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function startHelp()
{
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function getMsg(thing)
{
	  message=""; 
  if(thing=="" || thing=="default")
   message="Put your mouse over something you have a question about and it will display information on the topic.";
  if(thing=="terms")
   message="Click here to view the terms and agreement. This must be agreed to in order to create a new account or to continue playing when the terms are changed.";   
  else if(thing=="turns")
   message="This displays how many turns you have remaining on your current active ship.";
  else if(thing=="credits")
   message="This displays how many credits you have on your current active ship. Keeping a good eye on this is always wise since that if it drops below zero crew will begin to leave your ship from lack of pay.";
  else if(thing=="status")
   message="This displays your ships general status, such as docked or landed.";
  else if(thing=="energy")
   message="This displays your ships current energy. Keeping a good eye on this is always wise since if this goes below zero your ship will shutdown in an attempt to recover the lost power, resulting in a great loss of turns.";
  else if(thing=="until_starve")
   message="This displays your turns remaining until the crew will starve to death. Keep a careful eye on this, since once your crew run out of food, they will rapidly starve to death, resulting in a great loss of crew.";
  else if(thing=="gained")
   message="This displays how many turns, if any, you have gained since the current page has last been loaded. Once the page is loaded, the number of turns gained will be added to your total turns and then will reset to zero.";
  else if(thing=="view_all_ships")
   message="Click here to open a window to view all ships within your account, enabling you to review their detailed turn information, as well as change between those ships.";
  else if(thing=="combo")
   thing=window.document.form1.select.value
  else if(thing=="user_name_entry")
   message="If you have already created an account, you must enter your account user name here.";
  else if(thing=="password_entry")
   message="If you have already created an account, you must enter your account password here.";
  else if(thing=="login_click")
   message="After supplying your user name and password in the fields above, click log in to log into your account and be directed to your defaulted ships bridge.";
  else if(thing=="autologin_check")
   message="If you have your web browsers cookies enabled, checking this box and then logging in will allow Broken Metal to automatically log you in if you visit the Broken Metal web through your currently used computer.";
  else if(thing=="here_link")
   message="Click here to create a new account with Broken Metal.";
  else if(thing=="account_name_choice")
   message="Like your password, your account name is very important and should not be forgotten. We recommend that you write down your user name and password and store them in a very secure place so that other players cannot access your account without your permission. Note that we will not be held responsible if such an event happens.";
  else if(thing=="password_choice")
   message="Like your account name, your password is very important and should not be forgotten. We recommend that you write down user name and password and store them in a very secure place so that other players cannot access your account without your permission. Note that we will not be held responsible if such an event happens.";
  else if(thing=="password_confirm")
   message="Type in your same password a second time here. This is to confirm that you have entered in the intended password.";
  else if(thing=="player_name")
   message="Here you must enter the name of your account. This name will be displayed to other players who view some of your account statistics through the rankings. You should not choose a account name that is derogative in any way, as this offends both players and staff, and is subject for removal.";
 else if(thing=="shipname_choice")
   message="Here you must enter the name of your first ship. This name will be displayed to other players who scan your ship or view some of your ships statistics through the rankings or fleet pages. You should not choose a ship name that is derogative in any way, as this offends both players and staff, and is subject for removal.";
  else if(thing=="email_choice")
   message="You should keep in mind that this field is necessary for some features of the game to work properly, such as email notification. It is also helpful for us as the staff to have players emails at hand so that we may notify them of sudden Broken Metal changes, such as in the case of a host address change. Also remember that once your account is created you have the option of displaying or hiding your email from other players.";
  else if(thing=="done_click")
   message="Once all fields are filled in, you may click on done to create your account. After that we ask you to agree to the terms and agreements and then we show you a short tutorial on how to play Broken Metal.";
  else if(thing=="start_hover")
   message="This is the system in which your first ship will start in. Of course, each system is different and will have its own advantages and disadvantages but are considered fairly balanced.";
  else if(thing=="idle_feature")
   message="Use the idle feature to allow the specified number of turns to pass. The main purpose for this feature is for players which have little desire to do anything else with their ship at the moment but still wish to accumulate credits from their merchants on board or energy from their energy generators. <br><br><b>Turns:</b><i> As entered</i>";
  else if(thing=="named_rank")
   message="This is your ships military rank. This rank is determined by your ships current net worth, but is not compared to other ships.";
  else if(thing=="standingorders_link")
   message="Use this feature to give your crew standing orders. Standing orders are orders you give your crew which they will execute, even while you are not logged in, such as returning fire to a ship when fired upon, or automatically following a specified ship.";
  else if(thing=="selfd_click")
   message="Use this feature to abandon your ship. Remember that once you answer yes to the confirmation, your ship will be abandoned and you will loose any crew that is still on the ship as well as not be able to use that ships any longer without reclaiming it.";
  else if(thing=="trav_elians")
   message="This displays how many elians your current ship has traveled. An elian is approximately equal to ten thousand kilometers.";
  else if(thing=="mass_of_ship")
   message="This displays the current mass of your ship, which includes both its structural mass as well as its cargo and crew. The units are in kilograms.";
  else if(thing=="net_worth_ship")
   message="This is the current total net worth of your ship. Every structural item as well as inventory and crew is considered, with the exception of the raw credits you have on hand.";
  else if(thing=="hull_capacity")
   message="This is the maximum hull capacity of your current ship, displayed in kilograms. Maximum hull capacity is determined by the current level of hull capacity your ship is upgraded to.";
  else if(thing=="room_left")
   message="This is the current empty hull capacity remaining on your ship, displayed in kilograms.";
  else if(thing=="room_used")
   message="This is the current amount of hull capacity which is in use, displayed in kilograms.";
  else if(thing=="power_gain")
   message="This is the power gain of your ship each turn, produced by the number of generators you have installed.";
  else if(thing=="power_lost")
   message="This is the power loss of your ship each turn, drained from various ship components.";
  else if(thing=="net_power")
   message="This is the total net power of your ship, which will be stored in your energy capacitors at the end of each turn. Be careful of this number, since if it goes negative, it could mean a total shutdown of your ship, causing a great loss of turns.";
  else if(thing=="credit_gain")
   message="This is the credit gain of your ship each turn, generated by the merchants on board your ship. The more merchants you have, and the better they are trained, the more credits gained per turn.";
  else if(thing=="credit_loss")
   message="This is the credit loss of your ship each turn, taken so that the crew of your ship can be paid. The more crew on board your ship the more that you must pay out. Also, different crew receive different salaries, depending on their job.";
  else if(thing=="net_credit")
   message="This is the total net credit earned by the current ship. Be careful, since if this is a negative number, you are in danger of loosing crew, in the case that you run out of credits to support them.";
  else if(thing=="food_gain")
   message="This is the amount of food you are currently gaining each turn, grown from hydroponicas.";
  else if(thing=="crew_eats")
   message="This is the amount of food your crew consumes each turn. Depending on the setting you've chosen in inventory, your crew will consume one ration per five, ten, or twenty crew members on board.";
  else if(thing=="rations_left")
   message="This displays the current number of rations remaining on board your ship.";
  else if(thing=="rank")
   message="This displays the rank of your current ship among the rankings. The statistic which is ranked can be changed by visiting the account info page.";
  else if(thing=="kills")
   message="This displays the total number of ships destroyed by your own ship.";
  else if(thing=="crew_size")
   message="This is the total number of crew currently on board your ship. It is wise to compare this often to your life support to ensure you can support your crew.";
  else if(thing=="tax_rate")
   message="This displays the current tax rate of the planet which your ship is currently landed on. The percent of tax rate will lower your profits from merchants down that percent.";
  else if(thing=="engine_force")
   message="This displays the current maximum force your engines will exert. This is calculated by considering your current level of installed engines, as well as their percent of efficiency. (amount of engines * percent of efficiency)";
  else if(thing=="long_scan")
   message="This is the current distance in elians at which your long ranged scanners will reach.";
  else if(thing=="short_scan")
   message="This is the current distance in elians at which your short ranged scanners will reach.";
  else if(thing=="x_field")
   message="This is the input for the desired X coordinate to travel to. This field must be filled in order to set a heading.";
  else if(thing=="y_field")
   message="This is the input for the desired Y coordinate to travel to. This field must be filled in order to set a heading.";
  else if(thing=="z_field")
   message="This is the input for the desired Z coordinate to travel to. This field must be filled in order to set a heading.";
  else if(thing=="x_field_sector")
   message="This is an optional input for the desired X sector to travel to. Sectors are merely shorthand for coordinates, which represent ten million elians.";
  else if(thing=="y_field_sector")
