Thiefness" parms="Pirate" />
				<BEHAVIOR class="Thiefness" parms="Thief" />
				<BEHAVIOR class="Thiefness" parms="Trapper" />
			</BEHAVIOR>
			<ABILITY select="limit-1" condition="$mob_level&gt;=5">
				<ABILITY condition="$mob_level&gt;=5" class="Fighter_WaterTactics" parms="" />
				<ABILITY condition="$mob_level&gt;=10" class="Druid_WaterCover" parms="" />
				<ABILITY condition="$mob_level&gt;=40" class="Fighter_Shrug" parms="" />
				<ABILITY condition="$mob_level&gt;=50" class="Skill_Feint" parms="" />
				<ABILITY condition="$mob_level&gt;=80" class="Chant_BloodyWater" parms="" />		
			</ABILITY>
			<ITEM select="any-1?4">
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>a bracer</NAME>
						<NAME>a vambrace</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>LEFT WRIST,RIGHT WRIST</PROPERWORN>
					<WORNAND>false</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>a helmet</NAME>
						<NAME>a hood</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>HEAD</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>an armband</NAME>
						<NAME>some spaulders</NAME>
						<NAME>some sleeves</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>ARMS</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>a belt</NAME>
						<NAME>a girdle</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>WAIST</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>a shirt</NAME>
						<NAME>a halter top</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>TORSO</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>some gloves</NAME>
						<NAME>a pair of gauntlets</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>HANDS</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="pick-1">
						<NAME>a gorget</NAME>
						<NAME>a scarf</NAME>
					</NAME>
					<DISPLAY>$item_name has been left here</DISPLAY>
					<MATERIAL select="pick-1">
						<MATERIAL>COTTON</MATERIAL>
						<MATERIAL>HIDE</MATERIAL>
						<MATERIAL>SEAWEED</MATERIAL>
					</MATERIAL>
					<PROPERWORN>NECK</PROPERWORN>
					<WORNAND>true</WORNAND>
				</ITEM>
			</ITEM>
		</MOB>
	</MOB>
</MOB>

