context: using System.Collections.Generic;
  using ACE.Entity.Enum;
  
  namespace ACE.Server.Entity
  {
      public class Strings
      {
          public static Dictionary<DamageType, List<string>> DeathMessages;
  
          public static List<string> Slashing = new List<string>()
          {
              "You split {0} apart!",
              "You cleave {0} in twain!",
              "{0} is torn to ribbons by your assault!",
              "Your killing blow nearly turns {0} inside-out!",
          };
  
          public static List<string> Piercing = new List<string>()
          {
              "You run {0} through!",
              "{0}'s death is preceded by a sharp, stabbing pain!",
              "{0} is fatally punctured!",
              "{0}'s perforated corpse falls before you!"
          };
  
          public static List<string> Bludgeoning = new List<string>()
          {
              "You beat {0} to a lifeless pulp!",
              "{0} is shattered by your assault!",
              "You flatten {0}'s body with the force of your assault!",
              "The thunder of crushing {0} is followed by the deafening silence of death!",
          };
  
          public static List<string> Fire = new List<string>()
          {
              "You bring {0} to a fiery end!",
              "{0} is reduced to cinders!",
              "{0}'s seared corpse smolders before you!",
              "{0} is incinerated by your assault!"
          };
  
          public static List<string> Ice = new List<string>()
          {
              "Your attack stops {0} cold!",
              "Your assault sends {0} to an icy death!",
              "{0} suffers a frozen fate!"
          };
  
          public static List<string> Acid = new List<string>()
          {
              "{0}'s last strength dissolves before you!",
              "{0} is liquified by your attack!",
              "You reduce {0} to a sizzling, oozing mass!",
          };
  
          public static List<string> Lightning = new List<string>()
          {
              "Blistered by lightning, {0} falls!",
              "Electricity tears {0} apart!",
              "Your lightning coruscates over {0}'s mortal remains!",
          };
  
          public static List<string> Void = new List<string>()
          {
              "{0} is dessicated by your attack!",
              "{0}'s last strength withers before you!",
              "You reduce {0} to a drained, twisted corpse!"
          };
  
          public static List<string> Critical = new List<string>()
          {
              "{0} catches your attack, with dire consequences!",
              "You obliterate {0}!",
              "{0} is utterly destroyed by your attack!",
              "You knock {0} into next Morningthaw!",
              "You slay {0} viciously enough to impart death several times over!",
              "The deadly force of your attack is so strong that {0}'s ancestors feel it!",
              "You smite {0} mightily!",
          };
  
          public static List<string> PKCritical = new List<string>()
          {
              "You send {0} to death so violently that even the lifestone flinches!"
          };
  
          public static List<string> General = new List<string>()
          {
              "You killed {0}!",
          };
  
          static Strings()
          {
              DeathMessages = new Dictionary<DamageType, List<string>>();
              DeathMessages.Add(DamageType.Undef, General);
              DeathMessages.Add(DamageType.Slash, Slashing);
              DeathMessages.Add(DamageType.Pierce, Piercing);
              DeathMessages.Add(DamageType.Bludgeon, Bludgeoning);
              DeathMessages.Add(DamageType.Fire, Fire);
              DeathMessages.Add(DamageType.Cold, Ice);
              DeathMessages.Add(DamageType.Acid, Acid);
              DeathMessages.Add(DamageType.Electric, Lightning);
              DeathMessages.Add(DamageType.Nether, Void);
              DeathMessages.Add(DamageType.Base, General);
          }
  
          public static bool GetAttackVerb(DamageType damageType, float percent, ref string single, ref string plural)
          {
              if (percent < 0.0f)
                  return false;
  
              switch (damageType)
              {
                  default:
                      single = "hit";
                      plural = "hits";
                      return true;
  
                  case DamageType.Slash:
  
                      if (percent > 0.5f)
                      {
                          single = "mangle";
                          plural = "mangles";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "slash";
                          plural = "slashes";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "cut";
                          plural = "cuts";
                      }
                      else
                      {
                          single = "scratch";
                          plural = "scratches";
                      }
                      return true;
  
                  case DamageType.Pierce:
  
                      if (percent > 0.5f)
                      {
                          single = "gore";
                          plural = "gores";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "impale";
                          plural = "impales";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "stab";
                          plural = "stabs";
                      }
                      else
                      {
                          single = "nick";
                          plural = "nicks";
                      }
                      return true;
  
                  case DamageType.Bludgeon:
  
                      if (percent > 0.5f)
                      {
                          single = "crush";
                          plural = "crushes";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "smash";
                          plural = "smashes";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "bash";
                          plural = "bashes";
                      }
                      else
                      {
                          single = "graze";
                          plural = "grazes";
                      }
                      return true;
  
                  case DamageType.Fire:
  
                      if (percent > 0.5f)
                      {
                          single = "incinerate";
                          plural = "incinerates";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "burn";
                          plural = "burns";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "scorch";
                          plural = "scorches";
                      }
                      else
                      {
                          single = "singe";
                          plural = "singes";
                      }
                      return true;
  
                  case DamageType.Cold:
  
                      if (percent > 0.5f)
                      {
                          single = "freeze";
                          plural = "freezes";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "frost";
                          plural = "frosts";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "chill";
                          plural = "chills";
                      }
                      else
                      {
                          single = "numb";
                          plural = "numbs";
                      }
                      return true;
  
                  case DamageType.Acid:
  
                      if (percent > 0.5f)
                      {
                          single = "dissolve";
                          plural = "dissolves";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "corrode";
                          plural = "corrodes";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "sear";
                          plural = "sears";
                      }
                      else
                      {
                          single = "blister";
                          plural = "blisters";
                      }
                      return true;
  
                  case DamageType.Electric:
  
                      if (percent > 0.5f)
                      {
                          single = "blast";
                          plural = "blasts";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "jolt";
                          plural = "jolts";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "shock";
                          plural = "shocks";
                      }
                      else
                      {
                          single = "spark";
                          plural = "sparks";
                      }
                      return true;
  
                  case DamageType.Nether:
  
                      if (percent > 0.5f)
                      {
                          single = "eradicate";
                          plural = "eradicates";
                      }
                      else if (percent > 0.25f)
                      {
                          single = "wither";
                          plural = "withers";
                      }
                      else if (percent > 0.1f)
                      {
                          single = "twist";
                          plural = "twists";
                      }
                      else
                      {
                          single = "scar";
                          plural = "scars";
                      }
                      return true;
  
                  case DamageType.Health:
  
  
gt:                     if (percent > 0.5f)