   message="This is an optional input for the desired Y sector to travel to. Sectors are merely shorthand for coordinates, which represent ten million elians.";
  else if(thing=="z_field_sector")
   message="This is an optional input for the desired Z sector to travel to. Sectors are merely shorthand for coordinates, which represent ten million elians.";
 /* else if(thing=="set_heading")
   message="Use the set heading feature after you have entered in the coordinates of your desired destination. The further the distance you travel from your current heading, the more energy and turns that will be required. Upgrading your ships engines will offset the turns required to arrive at a destination, but will in turn require a greater amount of energy. Set heading is generally used instead of setting a warp heading when you only want to go a short distance as it is less turns and energy. The sectors field is merely a short hand way of representing 10,000,000 elians. <br><br><b>Turns:</b><i> 1</i>";*/
  else if(thing=="set_warp_heading")
   message="Use the set heading feature after you have entered in the coordinates of your desired destination. The further the distance you travel from your current heading, the more energy and turns that will be required. Upgrading your ships engines will offset the turns required to arrive at a destination, but will in turn require a greater amount of energy. The sectors field is merely a short hand way of representing 10,000,000 elians. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="change_scan")
   message="With change scan, you can change the distance at which your scanners will sweep. This doesn't reduce the energy it takes to use them it merely helps you see a smaller amount of ships so that you will be able to find what your looking for faster.";
  else if(thing=="long_range_sweep")
   message="By performing a long range sweep, you greatly increase the range at which your scanners will sweep, with the cost of turns. To reduce the cost of turns to perform such a sweep, you must upgrade your ships Computer Operations Hardware. <br><br><b>Turns:</b><i> Scanners - Computer Op. + 3 (min is 3 turns)</i>";
  else if(thing=="scan_stuff")
   message="You can scan a ship or planet to view detailed information about that object. The desired object to scan must be within the range of your scanner's short-range sweep in order for you to scan a specified object. Also keep in mind that when you travel with your ship, turns are subtracted so that your scanners stop scanning the specified object, and then re-scan that object once your ship comes to a halt. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="clear_scan")
   message="This will clear your long range scan log. Keep in mind that this is permanent and cannot be recovered without issuing another long range scan.";
  else if(thing=="stop_scan")
   message="This will allow you to stop scanning whatever you are currently scanning. Remember that you will automatically re-scan each time your ship navigates through space, consuming turns for doing so. <br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="engage_engines")
   message="This will engage your ships engines and attempt to travel to the desired heading. Note that you must meet the required turns and energy to make travel possible. <br><br><b>Turns:</b><i> As calculated (3 Additional While Scanning)</i>";
  else if(thing=="landing_procedures")
   message="You must execute landing procedures to land on a planet. You can only land on a planet when you are zero elians away from the desired planet. Landing your ship on a planet consumes a great deal of energy, as well as several turns. You must at least have level one engines to be able to land on a planet. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="takeoff_procedures")
   message="You must execute take off procedures to take off from the planet you are currently landed on. Taking off from a planet consumes a great deal of energy as well as a few turns. You must have at least level one engines to take off from a planet, have one pilot and either one life support system or some oxygen reserves. You also must be in the city of the planet from which you landed your ship in order to take off. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="smuggle")
   message="Smuggling will send out your covert officers to attempt to retrieve items for free. The number of items you retrieve depends on the weight of the item they smuggle, as well as the number of smugglers you send. Select and priorities which items they will smuggle. If they fail with the first, they will attempt the second, and so on. <br><br><b>Turns:</b><i> 5</i>";
  else if(thing=="mobalise")
   message="Mobilize to move to the specified city, loosing a few turns in the process. Different cities will carry different goods, as some cities have nothing to offer at all.  <br><br><b>Turns:</b><i> 5</i>";
  else if(thing=="purchase")
   message="Purchase will allow you to buy the specified item at the specified quantity. As you type in the desired quantity of an item and have already selected the desired item, a number will be displayed to show you how much that item will cost at the number you are buying. Remember that the higher an upgrade you are buying, the more it will cost than the one before. Also remember that some planets sell the same item at a different price than other planets.  <br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="sell")
   message="Use sell to sell the selected item from your ship at the selected amount. Inventory items are the only items that can be sold but not crew. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="hull_space")
   message="This displays the current hull space available on your ship.";
  else if(thing=="location")
   message="This is the current location of your crew. When purchasing, selling, smuggling, etc..., this is the location you will be doing them from and can be independent from that of your ship.";
  else if(thing=="ship_location")
   message="This is the current location of your ship. Once your ship is landed, it cannot be moved without taking off. Also, you must return to your ship before taking off is possible.";
  else if(thing=="smuggleadd")
   message="After selecting the desired item, clicking this will add that item to the smugglers priority. You can use priority to determine what item the smugglers will attempt to smuggle first, and which items they can attempt to smuggle if the preceding items failed.";
  else if(thing=="smugglesubtract")
   message="After selecting the desired item, clicking this will remove that item from the smugglers priority.";
  else if(thing=="lock_on")
   message="Only ships which are within your scanner range can be locked onto. If you wish to lock onto a ship that is currently landed, first scan the planet on which the ship is landed, and then lock on to them. After you have locked onto a ship you will be able to either salvage parts from a dead ship or shoot at a ship that is still alive.<br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="fire")
   message="Once you have determined which weapons and how many of each weapon you will fire, as well as select an appropriate ship area for targeting, you may then fire upon the ship. Only weapons that are currently installed on your ship will be available to choose from, while any others will be hidden.  <br><br><b>Turns:</b><i> 5</i>";
  else if(thing=="scavange")
   message="Select the item you wish to salvage and then press the salvage button. The more drones you have, the more of something you will salvage each time you send your drones out. If it is a upgradable item (systems that increase in price each time) then the drones can only salvange one level per round. If it isn't then the drones will grab as much as they can, so they more you have the more you will get. <br><br><b>Upgradable Turns:</b><i><br> (Amount Entered + item amount/drones)*3<i><br>(min 3 turns per round)<br><br><i>Quanity Turns:</b><i> Amount Entered*3</i>";
  else if(thing=="raise_shields")
   message="Select the percent at which you would like to adjust your shields, and press adjust shields. The higher percent that your shields are at, the more power they continually drain, but likewise, the more damage they absorb. Remember to make more adjustment to your shields on the assessment page to the indiviual components.  <br><br>Turns:<br><b>Raising Shields:</b><i> current % - % raising to<br><b>Lowering Shields:</b><i>1</i>";
  else if(thing=="metalic_hull")
   message="This displays the current percent of damage done to your metallic hull shielding. If this reaches one hundred percent, your metallic hull shielding will be permanently destroyed.";
  else if(thing=="shield_percent")
   message="This displays the current average percent your shields are raised to over all your systems.";
  else if(thing=="current_target")
   message="This displays the ship you are currently targeting, whether it be debris or an active ship.";
  else if(thing=="stationary_beam")
   message="This type of ship weapon is a beam weapon which is fixed to a section of your ship. This means that the accuracy of this weapon is determined by your pilot effectiveness (explained below). Because these weapons are fixed, they either all hit, or they all miss. Also, since it is a beam weapon, it requires no ammo, but more energy than missile weapons do. Beam weapons also deal less damage than missile weapons.<br><br><b>Maxium Damage Dealt:</b><i> Amount * (30 + a few bonuses)</i><br><b>Damage Calculation:</b> (amount*(amount+1))/2<br><b>Pilot Effectiveness</b><i> is determined by having a pilot tree per 5k hull. To have a full pilot tree you much have 1 first class, 2 2nd class, 4 3rd class, 8 4th class and 16 5th class pilots.";
  else if(thing=="turreted_beam")
   message="This type of ship weapon is a beam weapon which is able to rotate in the manor of a turret. This means that the accuracy of this weapon is determined by the number and level of Weapon System Officers aboard your ship. This also means that instead of a complete hit or miss, each turret is independent to whether it will hit or not. And of course, because this weapon is a beam weapon, it does not consume ammo but will consume more energy than missile weapons do. Beam weapons also deal less damage than missile weapons.<br><br><b>Maxium Damage Dealt:</b><i> Amount * (60 + a few bonuses)</i><br><b>Damage Calculation:</b> (amount*(amount+1))/2";
  else if(thing=="stationary_missile")
   message="This type of ship weapon is a missile weapon which is fixed to a section of your ship. This means that the accuracy of this weapon is determined by your pilot effectiveness (explained below). Because these weapons are fixed, they either all hit, or they all miss. Also, since it is a missile weapon, it requires missile ammo to fire, though it also consumes less energy than beam weapons. Missile weapons also deal more damage than beam weapons.<br><br><b>Maxium Damage Dealt:</b><i> Amount * (80 + a few bonuses)</i><br><b>Damage Calculation:</b> (amount*(amount+1))/2<br><b>Pilot Effectiveness</b><i> is determined by having a pilot tree per 5k hull. To have a full pilot tree you much have 1 first class, 2 2nd class, 4 3rd class, 8 4th class and 16 5th class pilots.";
  else if(thing=="turreted_missile")