<MOB id="oceanfloor_mob" select="any-1" requires="level_range=int,aggrochance=int">
	<MOB id="oceanfloor_mobs" select="any-4" requires="level_range=int,aggrochance=int">
		<MOB class="GenMob" level="$level_range" race="angelfish" gender="$anygender" hpmod="8">
			<NAME select="all">
				<NAME condition="$mob_level&lt;10">a small angelfish</NAME>
				<NAME condition="$mob_level&lt;40 and $mob_level&gt;=10">a tiny angelfish</NAME>
				<NAME condition="$mob_level&lt;80 and $mob_level&gt;=40">an angelfish</NAME>
				<NAME condition="$mob_level&gt;=80">a mighty angelfish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY condition="$mob_level&gt;=40">
				<ABILITY select="limit-1">
					<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />	
				</ABILITY>
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="clownfish" gender="$anygender" hpmod="8">
			<NAME select="all">
				<NAME condition="$mob_level&lt;10">a small clown fish</NAME>
				<NAME condition="$mob_level&lt;40 and $mob_level&gt;=10">a silly clown fish</NAME>
				<NAME condition="$mob_level&lt;80 and $mob_level&gt;=40">a clown fish</NAME>
				<NAME condition="$mob_level&gt;=80">a mighty clown fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY condition="$mob_level&gt;=40">
				<ABILITY select="limit-1">
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
					<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />	
				</ABILITY>
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="crab" gender="$anygender" hpmod="15">
			<NAME select="any-1">
				<NAME>a dark crab</NAME>
				<NAME>a large crab</NAME>
				<NAME>an evil-looking crab</NAME>
				<NAME>a blue crab</NAME>
				<NAME>a hermit crab</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name scuttles around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name pauses here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name looks like a great dinner!</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=20" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<AFFECT class="Prop_CombatAdjuster" parms="ARMOR+$[2*$mob_level]" />
			<ABILITY select="limit-1" condition="$mob_level&gt;=10">
				<ABILITY pickweight="1" condition="$mob_level&gt;=20" class="thief_scratch" parms="" />
				<ABILITY pickweight="3" condition="$mob_level&gt;=10" class="thief_lure" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=10" class="thief_hide" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=20" class="Fighter_WaterTactics" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=20" class="Thief_Distract" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=20" class="Thief_DeepCut" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=20" class="Fighter_Shrug" parms="" />
				<ABILITY pickweight="2" condition="$mob_level&gt;=20" class="Skill_Attack2" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="fish" gender="$anygender" hpmod="11">
			<NAME select="any-1">
				<NAME>a round fish</NAME>
				<NAME>an ugly fish</NAME>
				<NAME>a colorful fish</NAME>
				<NAME>a mean-looking fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is just another fish in the sea, trying to avoid being swallowed by bigger fish.</DESCRIPTION>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
		</MOB>
		<MOB class="GenMob" level="$level_range" race="giantfish" gender="$anygender" hpmod="20">
			<NAME select="any-1">
				<NAME>a large fish</NAME>
				<NAME>a very large fish</NAME>
				<NAME>a big fish</NAME>
				<NAME>a long fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is a good-sized fish.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY select="limit-1" condition="$mob_level&gt;=10">
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
				<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />
				<ABILITY pickweight="5" condition="$mob_level&gt;=10" class="Fighter_WaterTactics" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=30" class="Fighter_Charge" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=50" class="Fighter_CalledStrike" parms="" />
				<ABILITY pickweight="2" condition="$mob_level&gt;=60" class="Fighter_Shrug" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=70" class="Skill_Attack2" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="giantseahorse" gender="$anygender" hpmod="8">
			<NAME>a giant seahorse</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is an amazing and peaceful creature.</DESCRIPTION>
			<BEHAVIOR class="wimpy" />
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
		</MOB>
		<MOB class="GenMob" level="$level_range" race="greatfish" gender="$anygender" hpmod="30">
			<NAME select="any-1">
				<NAME>a large fish</NAME>
				<NAME>a very large fish</NAME>
				<NAME>an impressive fish</NAME>
				<NAME>a large, mean fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is enough meat to feed a small army, and may take a small army to kill.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY class="Fighter_Intimidate" />
			<ABILITY select="limit-1" condition="$mob_level&gt;=10">
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
				<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=10" class="Fighter_WaterTactics" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=30" class="Fighter_Charge" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=50" class="Fighter_CalledStrike" parms="" />
				<ABILITY pickweight="1" condition="$mob_level&gt;=60" class="Fighter_Shrug" parms="" />
