;STARQUAKE**************************************************** {missions\00\starquakes000.txt|OPT_QUAKES=0} {missions\00\starquakes001.txt|OPT_QUAKES=1} {missions\00\starquakes002.txt|OPT_QUAKES=2} {missions\00\starquakes003.txt|OPT_QUAKES=3} :starquake200 if quakeincoming > 0 turn > quakearrive then quake (((rnd%2) + (rnd%3)) + 1) ; status_message "SHAKE!!!!RUMBLE!!!!QUAKE!!!!" set quakeincoming 0 end