   message="This type of ship weapon is a missile weapon which is able to rotate in the manor of a turret. This means that the accuracy of this weapon is determined by the number and level of Weapon System Officers aboard your ship. This also means that instead of a complete hit or miss, each turret is independent to whether it will hit or not. And of course, since this weapon is a missile weapon, it requires missile ammo to fire, though it also consumes less energy than beam weapons. Missile weapons also deal more damage than beam weapons.<br><br><b>Maxium Damage Dealt:</b><i> Amount * (160 + a few bonuses)</i><br><b>Damage Calculation:</b> (amount*(amount+1))/2";
  else if(thing=="docked_with")
   message="This displays the current ship you are docked with. Being docked with a ship is usually considered a non-hostile act, therefore attempts always result with success.";
  else if(thing=="boarded_with")
   message="This displays the current ship you are boarded with. Boarding a ship is usually considered a hostile act, therefore, attempts are not always successful.";
  else if(thing=="dock")
   message="This function will dock you with the currently selected ship. Docking with a ship is usually considered a non-hostile act since it is typically used to trade goods between ships which are in space. Once docked, either person may separate the two combined ships.  <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="dock_in")
   message="This function will dock you inside of the currently selected ship, provided that the ship has large enough a docking bay and that the docking bay is opened enough for you to enter. Docking with a ship is usually considered a non-hostile act. Once inside a ship, the docked ship is the only of the two which can remove itself, but the mother ship may prevent the docked ship from leaving. To determine if you can fit your ship size (found on the bridge) must be less then the bays open * 1000<br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="trade")
   message="This function will trade the selected items to corresponding ship you are currently docked with.  <br><br><b>Turns:</b><i> 1 (if not docked inside)</i>";
  else if(thing=="undock")
   message="This function will undock you with the ship you are currently docked with.  <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="trade2")
   message="Being on a planet, this function allows you to send goods to other landed ships. Both of the players dealing in the trade must be within the same area of the planet in order to successfully trade. <br><br><b>Turns:</b><i> 1 (if not docked inside)</i>";
  else if(thing=="board")
   message="This function will have your ship attempt to board with the selected ship. Remember that boarding a ship does not always succeed. The maneuvering capabilities of your ship as well as the targets ship is taken into consideration. <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="Boarding Officers")
   message="Boarding officers are the first to board an enemy ship and are trained to think on their feet and make the best of any situation. For this reason on average they tend to kill more crew then assault officers, but make weak defenders.<br><br><b>Attacking</b><br># of Guys killed/Boarding Officer<br><b>Long Range Weapons:</b> 5-6<br><b>Rocketary:</b> 6-7<br><b>Tactical Weapons:</b> 1-4<br><b>Close Ranged Weapons:</b> 3-4<br><b>Side Arms:</b> 2-5<br>(add 2 to the max kill for level 2)<br><Br><b>Defending</b> a ship with boarding officers can kill 50% of the crew if you have 400% of the amount of your hull in level 1 boarding officers and 200% for level 2.";
  else if(thing=="Assault Officers")
   message="Assault Officers are great snipers, but aren't very good when it comes to close combat. For this reason, assault officers are better at defending then they are attacking an enemy ship.<br><br><b>Attacking</b><br># of Guys killed/Assault Officer<br><b>Long Range Weapons:</b> 0-5<br><b>Rocketary:</b> 0-6<br><b>Tactical Weapons:</b> 0-1<br><b>Close Ranged Weapons:</b> 0-3<br><b>Side Arms:</b> 0-2<br>(add 1 to the max kill for level 2)<br><Br><b>Defending</b> a ship with assault officers can kill 50% of the crew if you have 300% of the amount of your hull in level 1 assault officers and 150% for level 2.";
  else if(thing=="Covert Officers")
   message="Covert Officers can be used to smuggle goods both from a city as well as from enemy ships. The number of covert officers you send into an operation determines partially of how many will get caught, as well as if the operation will succeed at all. The number you send in will also determine how many goods they will be able to return with.";
		else if(thing=="boardingMaxCrew")
		 message="You can only fit so much crew in the other ship at any given point in time. If there is inner hull shields in place then it is even less then normal. If you wish to send over a larger amount of crew then can fit on the ship then you'll end up sending your crew in waves and taking more turns. <br><br><b>Max Crew:</b> hull amount/10 to hull amount";
  else if(thing=="send_troops")
   message="This function will send the selected troops aboard the ship your ship is currently boarded to.<br><br><b>Turns:</b><i> 5 * Crew being sent/Max Crew</i>";
  else if(thing=="detach")
   message="This will attempt to detach your ship from the enemies. Remember that detaching from a boarded ship does not always succeed. The maneuvering capabilities of your ship as well as the targets ship is taken into consideration. <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="repair")
   message="Use this feature to repair damaged components of your ship. The more engineers you have, the faster that you can repair something. This also consumes engineering equipment, according to how much damage is being repaired. Remember, damaged components work less efficiently than when fully operational. Each time you level them they are 3 times more effective then the previous level.<br><br><b>Turns:</b> As entered";
  else if(thing=="dissasemble")
   message="Use this option to disassemble components of your ship. The more engineers you have, the faster that you can disassemble. For upgradable items (items that cost more each time you buy them) you can only disassemble one item per amount entered. <br><br><b>Turns:</b><i> As calculated * Amount entered</i>";
  else if(thing=="research")
   message="Use this option to research the selected component for the given amount of time and raise the efficiency of that component. The more researchers you have and the better trained they are, the faster you will research. Research works on a curve, therefore, the higher their efficiency, the longer they will take to research. <br><br><b>Research Speed:</b> <br>(100*researcher amount *(either 1, 3, 6, 9 depending on level))/(component amount*component effectiveness*10)<br><b>Turns:</b><i> As entered</i>";
  else if(thing=="assemble")
   message="Use this option to assemble components of your ship. The more engineers you have, the faster that you can assemble.  For upgradable items (items that cost more each time you buy them) you can only assemble one item per amount entered. <br><br><b>Turns:</b><i> As calculated * Amount entered</i>";
  else if(thing=="train")
   message="To train crew members, simply select the type of crew you wish to train and enter in the field how many you wish to train to the next level. Training crew has a small cost to credits. Trained crew perform better per crew member, while their costs to sustain remain the same. <br><br><b>Turns:</b><i><br> Level 1 -> 2:1<br>Level 2 -> 3:3<br> Level 3 -> 4:6<br>Level 4 -> 5:9</i>";
  else if(thing=="dump")
   message="Utilize this feature to dump unwanted inventory. Remember that you cannot recover any items that have been dumped. Simply select the item you wish to dump, and enter in the field how many of that item you with to dump, and then press dump. <br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="discharge")
   message="Discharge is a feature which allows you to discharge your crew members. Remember that once you discharge your crew, they cannot be recovered. Simply select the crew you wish to discharge, and enter in the field how many crew you wish to discharge, then press discharge. <br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="change")
   message="This option will change the intake of rations by your crew. The more crew per ration your crew consumes, the more your moral will be lowered. A lower moral results in an increase in the credits you have to pay your crew per turn. Likewise, the less crew per ration your crew consumes, the more your moral will be raised. A raised moral results in a decrease in the credit you have to pay your crew per turn.";
  else if(thing=="Pilots")
   message="Pilots are required if you wish to take off, land, or navigate through space. Generally you only need 1 or 2 unless you are expecting to get attacked or are planning on attacking someone. If you have a pilot tree for every 5k hull you have then your pilots will be able to attack other ships or defend themselves as well as they can.<br><b>Pilot Tree</b><i>1 first class, 2 2nd class, 4 3rd class, 8 4th class and 16 5th class pilots.";
  else if(thing=="Merchants")
   message="Merchants generate pure income for your ship. The more merchants and the higher level they are, the more credits your ship will generate per turn. Keep an eye on the tax rate located on the bridge. The higher that is the less merchants will make.";
  else if(thing=="Engineers")
   message="Engineers are important if you wish to assemble, disassemble, or repair ship components. The more engineers you have, and the higher they are trained, the more effective they will be at performing these tasks. However for assemble and dissassemble they can only go so fast on upgradable items (the items that increase in price and mass).";
  else if(thing=="Weapon System Officers")
   message="These crew members work to operate the turreted weapons aboard your ship. Numbers and levels of these crew members determine how many turrets can be fired and how much damage is done.";
  else if(thing=="Guards")
   message="Guards have the sole job of protecting the goods of your ship. The more guards you have, the less likely smugglers will succeed at smuggling inventory from your ship when boarded, and the more smugglers will be coughed in the process.";
  else if(thing=="Medical Officers")
   message="The sole purpose of medical officers is to save lives. The best use for medical officers is when you are unsure of your enemies opposing force and defense against boarding parties. Your crew of officers will take less casualties when you have medical officers to save their lives. The more medical officers you have and the higher level they are, the more lives they can save. Medical supplies are required and are consumed as lives are saved. The attacking medical officers can save 0 to the medical officer's level in lives and the defending medical officers can save the medical officer's level * .3 to medical officer's level * .5 lives.";
  else if(thing=="Gardeners")
   message="It is required that each hydroponics aboard your ship is run by at least one gardener. If there is not enough gardeners present, the hydroponics which are unmanned will not produce food nor life support.";
  else if(thing=="Researchers")