				<ABILITY pickweight="2" condition="$mob_level&gt;=70" class="Skill_Attack2" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="merfolk" gender="$anygender" hpmod="11">
			<NAME select="any">
				<NAME>a scrawny merfolk</NAME>
				<NAME>a beautiful merfolk</NAME>
				<NAME>a young merfolk</NAME>
				<NAME>an agine merfolk</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you closely.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name looks like a fish from the waist down, and humanoid above the waistline.</DESCRIPTION>
			<BEHAVIOR select="pick-1">
				<BEHAVIOR pickweight=50 class="CombatAbilities" parms="" />
				<BEHAVIOR class="Bardness" parms="Bard" />
				<BEHAVIOR class="Bardness" parms="Dancer" />
				<BEHAVIOR class="Bardness" parms="Jester" />
				<BEHAVIOR class="Bardness" parms="Minstrel" />
				<BEHAVIOR class="Clericness" parms="Cleric" />
				<BEHAVIOR class="Clericness" parms="Doomsayer" />
				<BEHAVIOR class="Clericness" parms="Healer" />
				<BEHAVIOR class="Clericness" parms="Missionary" />
				<BEHAVIOR class="Clericness" parms="Necromancer" />
				<BEHAVIOR class="Clericness" parms="Oracle" />
				<BEHAVIOR class="Clericness" parms="Purist" />
				<BEHAVIOR class="Clericness" parms="Shaman" />
				<BEHAVIOR class="Clericness" parms="Templar" />
				<BEHAVIOR class="Druidness" parms="Beastmaster" />
				<BEHAVIOR class="Druidness" parms="Delver" />
				<BEHAVIOR class="Druidness" parms="Druid" />
				<BEHAVIOR class="Druidness" parms="Mer" />
				<BEHAVIOR class="Druidness" parms="Skywatcher" />
				<BEHAVIOR class="Fighterness" parms="Barbarian" />
				<BEHAVIOR class="Fighterness" parms="Fighter" />
				<BEHAVIOR class="Fighterness" parms="Ranger" />
				<BEHAVIOR class="Mageness" parms="Abjurer" />
				<BEHAVIOR class="Mageness" parms="Alterer" />
				<BEHAVIOR class="Mageness" parms="Conjurer" />
				<BEHAVIOR class="Mageness" parms="Diviner" />
				<BEHAVIOR class="Mageness" parms="Enchanter" />
				<BEHAVIOR class="Mageness" parms="Evoker" />
				<BEHAVIOR class="Mageness" parms="Illusionist" />
				<BEHAVIOR class="Mageness" parms="Mage" />
				<BEHAVIOR class="Mageness" parms="Transmuter" />
				<BEHAVIOR class="Thiefness" parms="Arcanist" />
				<BEHAVIOR class="Thiefness" parms="Assassin" />
				<BEHAVIOR class="Thiefness" parms="Burglar" />
				<BEHAVIOR class="Thiefness" parms="Pirate" />
				<BEHAVIOR class="Thiefness" parms="Thief" />
				<BEHAVIOR class="Thiefness" parms="Trapper" />
			</BEHAVIOR>
			<ABILITY select="limit-1" condition="$mob_level&gt;=5">
				<ABILITY condition="$mob_level&gt;=5" class="Fighter_WaterTactics" parms="" />
				<ABILITY condition="$mob_level&gt;=10" class="Druid_WaterCover" parms="" />
				<ABILITY condition="$mob_level&gt;=40" class="Fighter_Shrug" parms="" />
				<ABILITY condition="$mob_level&gt;=50" class="Skill_Feint" parms="" />
				<ABILITY condition="$mob_level&gt;=80" class="Chant_BloodyWater" parms="" />		
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="smallfish" gender="$anygender" hpmod="8">
			<NAME select="all">
				<NAME condition="$mob_level&lt;10">a small fish</NAME>
				<NAME condition="$mob_level&lt;40 and $mob_level&gt;=10">a dangerous tiny fish</NAME>
				<NAME condition="$mob_level&lt;80 and $mob_level&gt;=40">a small mean fish</NAME>
				<NAME condition="$mob_level&gt;=80">a viscious small fish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR condition="$mob_level&gt;=40" class="CombatAbilities" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY condition="$mob_level&gt;=40">
				<ABILITY select="limit-1">
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_feedingfrenzy" parms="" />
					<ABILITY pickweight="3" condition="$mob_level&gt;=40" class="Druid_WaterCover" parms="" />
					<ABILITY pickweight="1" condition="$mob_level&gt;=40" class="chant_summonschool" parms="" />
				</ABILITY>
			</ABILITY>
		</MOB>
		<MOB class="GenMob" level="$level_range" race="swordfish" gender="$anygender" hpmod="12">
			<NAME select="all">
				<NAME condition="$mob_level&lt;10">a small swordfish</NAME>
				<NAME condition="$mob_level&lt;40 and $mob_level&gt;=10">a swordfish</NAME>
				<NAME condition="$mob_level&lt;80 and $mob_level&gt;=40">a large swordfish</NAME>
				<NAME condition="$mob_level&gt;=80">a huge swordfish</NAME>
			</NAME>
			<DISPLAY select="pick-1">
				<DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY>
				<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
				<DISPLAY pickweight="5">$mob_name swims here.</DISPLAY>
			</DISPLAY>
			<DESCRIPTION>$mob_name has a very long and sharp point and a beautiful crested fin.</DESCRIPTION>
			<BEHAVIOR select="all">
				<BEHAVIOR class="CombatAbilities" parms="" />
				<BEHAVIOR class="WimpyAggressive" parms="" />
			</BEHAVIOR>
			<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
			<ABILITY select="all" condition="$mob_level&gt;=10">
				<ABILITY condition="$mob_level&gt;=10" class="Fighter_WaterTactics" parms="" />
				<ABILITY condition="$mob_level&gt;=20" class="Druid_WaterCover" parms="" />
				<ABILITY condition="$mob_level&gt;=30" class="Fighter_Charge" parms="" />
				<ABILITY condition="$mob_level&gt;=50" class="Fighter_CalledStrike" parms="" />
				<ABILITY condition="$mob_level&gt;=60" class="Fighter_Shrug" parms="" />
				<ABILITY condition="$mob_level&gt;=70" class="Skill_Attack2" parms="" />		
			</ABILITY>
		</MOB>
	</MOB>
</MOB>