   message="Researchers allow you to perform research on some of your ships components, hence raising its effectiveness. The more researchers you have and the higher level they are will determine partially how fast the ship components effectiveness will raise.<br><br><b>Speed of Research:</b> <br>(100*researcher amount * 3^(researcher level - 1))/(component amount*component effectiveness*10)";
  else if(thing=="default_ship")
   message="This will change your default ship to the corresponding displayed ship. Your default ship is the ship which you are first brought to upon logging into your account.";
  else if(thing=="unsetdefault_ship")
   message="This will unset the default ship. This means instead of logging into a ship when you log in you get sent to the account info page where you can pick the ship to log into.";
 	else if(thing=="create_ship")
   message="Clicking this will create a ship with the given name and place it within the selected system's home planet.";
  else if(thing=="change_ship")
   message="This feature will change your currently active ship to the one which is in your account's morgue. These ships are ships that have been abandoned, but still may be viewed. Destroyed ships do not count towards your four ship limit.";
  else if(thing=="no_auto")
   message="Clicking here will cancel your auto-login option, no longer logging you in automatically when visiting Broken Metal. You can always turn auto-login back on by checking the auto-login box when logging into your account from the Broken Metal home page.";
  else if(thing=="change_layout")
   message="This option will change how you will view Broken Metal, in that it will change the style or template. You may want to consider doing this not only for personal preference but also to quicken page load times.";
  else if(thing=="change")
   message="This feature allows you to change which numeral rank is displayed on your ship's bridge. You can always view any of your rank standings by visiting the rankings page.";
  else if(thing=="click_ship")
   message="Click here to change your currently active ship and redirect you to that ship's bridge.";
  else if(thing=="vacation")
   message="Visit here to allow yourself to set and place yourself under vacation mode, in the case that you plan to leave Broken Metal for a short time.";
  else if(thing=="profile")
   message="Visit here to change various profile information, such as your account password or personal information.";
  else if(thing=="notes")
   message="Visit here to record notes to your account as well as individual ships.";
  else if(thing=="colors")
   message="Visit here to change the various text colors used in Broken Metal.";
  else if(thing=="delete_after")
   message="Edit this option to change when old logs will be automatically deleted.";
  else if(thing=="long")
   message="Select this option to view a long style list of events, rather than a short.";
  else if(thing=="short")
   message="Select this option to view a short style list of events, rather than a long.";
  else if(thing=="allEvents")
   message="Click this to see all the events in your events log.";
  else if(thing=="engineering_report")
   message="Select or unselect engineering reports to filter reports made from assembling, disassembling, or repairing ship systems. To get rid of the engineering events completely uncheck the box and hit save.";
  else if(thing=="finance")
   message="Select or unselect revenue & finance reports to filter reports made from turns being used, which is the common message, displaying turns spent, energy lost or gained, and credits earned or spent on wages. To get rid of the revenue & finance events completely uncheck the box and hit save.";
  else if(thing=="medical")
   message="Select or unselect medical reports to filter reports made from crew being saved or lost. To get rid of the medical events completely uncheck the box and hit save.";
  else if(thing=="system")
   message="Select or unselect system reports to filter reports made from the game system, including when your ship is destroyed, as well as various or critical messages. To get rid of the system events completely uncheck the box and hit save.";
  else if(thing=="progress")
   message="Select or unselect progress reports to filter reports made by gaining progress on your ship, from buying, selling, traveling, and various other player assigned tasks. To get rid of the progress events completely uncheck the box and hit save.";
  else if(thing=="tactical")
   message="Select or unselect tactical reports to filter reports made by combat situations brought on by you or other ships. To get rid of the tactical events completely uncheck the box and hit save.";
  else if(thing=="save")
   message="This feature allows you to sort your events, choose a short or long type listing, as well as determine how many events will be saved at a time. Once you click save, these settings will be saved until otherwise changed.";
  else if(thing=="delete")
   message="Choose which specific events you wish to delete by checking the box corresponding to the desired message and then pressing delete. Remember that deleted events cannot be recovered.";
  else if(thing=="set_vacation")
   message="This will start your vacation time and will last until the set amount of time. Remember that you cannot control your ship while on vacation, unless you cancel vacation mode. Also remember that you are immune from combat while on vacation, but this immunity will only start two days after the day you set your vacation.";
  else if(thing=="cancle_vacation")
   message="This will cancel vacation mode, allowing you to re-gain control of your ship. Remember though, that canceling vacation mode will only give you turns according to the type of vacation you set, and only to the point at which you canceled the vacation.";
  else if(thing=="set_orders")
   message="Clicking this will set your standing orders and log out. This is because standing orders can only be executed while you are logged out. Once you log back in, your standing orders will be canceled, and you will have to re-issue them if you wish them to remain when logging out again.";
  else if(thing=="follow")
   message="Selecting this will have your ship attempt to automatically follow the given ship for the maximum of the given amount of turns while you are logged out.";
  else if(thing=="counter_attack")
   message="Selecting this option will have your ship attempt to return fire when fired upon. Your ship will return fire only to the max number of turns you set, and only once each time fired upon. It will use only the weapons you select.";
  else if(thing=="add")
   message="This will add the selected system to your priority list of components to target.";
  else if(thing=="subtract")
   message="This will subtract the selected system from your priority list of components to target.";
  else if(thing=="account_notes")
   message="Click here to display the notes stored in your general account.";
  else if(thing=="ship_notes")
   message="Click here to display the notes stored within the selected individual ships information.";
  else if(thing=="update")
   message="Clicking this will save the changes made to your notes since the page last loaded.";
  else if(thing=="x_coord")
   message="This is the current X coordinate of your ship, in the unit of elians.";
  else if(thing=="y_coord")
   message="This is the current Y coordinate of your ship, in the unit of elians.";
  else if(thing=="z_coord")
   message="This is the current Z coordinate of your ship, in the unit of elians.";
  else if(thing=="current_energy")
   message="This displays the current energy of your ship. Remember that the energy of your ship cannot exceed what your capacitors allow in storage.";
  else if(thing=="moves")
   message="This is your ships current turns remaining. You cannot store more than one thousand turns at one time.";
  else if(thing=="credits")
   message="This is your ships total credits. Credits are used to purchase inventory and components from planets, as well as to pay your crew. Keep an eye on this, since if it goes low or negative, some of your crew may leave from lack of pay.";
  else if(thing=="make_fleet")
   message="Click here to create a new fleet. Remember that it costs one billion credits to create a fleet.";
  else if(thing=="fleet_title")
   message="This will be the name of your fleet.";
  else if(thing=="fleet_desc")
   message="This will be the description of your fleet. It is usually common to describe the intentions of your fleet, whether you are accepting new ships, and what you generally look for in such ships.";
  else if(thing=="web_page")
   message="If you have a fleet web page, you can enter that here. Remember that if you don't, and either plan to have one or do not plan to, you can leave this field blank and edit the information at a later time.";
  else if(thing=="clanUrl")
   message="This is the fleet's current website.";
  else if(thing=="email")
   message="This will be your fleets email. It is common to use the email of the fleet founder or leader.";
  else if(thing=="clanEmail")
   message="This is the email you can use to get ahold of someone to become a member or ask any questions about the fleet.";
  else if(thing=="leader_rank")
   message="This will be the name of the leaders rank. Each rank within your fleet will be custom, so naming them is required.";
  else if(thing=="make_fleet")
   message="Click here to create your fleet. Creation will only succeed if your current ship holds the required one billion credits and all required fields are filled.";
  else if(thing=="rank_name")
   message="Enter here the name of the rank you are creating.";
  else if(thing=="dues")
   message="This field determines how many credits each week will be required of members with this rank. Unpaid dues go without notice, therefore it is up to the fleet leader to decide what action to take on members who do not pay their dues.";
  else if(thing=="rank_above")
   message="This will determine what rank you are currently creating will go above in priority.";
  else if(thing=="create_rank")
   message="Click here to create the new rank with information based off of all the fields you have entered above.";
  else if(thing=="update_rank")
   message="Click here to update your fleets current rank with the information based off of all the fields you have entered above.";
  else if(thing=="bold")
   message="Click here to bold the currently selected text.";
  else if(thing=="italic")
   message="Click here to italicize the currently selected text.";
  else if(thing=="underline")
   message="Click here to underline the currently selected text.";
  else if(thing=="leader_box")
   message="Here you can select a new leader for your fleet.";
  else if(thing=="avatar")
   message="Here you can choose your fleets avatar, which will displayed on the main fleets page.";
  else if(thing=="fleet_symbol")
   message="Enter your fleets symbol within this field. Your fleets symbol is a one to five character combination of letters, numbers, or specially characters which act as a short hand nickname for your fleet.";
  else if(thing=="webpage")
   message="Enter the fleets webpage within this field. It is not needed that your fleet has a web page, but it is recommended.";
  else if(thing=="update_info")
   message="Click here to update all of the fleet info which has been entered above.";