<STRING id="noun_oceanfloor_currents" select="any-1">
	<STRING>$noun_oceanfloor_currents_adj wave</STRING>
	<STRING>$noun_oceanfloor_currents_adj tide</STRING>
	<STRING>$noun_oceanfloor_currents_adj flow</STRING>
	<STRING>$noun_oceanfloor_currents_adj stream</STRING>
	<STRING>$noun_oceanfloor_currents_adj current</STRING>
</STRING>

<STRING id="noun_oceanfloor_currents_adj" select="any-1">
	<STRING>warm</STRING>
	<STRING>cold</STRING>
	<STRING>frigid</STRING>
	<STRING>strong</STRING>
	<STRING>gentle</STRING>
	<STRING>choppy</STRING>
	<STRING>hot</STRING>
	<STRING>steady</STRING>
</STRING>


<STRING id="_oceanfloor_path_verb" define="_oceanfloor_path_verb">
	<STRING id="oceanfloor_path_verb" select="any-1">
		<STRING>goes</STRING>
		<STRING>runs</STRING>
		<STRING>travels</STRING>
		<STRING>pushes</STRING>
		<STRING>approaches</STRING>
		<STRING>reaches</STRING>
		<STRING>stretches</STRING>
		<STRING>advances</STRING>
		<STRING>passes</STRING>
	</STRING>
</STRING>

<STRING id="oceanfloor_youare_in" select="any-1">
	<STRING>lost</STRING>
	<STRING>standing</STRING>
	<STRING>deep</STRING>
	<STRING>floating</STRING>
	<STRING>wandering</STRING>
	<STRING>meandering</STRING>
	<STRING>loitering</STRING>
	<STRING>goofing off</STRING>
	<STRING>a little lost</STRING>
	<STRING>totally lost</STRING>
</STRING>

<STRING id="noun_oceanfloor_plants" select="any-1">
	<STRING>$noun_oceanfloor_plants_adj kelp</STRING>
	<STRING>$noun_oceanfloor_plants_adj seaweed</STRING>
	<STRING>$noun_oceanfloor_plants_adj seagrass</STRING>
	<STRING>$noun_oceanfloor_plants_adj coralline algae</STRING>
	<STRING>$noun_oceanfloor_plants_adj coral</STRING>
</STRING>

<STRING id="noun_oceanfloor_plants_adj" select="any-1">
	<STRING>small</STRING>
	<STRING>large</STRING>
	<STRING>single</STRING>
	<STRING>cultivated</STRING>
	<STRING>hardy</STRING>
	<STRING>growing</STRING>
	<STRING>dying</STRING>
	<STRING>rare</STRING>
	<STRING>native</STRING>
	<STRING>typical</STRING>
	<STRING>common</STRING>
	<STRING>huge</STRING>
	<STRING>iridescent</STRING>
	<STRING>lustrous</STRING>
</STRING>

<STRING id="noun_oceanfloor_fishes" select="any-1">
	<STRING>$noun_oceanfloor_fishes_adj schools of fish</STRING>
	<STRING>$noun_oceanfloor_fishes_adj shrimp</STRING>
	<STRING>$noun_oceanfloor_fishes_adj crustaceans</STRING>
	<STRING>$noun_oceanfloor_fishes_adj sea cucumbers</STRING>
	<STRING>$noun_oceanfloor_fishes_adj starfish</STRING>
	<STRING>$noun_oceanfloor_fishes_adj urchin</STRING>
	<STRING>$noun_oceanfloor_fishes_adj oyters</STRING>
	<STRING>$noun_oceanfloor_fishes_adj clams</STRING>
	<STRING>$noun_oceanfloor_fishes_adj jellyfish</STRING>
	<STRING>$noun_oceanfloor_fishes_adj seahorses</STRING>
	<STRING>$noun_oceanfloor_fishes_adj fish</STRING>
</STRING>

<STRING id="noun_oceanfloor_fishes_adj" select="any-1">
	<STRING>tiny</STRING>
	<STRING>small</STRING>
	<STRING>large</STRING>
	<STRING>huge</STRING>
	<STRING>colorful</STRING>
	<STRING>graceful</STRING>
	<STRING>alien looking</STRING>
	<STRING>prehistoric looking</STRING>
	<STRING>typical</STRING>
	<STRING>common</STRING>
	<STRING>rare</STRING>
	<STRING>native</STRING>
	<STRING>shimmering</STRING>
	<STRING>horrific</STRING>
</STRING>