  else if(thing=="click_update_rank")
   message="Click here to assign the selected rank to the currently selected member. Remember that if you have set privileges to the specified rank, that member will receive those privileges.";
  else if(thing=="kick_out")
   message="Click here to kick the currently selected member out of the fleet. Members who have been kicked out can be accepted back into the fleet at a later time.";
  else if(thing=="add_update")
   message="Click here to either add a new rank or update the currently selected rank.";
  else if(thing=="delete_rank")
   message="Click here to delete the currently selected rank.";
  else if(thing=="deposit")
   message="Enter in the field the amount of credits you wish to deposit and then click here. This will deposit the entered amount of credits into the fleet account, pulling them from your own. Depositing in this way will not pay for any dues owed. <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="withdraw")
   message="Enter in the field the amount of credits you wish to withdraw and then click here. This will withdraw the entered amount of credits from the fleet account and put them into your own. <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="join")
   message="Click here to join the currently viewed fleet.";
  else if(thing=="fleet_account")
   message="This displays the fleets current bank account. If this account drops below zero, the fleet will have one month to pay the dues or the fleet will be automatically deleted.";
  else if(thing=="owed")
   message="This is the amount of dues you currently owe to the fleet. Remember that if you do not pay up your fleet dues, it is up to the fleet leaders discretion to kick you from the fleet.";
  else if(thing=="pay_dues")
   message="Enter in the desired amount of credits to be paid and then click here. Remember that if you do not pay up your fleet dues, it is up to the fleet leaders discretion to kick you from the fleet. <br><br><b>Turns:</b><i> 3</i>";
  else if(thing=="leave_fleet")
   message="Click here to leave the fleet. After leaving a fleet, it is still possible to re-join the fleet if the leader agrees to accept you, as well as join a different fleet.";
  else if(thing=="fleet_leader")
   message="This is the current leader of the fleet.";
  else if(thing=="distance")
   message="Click here to list ships ranked by their total distance traveled.";
  else if(thing=="kill_bounty")
   message="Click here to list ships ranked by their bounties which have been assigned from them from killing other ships.";
  else if(thing=="kills")
   message="Click here to list ships ranked by their total number of kills.";
  else if(thing=="networth")
   message="Click here to list ships ranked by their total ship value networth.";
  else if(thing=="player_bounty")
   message="Click here to list ships ranked by their bounties assigned to them from other players.";
  else if(thing=="playerPrestige")
   message="Click here to list ships ranked by the amount of prestige a player has earned.";
  else if(thing=="started")
   message="Click here to list ships ranked by the date their ship was created.";
  else if(thing=="total_bounty")
   message="Click here to list ships ranked by the total bounties of both kill bounties and player bounties.";
  else if(thing=="turn_eff")
   message="Click here to list ships ranked by their turn efficiency. This is determined by their turns gained minus their turns lost.";
  else if(thing=="turns_lost")
   message="Click here to list ships ranked by their total turns lost.";
  else if(thing=="turns_used")
   message="Click here to list ships ranked by their total turns lost. Turns lost are turns which were not used after the ship has reached the maximum of one thousand turns stored.";
  else if(thing=="go_amount")
   message="Click here after selecting the desired amount to change the number of ships which are listed per page.";
  else if(thing=="go_page")
   message="Click here after selecting the desired page to change which page of the rankings is listed.";
  else if(thing=="prev")
   message="Click here to view the previous page of rankings.";
  else if(thing=="next")
   message="Click here to view the next page of rankings.";
  else if(thing=="locations")
   message="This displays the known locations of the planet. These can include anything from cities to craters to barren waste lands.";
  else if(thing=="landing_location")
   message="This displays the location of the planet at which your ship will land once you execute landing procedures over the planet. You must return to this location before taking off again.";
  else if(thing=="known_items")
   message="This displays the known items and components which you can purchase within the various locations of the planet, once you have set down on its surface.";
  else if(thing=="set_heading")
   message="Clicking this will set your ships normal drive heading to the currently viewed planet. <br><br><b>Turns:</b><i> 1</i>";
  else if(thing=="set_warp_heading")
   message="Clicking this will set your ships normal drive heading to the currently viewed planet. <br><br><b>Turns:</b><i> 2</i>";
  else if(thing=="ship_id")
   message="Here you must choose the ship or fleet of which you wish to send a message to.";
  else if(thing=="subject")
   message="Enter the subject of your message within this field.";
  else if(thing=="body")
   message="Enter in the main body of your message here. You can bold, italicize, and underline words using the above three buttons, but any other type of HTML will not be accepted by the system.";
  else if(thing=="preview")
   message="Click here to preview your current message project. This will show you a general idea of what your message will appear as when the receiving ship or fleet views it, including any bold, italics, or underlines you use.";
  else if(thing=="send")
   message="Click here to send your message to the currently selected ship or fleet.";
  else if(thing=="user_name_entry")
   message="If you have already created an account, you must enter your account user name here.";
  else if(thing=="password_entry")
   message="If you have already created an account, you must enter your account password here.";
  else if(thing=="login_click")
   message="After supplying your user name and password in the fields above, click log in to log into your account and be directed to your defaulted ships bridge.";
  else if(thing=="x_sector")
   message="This displays your ships current X sector. A sector is merely shorthand for ten million elians.";
  else if(thing=="y_sector")
   message="This displays your ships current Y sector. A sector is merely shorthand for ten million elians.";
  else if(thing=="z_sector")
   message="This displays your ships current Z sector. A sector is merely shorthand for ten million elians.";
  else if(thing=="lev_hover")
   message="The Levithyon system is the home world of the human race and has the most needed materials all available in its system, with neighboring systems having much to offer.";
  else if(thing=="lexx_hover")
   message="The Lexxias system is somewhat like that of Levithyon with the exception that a few materials are less offered in its home system, while its neighboring systems have much to offer. Lexxias is considered the outcast home system of Broken Metal.";
  else if(thing=="tyran_hover")
   message="The Tyran system is unique in its own, in that most materials and products are all available within the Tyran system. However, many of which are uncharted among the asteroids that make up the majority of the system.";
  else if(thing=="metallic_hull")
   message="This is the shielding which covers the hull and vital components of your ship. Nothing can penetrate the hull shielding unless it is completely destroyed, making it difficult to opponents to destroy those vital components. The larger your hull is, the more metallic hull shielding will cost and weigh. There for, it is suited for smaller sized ships.";
  else if(thing=="computer_op")
   message="This ship component determines the load at which your ships computers can operate. The more hardware you have, the less turns it will take to perform long range scans. Also you need one of these per 20 automated turret system you have for them to work properly.";
  else if(thing=="shield")
   message="These can generate energy shields around your ship, protecting its hull and vital components. The percent they are raised determines how many percent points you can have on adjust shields. For every percent the total shields are raised you have 13 points to spread over the systems you want them on. By default it's spread over all the systems evenly. Shields are better suited for larger ships, as they do not change in weight or cost based upon the hull like metallic hull shielding does.";
  else if(thing=="hull_cap")
   message="Hull capacity determines the cargo space of your ship, as well as how many armaments it can hold. Your ship is permanently destroyed if your ships hull capacity damage reaches 100%.";
  else if(thing=="energy_cap")
   message="The amount of energy capacitors determine how much energy your ship can store. This is especially useful when making long distant flights, as well as landing and taking off from planets.";
  else if(thing=="energy_gen")
   message="This component generates raw energy for your ship to be used in its components. Remember that these are useless unless you have capacitors to store the generated energy.";
  else if(thing=="scan")
   message="Your ships scanners allow you to make scanner sweeps, as well as scan specific objects. The higher level of scanners on board your ship, the further away you can scan. Also the more scanners you have the farther you can shoot.";
  else if(thing=="engine")
   message="Engines help determine the speed at which your ship is capable of traveling. This affects certain combat situations as well as, of course, the speed at which your ship reaches its destination. Remember that engines are extremely heavy and should be considered as such.";
  else if(thing=="life")
   message="The level of your ships life support systems determine how many crew it can support while in space. Life support only consumes power when it is need, and only to the degree needed, meaning that if the ship only carried half of the crew of which the life support can handle, it will only consume energy at half the rate. Life support is not needed when landed unless the air is toxic.";
  else if(thing=="Automated Turret Systems")
   message="These are automated internal turrets which guard the rooms and corridors of your ship. Turrets are capable of killing of enemy boarding parties. Remember that automated turret systems constantly consume energy. <b>Also you need one computer operations hardware per 20 turrets for them to work</b>. Turrets can kill 20% of the boarding party if your ship has 500% of your hull amount in turrets, but they can be stolen so make sure this isn't the only thing you have protecting your ship.";
  else if(thing=="Hydroponicas")
   message="Hydroponicas produce both 1 unit of food and produce life support for 2 people, so long as a gardener is present for each hydroponic you have. Also remember that hydroponicas constantly consume some energy.";
  else if(thing=="Inner Hull Shield Systems")//stopped here.
   message="These systems will protect the innards of your ship from enemy boarding parties, but unlike automated turret systems, will not actually kill any of the enemies crew. Though, like automated turrets, inner hull shield systems constantly consume energy. If you have 500% of the amount of your hull in inner hull shielding then the attacker can only have a boarding party the size of a 10th of your hull sizee very 5 turns. Normally they can send over a boarding party equal to your hull size every 5 turns.";
  else if(thing=="Organic Foods")
   message="Organic foods feed your crew in the same way that Synthetic Foods do, with the exception that organic foods, when present, also raise your ships mortal, hence decreasing the credit upkeep of your crew.";
  else if(thing=="Recreational Equipment")
   message="Recreational Equipment help to raise the moral of your crew, hence decreasing the credit upkeep of your crew. The more equipment your ship carries, the more it will raise your crews moral, but likewise, the more crew you have, the more equipment that is required to maintain the same moral. The max is youre crew size / 20.";
  else if(thing=="Artistic Items")
   message="Artistic items are of a great value, so they make for profitable trade between planets.";
  else if(thing=="Close Ranged Weapons")
   message="Close ranged weapons are a type of armament used by both Assault officers and Boarding officers. This type of weapon provides both a moderate amount of defense and offense when boarding enemy ships or defending your own. <b>Defending</b> if boarding/assault officers use them they will kill 15% more crew then they would unarmed. <br><b>Attacking</b><br><b>Boarding Officer</b><br>level 1 kill 1-4 crew<br>level 2 kill 3-6 <br><b>Assault Officers</b><br>level 1 kill 0-3<br>level 2 kill 0 - 4";
  else if(thing=="Drones")
   message="Drones are required to salvage wreckage for parts. Take heed in that drones are somewhat heavy therefore take up a considerate amount of space in your ships hull. However, the more drones you carry, the faster they will salvage the desired part from the targeted wreckage.";
  else if(thing=="Engineering Equipment")
   message="Engineering equipment is required for engineers to repaired the damaged components of your ship. As you make repairs, however, you will consume equipment. Therefore, it is always wise to keep your engineering equipment well stocked in the case of such an emergency.";
  else if(thing=="Long Ranged Weapons")
   message="Long ranged weapons are a type of armament used by both Assault officers and Boarding officers. This type of weapon provides both a great deal of defense and offence when boarding enemy ships or defending your own. <b>Defending</b> if boarding/assault officers use them they will kill 10% more crew then they would unarmed. <br><b>Attacking</b><br><b>Boarding Officer</b><br>level 1 kill 1-6 crew<br>level 2 kill 3-8 <br><b>Assault Officers</b><br>level 1 kill 0-5<br>level 2 kill 0 - 6";
  else if(thing=="Medical Supplies")
   message="Medical supplies are required by your medical officers to save the lives of your crew in harms way while being boarded or boarding. As lives are saved, medical supplies are consumed. Therefore, it is wise to keep your medical supplies well stocked in the case of pending battle.";
  else if(thing=="Metal Ore")
   message="Tough metal ore is fairly common and is considered a fairly invaluable item, in large amounts it may prove to be a profitable trade.";
  else if(thing=="Missiles")
   message="Missile are required for your stationary and turreted missile weapons to fire. Every time you do fire a missile weapon, it consumes one missile. For this reason, it is very wise to keep a heavy amount of missiles stocked on board your ship at all times.";
  else if(thing=="Oxygen Reserves")
   message="Oxygen reserves are a way of providing emergency oxygen to your crew. Each reserve will provide oxygen to one hundred crew for one turn. These reserves will automatically kick in on the event that your life support becomes nonfunctional. Remember that oxygen reserves are usually consumed quickly, so it is always a good idea to keep your reserves well stocked.";
  else if(thing=="Synthetic Foods")
   message="Synthetic Foods is the most common way to feed your crew. Without food, your crew will quickly starve to death. For this reason, keep your Synthetic Foods well stocked, and always keep an eye on your turns remaining until starvation.";
  else if(thing=="Rocketry")
   message="Rocketry are a type of armament used by both assault officers and boarding officers. This type of weapon provides a great deal of offence but little defense when boarding enemy ships or defending your own. <b>Defending</b> if boarding/assault officers use them they will kill 5% more crew then they would unarmed. <br><b>Attacking</b><br><b>Boarding Officer</b><br>level 1 kill 1-7 crew<br>level 2 kill 3-9 <br><b>Assault Officers</b><br>level 1 kill 0-6<br>level 2 kill 0 - 7";
  else if(thing=="Sensitive Information Materials")
   message="Sensitive Information Materials is one of the most valuable items in Broken Metal. In most cases, the only way to obtain this item is through missions, as they are often used to determine the success or failure of such a mission.";
  else if(thing=="Side Arms")
   message="Side arms are a type of armament used by both assault officers and boarding officers. This type of weapon provides a small amount of offense and defense when boarding enemy ships or defending your own. <b>Defending</b> if boarding/assault officers use them they will kill 20% more crew then they would unarmed. <br><b>Attacking</b><br><b>Boarding Officer</b><br>level 1 kill 1-3 crew<br>level 2 kill 3-5 <br><b>Assault Officers</b><br>level 1 kill 0-2<br>level 2 kill 0 - 3";
  else if(thing=="Spice")
   message="Spice is an item which is most often mined on asteroids and is considered an extremely valuable item to obtain. For this reason, spice is a perfect profit for planet to planet traders.";
  else if(thing=="Tactical Weapons")
   message="Tactical weapons are a type of armament used by both assault officers and boarding officers. This type of weapon provides a moderate amount of offense but a less amount of defense when boarding enemy ships or defending your own. <b>Defending</b> if boarding/assault officers use them they will kill 25% more crew then they would unarmed. <br><b>Attacking</b><br><b>Boarding Officer</b><br>level 1 kill 1-2 crew<br>level 2 kill 3-4 <br><b>Assault Officers</b><br>level 1 kill 0-1<br>level 2 kill 0 - 2";
  else if(thing=="Computer Operations Hardware Parts")
   message="This is the component required to assemble computer operations hardware and are made by disassembling the same component. The higher level your component is, the more parts required to assemble it.";
  else if(thing=="Energy Capacitor Parts")
   message="This is the component required to assemble energy capacitors and are made by disassembling the same component.";
  else if(thing=="Energy Generator Parts")
   message="This is the component required to assemble energy generators and are made by disassembling the same component.";
  else if(thing=="Engine Parts")
   message="This is the component required to assemble engines and are made by disassembling the same component. The higher level your component is, the more parts required to assemble it.";
  else if(thing=="Life Support System Parts")
   message="This is the component required to assemble life support systems and are made by disassembling the same component. The higher level your component is, the more parts required to assemble it.";
  else if(thing=="Metallic Hull Shielding Parts")
   message="This is the component required to assemble metallic hull shielding and are made by disassembling the same component. The greater size your hull is, the more parts required to assemble metallic hull shielding.";
  else if(thing=="Scanner Parts")
   message="This is the component required to assemble scanners and are made by disassembling the same component. The higher level your scanners are, the more parts required to assemble it.";
  else if(thing=="Shield Generator Parts")
   message="This is the component required to assemble shield generators and are made by disassembling the same component. The higher level your shield generators are, the more parts required to assemble it.";
  else if(thing=="Stationary Beam Weapon Parts")
   message="This is the component required to assemble stationary beam weapons and are made by disassembling the same component.";
  else if(thing=="Stationary Missile Weapon Parts")
   message="This is the component required to assemble stationary missile weapons and are made by disassembling the same component.";
  else if(thing=="Turreted Beam Weapon Parts")
   message="This is the component required to assemble turreted beam weapons and are made by disassembling the same component.";
  else if(thing=="Turreted Missile Weapon Parts")
   message="This is the component required to assemble turreted missile weapons and are made by disassembling the same component.";
  else if(thing=="color_code")
   message="This displays the color code of the color you've last selected in the table above. You can also enter in your own custom color code if you so desire.";
  else if(thing=="change_text")
   message="Clicking this button will change all normal text within the game to the currently selected or custom color. You can always click the Restore To Default button to restore to the games set defaults.";
  else if(thing=="change_link")
   message="Clicking this button will change all normal links within the game to the currently selected or custom color. You can always click the Restore To Default button to restore to the games set defaults.";
  else if(thing=="restore")
   message="Clicking this button will restore all colors to the games set default colors, removing any colors changes you have made.";
  else if(thing=="ship_size")
   message="This is the current size of your ship in measurements of meters cubed.<br><br><b>Shield Generators: </b><i>200 m^3</i><br><b>Scanners: </b><i>300 m^3</i><br><b>Engines: </b><i>2000 m^3</i><br><b>Metallic Hull Shielding: </b><i>100 m^3</i><br><b>Hull Capacity: </b><i>1100 m^3</i><br><b>Stationary Beam Weapons: </b><i>100 m^3</i><br><b>Turreted Beam Weapons: </b><i>300 m^3</i><br><b>Stationary Missile Weapons: </b><i>200 m^3</i><br><b>Turreted Missile Weapons: </b><i>400 m^3</i><br>";
  else if(thing=="slots_left")
   message="This is the number of slots remaining on your ship, which are used to accomidate external weapons and your docking bay.<br><br><b>Station Beam Weapons:</b><i> 3 Slots</i><br><b>Turreted Beam Weapons:</b><i> 6 Slots</i><br><b>Station Missile Weapons:</b><i> 4 Slots</i><br><b>Turreted Missile Weapons:</b><i> 8 Slots</i><br><b>Docking Bay:</b><i> 5 Slot/Level</i>";
  else if(thing=="ships_destroyed")
   message="This is a list of all ships your currently active ship has destroyed.";
  else if(thing=="messages")
   message="These are all the messages, new and old, that you have recieved from other ships within the game.";
  else if(thing=="ship_search")
   message="Enter here the name or part of a name of a ship or ships you'd like to filter when performing a scan or selecting a ship to dock, board, or target. Only ships which satisfy this filter will be displayed.";
  else if(thing=="send_troops_ground")
   message="While on a planet's surface, select the number and type of boarding officers you wish to send to a landed enemy ship. Then click this button to send them over to attack.<br><br><b>Turns:</b><i> 5 * Crew being sent/Max Crew</i>";