<STRING id="noun_oceanfloor_rocks" select="any-1">
	<STRING>$noun_oceanfloor_rocks_adj pebbles</STRING>
	<STRING>$noun_oceanfloor_rocks_adj rocks</STRING>
	<STRING>$noun_oceanfloor_rocks_adj boulders</STRING>
	<STRING>$noun_oceanfloor_rocks_adj gravel</STRING>
	<STRING>$noun_oceanfloor_rocks_adj rubble</STRING>
	<STRING>$noun_oceanfloor_rocks_adj stones</STRING>
</STRING>

<STRING id="noun_oceanfloor_rocks_adj" select="any-1">
	<STRING>small</STRING>
	<STRING>large</STRING>
	<STRING>smooth</STRING>
	<STRING>rough</STRING>
	<STRING>broken</STRING>
	<STRING>common</STRING>
	<STRING>typical</STRING>
	<STRING>jagged</STRING>
</STRING>

<STRING id="verb_oceanfloor_tread" select="any-1">
	<STRING>swimming</STRING>
	<STRING>floating</STRING>
	<STRING>dogpaddling</STRING>
	<STRING>frogging</STRING>
	<STRING>paddling</STRING>
	<STRING>freestyling</STRING>
	<STRING>treading water</STRING>
	<STRING>diving</STRING>
	<STRING>gliding</STRING>
	<STRING>underway</STRING>
	<STRING>navigating</STRING>
	<STRING>squelching</STRING>
	<STRING>bathing</STRING>
	<STRING>breaststroking</STRING>
	<STRING>backstroking</STRING>
	<STRING>porpoising</STRING>
	<STRING>drifting</STRING>
	<STRING>flowing</STRING>
	<STRING>washing</STRING>
	<STRING>skimming</STRING>
	<STRING>coasting</STRING>
</STRING>

<STRING id="_oceanfloor_path_name" select="any-1" define="_oceanfloor_path_name">
	<STRING pickweight=1>$oceanfloor_path_prefix $oceanfloor_nouns</STRING>
	<STRING pickweight=1>$adj_random_moody_words1 $oceanfloor_path_prefix $oceanfloor_nouns</STRING>
</STRING>

<STRING id="oceanfloor_path_prefix" select="any-1">
	<STRING>sandy</STRING>
	<STRING>silty</STRING>
	<STRING>rocky</STRING>
	<STRING>barren</STRING>
	<STRING>lush</STRING>
	<STRING>vast</STRING>
	<STRING>creepy</STRING>
	<STRING>overgrown</STRING>
	<STRING>extensive</STRING>
	<STRING>ever-changing</STRING>
	<STRING>shifting</STRING>
	<STRING>unstable</STRING>
	<STRING>briny</STRING>
	<STRING>calm</STRING>
	<STRING>relaxing</STRING>
	<STRING>immense</STRING>
	<STRING>deep blue</STRING>
	<STRING>crystal clear</STRING>
	<STRING>majestic</STRING>
	<STRING>never-ending</STRING>
	<STRING>ominous</STRING>	
	<STRING>flourishing</STRING>
	<STRING>colorful</STRING>
	<STRING>bright</STRING>
	<STRING>glowing</STRING>
	<STRING>thriving</STRING>
	<STRING>desolate</STRING>
	<STRING>empty</STRING>
	<STRING>bouldered</STRING>
	<STRING>eerie</STRING>
	<STRING>weird</STRING>
	<STRING>shimmering</STRING>
	<STRING>flowing</STRING>
	<STRING>forceful</STRING>
</STRING>

<STRING id="oceanfloor_nouns" select="any-1">
	<STRING>ocean floor</STRING>
	<STRING>ocean bottom</STRING>
	<STRING>sea bottom</STRING>
	<STRING>sea floor</STRING>
	<STRING>coral reef</STRING>
	<STRING>reef</STRING>
	<STRING>ledge</STRING>
	<STRING>mid-ocean ridge</STRING>
	<STRING>abyssal plain</STRING>
	<STRING>continental shelf</STRING>
	<STRING>continental slope</STRING>
	<STRING>continental rise</STRING>
	<STRING>transform fault</STRING>
	<STRING>submarine canyon</STRING>
	<STRING>trench</STRING>
	<STRING>guyot</STRING>
	<STRING>abyssal hill</STRING>
	<STRING>abyss</STRING>
	<STRING>rift valley</STRING>
	<STRING>whale fall</STRING>
	<STRING>shallows</STRING>
	<STRING>canyon</STRING>
	<STRING>crevice</STRING>
</STRING>