  else if(thing=="calculated_ship_mass")
   message="This is your ship mass which is dynamicaly calculated while purchasing and selling items. You can turn it on and by clicking the green/red circle next to it.";
  else if(thing=="change_bay_door")
   message="After selecting the docking bay door size, click this to set the maximum size of which a ship can dock inside of yours. Each one that is open can allow a ship of size 5,000, so if the ship has a ship size of 25,000 you will have to open at least 5. This is to make sure the ship inside you can't leave until you want them to as well as make it so ships you don't want in your ship out. If the door is closed then it will hide all the ships inside yours from scanners.";
  else if(thing=="docking_bay")
   message="This displays your ship's current level of its docking bay. The higher level of a docking bay you have, the larger the ships can be that can dock inside of yours. Docking bays take up one of your ship slots. This means you can only have a maxium of your hull amount / 5 level of docking bay. Any ships docked within yours are invisible to any scanning ships in the area if the bays are closed.";
  else if(thing=="adjust_shields")
   message="Use this feature to adjust currently raised shields to various specific areas of your ship. Your available shield percentage is equal to thirteen times that of your currently raised base shield percentage. Any one component of your ship can only be protected by a maximum of 500% of your total shield percentage. Make sure you use all unused shields";
  else if(thing=="revive")
   message="Use this feature to revive the specified number and type of crew from hibernation. Once the crew is revived, the hibernation units can be reused.";
  else if(thing=="hibernate")
   message="Use this feature to hibernate the specified number and type of crew. Hibernating crew do not consume life support or rations, but do continue to recieve credits per turn. However, merchants will not generate profit while in hibernation. It is common to use this to make sure you won't loose all your crew if for some reason your ship was abandon as you can scavenge these back and revive them from a abandoned ship.";
  else if(thing=="hibernating_crew")
   message="This box displays all of the crew which are currently under hibernation. Hibernating crew do not consume life support or food, but do continue to recieve credits per turn. However, merchants will not generate profit while in hibernation.";
  else if(thing=="ships_docking")
   message="This box displays all of the ships which are currently docked within your ship.";
  else if(thing=="Hibernation Units")
   message="This displays the current number of hibernation units which are available to you and are currently being unused. Each hibernation unit can keep one crew member in hibernation.";
  else if(thing=="Docking Bay Parts")
   message="This is the component required to assemble your docking bay and are made by disassembling the same component.";
  else if(thing=="Hull Modules")
   message="This is the component required to assemble additional hull onto your ship. Hull cannot be dissasembled, which means the only origional way of obtaining hull modules is from the planets which produce and sell them.";
  else if(thing=="inbox")
   message="This is where you can view all the messages other players have sent to this ship. It will also indicate if there is any messages that haven't been read yet.";
 else if(thing=="outbox")
  message="This is where you can view all the messages you sent to other players.";
  else if(thing=="turnsUsed")
   message="This is how many turns the current ship has ever used.";
  else if(thing=="turnsLosted")
   message="This is how many turns the current ship has lost.";
  else if(thing=="turnsEff")
  message="This is current ship's turn's uesd - turn's lost.";
  else if(thing=="AccturnEff")
   message="This is the number of turns you have ever used - the number of turns you have ever lost.";
 else if(thing=="AccShipsCreated")
  message="This is the total number of ships you have ever created.";
  else if(thing=="AccDistanceTraveled")
   message="This is the total number of elians you have traveled with every ship you've ever had.";
  else if(thing=="AccCombatAttacks")
   message="This is the total rounds of attacks you have done with every ship you've ever had.";
  else if(thing=="AccBoardingAttacks")
  message="This is the total times you have boarded a ship with every ship you've ever had.";
  else if(thing=="AccMissionPrestige")
   message="This is the total amount of mission prestige you have gained. Mission prestige is gained by completing staff run missions.";
  else if(thing=="AccVotingPrestige")
   message="this is the total amount of voting prestige you have gained. Voting prestige is gained when you vote on a site where Broken Metal has a high rank.";
  else if(thing=="AccTotalPrestige")
  message="This is the grand total of prestige of all the subtotals.";
  
  else if(thing=="clanDistanceTraveled")
  message="This is where you would go to view the fleet's stats on how far they traveled and how far the averge memeber traveled.";
  else if(thing=="clanKills")
  message="This is where you would go to view the fleet's stats on how many ships the fleet killed as well as the average of how many ships they killed per member.";
  else if(thing=="clanNetworth")
  message="This is where you would go to view the fleet's stats on the fleets total networth as well as the average networth per ship.";
  else if(thing=="clanTurnEff")
  message="This is where you would go to view the fleet's stats on the fleets turn efficiency as well as the average turn efficiency per ship.";
  else if(thing=="clanTurnLost")
  message="This is where you would go to view the fleet's stats on the fleets turns lost as well as the average turns lost per ship.";
  else if(thing=="clanTurnUsed")
  message="This is where you would go to view the fleet's stats on the fleets turns used as well as the average used lost per ship.";
  else if(thing=="clanOngoing")
  message="Select this option if you would like to see the fleets for the ongoing game.";
  else if(thing=="clanReset")
  message="Select this option if you would like to see the fleets for the reset game.";
  else if(thing=="clanMembers")
  message="Select this option to sort the fleets by the number of members in it's fleet";
  else if(thing=="clanTotal")
  message="Select this option to sort the fleets by the total number the fleet has.";
  else if(thing=="clanAvg")
  message="Select this optoin to sort the fleets by the average number the fleet has.";
  else if(thing=="clanDescription")
  message="Type the description of your fleet as well as any important information you want any 3rd party player to know. It is common practice to have your rules and alliances listed here.";
  else if(thing=="clanAcceptMember")
  message="This is a list of all members that have requested membership into the fleet that haven't be accepted yet. Apon acception they will be given the lowest rank in the fleet.";
  else if(thing=="clanBoardManagement")
  message="This is where you'd go to add/update and delete sections on your fleet's private boards.";
  else if(thing=="clanFleetEvents")
  message="This will tell you the last time any ship in your fleet attacked anybody as well as any ship that last attacked any fleet member.";
  else if(thing=="clanSort")
  message="Select a stat you would like to rank the ships in the fleet by.";
  else if(thing=="change_marker")
  message="This color is for the ships you mark. You generally mark a ship so you can easily find it at a glance.";
  else if (thing=="combat_protection")
  message="After creating a ship you are given 1 month where nobody can attack your ship. This is done to protect you so you can build up your ship to the point where you will be able to protect yourself by the time the protection is up. If you just want to attack players though and don't care about being protected just turn it off. You won't be able to turn it back on though.";
 else if(thing=="combat_target")
 message="Select the component you wish to shoot at.";
 else if(thing=="comFrom")
 message="This is who sent the mesage.";
 else if(thing=="comDate")
 message="This is the date the message was sent.";
 else if(thing=="comTo")
 message="This is the person the message was sent to.";
 else if(thing=="comSubject")
 message="This is the subject the message being sent.";
 else if(thing=="findUser")
 message="This will open up a popup where you will be able to find a ship you are looking for.";
 else if(thing=="findFleet")
 message="This will open up a popup where you will be able to find a fleet you are looking for.";
 else if(thing=="creationOngoing")
 message="This type of game only resets when there is a major change in the game, which is very rarely. If you don't like playing a game that you know will delete your work after a certain time then this is the game for you.";
 else if(thing=="creationReset")
 message="This game resets itself every 3 months. Sense it resets it gives you more then one chance to prove yourself";
 else if(thing=="favx")
  message="This is the input for the desired X coordinate to the destination you are wanting to set as a favorite.";
 else if(thing=="favy")
  message="This is the input for the desired Y coordinate to the destination you are wanting to set as a favorite.";
 else if(thing=="favz")
  message="This is the input for the desired Z coordinate to the destination you are wanting to set as a favorite.";
 else if(thing=="favx_sector")
   message="This is the input for the desired X sector to the destination you are wanting to set as a favorite. Sectors are merely shorthand for coordinates, which represent ten million elians.";
  else if(thing=="favy_sector")
   message="This is the input for the desired Y sector to the destination you are wanting to set as a favorite. Sectors are merely shorthand for coordinates, which represent ten million elians.";
  else if(thing=="favz_sector")
   message="This is the input for the desired Z sector to the destination you are wanting to set as a favorite. Sectors are merely shorthand for coordinates, which represent ten million elians.";
  else if(thing=="favadd")
   message="Add a favorite coordinates you'd you like to go to over and over again.";
  else if(thing=="favedit")
   message="Edit a favorite coordinates you'd you like to go to over and over again.";
  else if(thing=="forgotPassword")
   message="After selecting which game you forgot your password for enter the email address that was on your account and your password will be sent to you.";
  else if(thing=="invSave")
   message="This will save the current style of page are on as well as the settings you have the page.";
  else if(thing=="missSub")
   message="This is a short description of what your mission will be. It is usually viewed unless clicked to see more details.";
  else if(thing=="missDesc")
   message="This is a detailed description of what you are wanting a player to do for you. Missions are a great place to broadcast over the whole game about something you would be willing to hirer another player for.";
  else if(thing=="makeShipSpeed")
   message="This is the speed increase or decrease your ship will get when flying.";
  else if(thing=="makeShipScanner")
   message="This is the scanner range increase or decrease your ship will get when scanning.";
  else if(thing=="makeShipShields")
   message="This is the additional percentage points you will be able to allocate over your components. ie instead of getting 1300% to work with you get 1100% to 1370%.";
  else if(thing=="makeShipIntegrity")
   message="This will increase or decrease the amount of hit points all your components have";
  else if(thing=="makeShipWeaponStr")
   message="This will increase or decrease the amount of damage each each ship weapon will deal. This does not include the weapons the boarding crew uses.";
  else if(thing=="makeShipWeaponAcc")
   message="This is the weapon accuracy of the ship's weapons. This does not include the weapons the boarding crew uses.";
  else if(thing=="makeShipTraining")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipBoardingAtt")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipBoardingDef")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipMedical")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipResearch")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipMerchants")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipTurns")
   message="This increases or decreases the number of turns it takes to train a crew member from a low level crew member to a littler higher level crew member.";
  else if(thing=="makeShipMoral")
   message="This increases or decreases the moral of the crew members. Moral determines how much the crew members demand to be paid. The higher the moral the less you have to pay the crew per turn.";
  else if(thing=="makeShipTrading")
   message="This increases or decreases the price of buying an item and decreases or increases the price of selling an item.";
  else if(thing=="makeShipTax")
   message="This increases or decreases the percentage of taxes your ship's merchants have to pay for the profit they make.";
  else if(thing=="makeShipEnergyCap")
   message="This increases or decreases the ammount of energy your energy capacitors can store.";
  else if(thing=="makeShipEnergyGain")
   message="This increases or decreases the amount of energy your energy generators can generate.";
  else if(thing=="gravity")
   message="This determines how much energy it will take to land and take off from a planet. The larger the gravity the harder it will be to take off.";
  else if(thing=="atmosphere")
   message="This will tell you if you will be able to turn off your life support systems or if you still need to use them on the planet.";
  else if(thing=="windspeed")
   message="This has a little play on how many turns it takes to get to another city.";
  else if(thing=="planetSize")
   message="This tells the size of the planet. Generally planets that are bigger in size have more to offer as well as more to mine.";
  else if(thing=="concentration")
   message="This is a list of minable minerals that can be mined.";
  else if(thing=="estPopulation")
   message="This is the estimated population of the planet. Generally this will give you a general idea of the tax rate, how expensive everything is and if there is worth anything buying.";
  else if(thing=="knownGovernments")
   message="This will give you an idea of what kind of prices the items cost as well as the what items might be sold on the planet.";
  else if(thing=="tech")
   message="This will give you an idea of what kind of stuff will be sold on thep planet. If it's a privative tech then it will only have basic components on the other hand if it is very advenced it will have very complicated systems.";
  else if(thing=="knowncities")
   message="This a list of cities and items that are known to be on this planet.";
  else if(thing=="old_password")
   message="To verify that it is really trying to change your password you must provide your old password before making a new password.";
  else if(thing=="boardName")
   message="Provide a user name to log into the message boards and gain access to your private fleet boards. Please note that you have to set this up on the message boards before this will work.";
  else if(thing=="boardpassword")
   message="Provide a password to log into the message boards and gain access to your private fleet boards. Please note that you have to set this up on the message boards before this will work.";
  else if(thing=="msn")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your msn handle. Provide it here.";
  else if(thing=="yahoo")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your yahoo handle. Provide it here.";
  else if(thing=="icq")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your icq number. Provide it here.";
  else if(thing=="irc")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your irc name. Provide it here.";
  else if(thing=="aim")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your aim handle. Provide it here.";
  else if(thing=="email")
   message="Email is required to have so we can send you, your password if you forget it, but you can put a # infront of your email if you don't want any of the players to see it.";
  else if(thing=="location")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see where you live provide it here.";
  else if(thing=="home_page")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your home page provide it here.";
  else if(thing=="interests")
   message="If you would like the staff and/or the players (note you have to check the box above for players to see this) to see your interests provide it here.";
else if(thing=="playerMissionSubject") 
message="This is this missions subject.";
else if(thing=="playerMissionFrom") 
message="This is this missions employer.";
else if(thing=="playerMissionLast_Updated") 
message="This is this the last time this mission has been updated.";
else if(thing=="playerMissionLasts_For")
message="This is how long this mission will last.";
else if(thing=="playerMissionBack") 
message="This is takes you do the previous mission profile.";
else if(thing=="playerMissionPrev") 
message="This takes you to the previous mission profile.";
else if(thing=="playerMissionNext") 
message="This takes you to the next mission profile.";
else if(thing=="MSN_Name") 
message="This is this players MSN Messenger Handle.";
else if(thing=="ICQ_Number") 
message="This is this players ICQ Number.";
else if(thing=="AIM_Name") 
message="This is this players AOL Instant Messenger Handle.";
else if(thing=="Yahoo_Name") 
message="This is this players Yahoo Instant Messenger Handle.";
else if(thing=="Email") 
message="This is this players email address.";
else if(thing=="Home_Page") 
message="This is this players home page.";
else if(thing=="Income") 
message="This is this players yearly salary.";
else if(thing=="Age") 
message="This is this players chronological age.";
else if(thing=="Interest") 
message="This is this players various interests.";
else if(thing=="location") 
message="This is where this player lives.";
else if(thing=="shipInfoTotal_Bounty") 
message="This is the total bounty this ship has accumulated.";
else if(thing=="shipInfoKills") 
message="This is the number of ships this ship has destroyed.";
else if(thing=="shipInfoStarted") 
message="This is the date that this ship was created on.";
else if(thing=="shipInfoTurns_Used") 
message="This is the number of turns this ship has used. You gain prestige for using turns.";
else if(thing=="shipInfoTurns_Lost") 
message="This is the number of turns this ship has lost. You lose Prestige from losing turns.";
else if(thing=="shipInfoTurn_Efficiency") 
message="This is the turn efficiency of this ship. Turn efficiency is figured by subtracted turns lost from turns used.";
else if(thing=="shipInfoNetworth") 
message="Networth is how much you spent on all your ship's systems, however each component has a modifier. Some components will have a greater effect on networth than others. Below are these modifiers:<BR>9%  Metallic Hull Shielding<br>5%   Computer Operations Hardware<br>14% Shield Generators<br>17% Hull Capacity<br>10% Energy Capacitors<br>10% Energy Generators<br>10% Scanners<br>13% Engines<br>6% Life Support Systems<br>6% Docking Bay<br>(weapons and inventory is not included. Also the networth will be times by 10 to average 100%. Also networth will be in kilocredits)<BR><BR>also it's times by the item effectiveness so instead of treating 2k engines with 300% research as the price of 2k engines it is treated as the price of 6k engines.";
else if(thing=="shipInfoNetworth_Rank") 
message="This is the ships networth ranking. Networth Ranking compares networth differences of every ship in the game and ranks them from highest networth to lowest.";
else if(thing=="shipInfoElians_Traveled") 
message="This is the distance this ship has traveled. 1 Elian is equal to 10,000 Kilometers.";
else if(thing=="standingOrdersPlayer")
message="This tells you which ship you are setting your standing orders for.";
else if(thing=="fleetRankChangeDesc")
message="This will give a ship with this rank the privledge to change the description of the fleet.";
else if(thing=="fleetRankPickLeader")
message="This will give a ship with this rank the privledge to assign a leader of the fleet. Be very careful with this privledge because once they are leader they will be able to do everything even if they don't have the privledge.";
else if(thing=="fleetRankChangeEmail")
message="This will give a ship with this rank the privledge to change the email of the fleet.";
else if(thing=="fleetRankChangeWebpage")
message="This will give a ship with this rank the privledge to change the website of the fleet.";
else if(thing=="fleetRankChangeAvatar")
message="This will give a ship with this rank the privledge to change the picture of the fleet.";
else if(thing=="fleetRankChangeSymbol")
message="This will give a ship with this rank the privledge to change the picture of the fleet.";
else if(thing=="fleetRankAccept")
message="This will give a ship with this rank the privledge to accept new members into the fleet.";
else if(thing=="fleetRankKickOut")
message="This will give a ship with this rank the privledge to kick out members into the fleet.";
else if(thing=="fleetRankWithdraw")
message="This will give a ship with this rank the privledge to withdraw funds from the fleet.";
else if(thing=="fleetRankDeposit")
message="This will give a ship with this rank the privledge to deposit funds into the fleet.";
else if(thing=="fleetRankShowAccount")
message="This will give a ship with this rank the privledge to see the balance of the fleet account.";
else if(thing=="fleetRankSetDues")
message="This will give a ship with this rank the privledge to set the dues for the ranks of the fleet.";
else if(thing=="fleetRankAddForums")
message="This will give a ship with this rank the privledge to add sections to the private fleet boards.";
else if(thing=="fleetRankDeleteForums")
message="This will give a ship with this rank the privledge to delete sections from the private fleet boards.";
else if(thing=="fleetRankModerate")
message="This will give a ship with this rank the privledge to morderate the private fleet boards.";
else if(thing=="fleetRankCreateUpdateRank")
message="This will give a ship with this rank the privledge to add and update the fleet ranks.";
else if(thing=="fleetRankDeleteRank")
message="This will give a ship with this rank the privledge to delete fleet ranks.";
else if(thing=="fleetRankChangeRank")
message="This will give a ship with this rank the privledge to change fleet ranks.";
else if(thing=="fleetRankViewInfoEvents")
message="This will give a ship with this rank the privledge to view fleet events.";
else if(thing=="fleetRankLeaveEventNote")
message="This will give a ship with this rank the privledge to leave a new on the fleet events.";
else if(thing=="fleetRankDeleteEventInfo")
message="This will give a ship with this rank the privledge to delete events in the fleet events.";
else if(thing=="turnOfO2")
message="This tells you how many turns of O2 you have left before you crew will run out of air.";
 return message;
}