message = tr( "You have gained some karma.", 0, "Karma Messages" );
message = 0xF8CB4;
void Karma(P_CHAR pc_toChange,P_CHAR pc_Killed, int nKarma){	// nEffect = 1 positive karma effect	int nCurKarma=0, nChange=0, nEffect=0;	nCurKarma = pc_toChange->karma();	if((nCurKarma>10000)||(nCurKarma<-10000))		if(nCurKarma>10000)			pc_toChange->setKarma(10000);		else			pc_toChange->setKarma(-10000);	if(nCurKarma<nKarma && nKarma>0)	{		nChange=((nKarma-nCurKarma)/75);		pc_toChange->setKarma(nCurKarma+nChange);		nEffect=1;	}	//AntiChrist - modified to avoid crashes	//the nKilledID==-1 check and the chars[nKilledID] check were in the same line	//That may cause some crash with some compilator caus there's no a defined	//order in executing these if checks	if( ( nCurKarma > nKarma ) && ( !pc_Killed ) )	{		nChange = ( ( nCurKarma - nKarma ) / 50 );		pc_toChange->setKarma( nCurKarma - nChange );		nEffect = 0;	}	else if( ( nCurKarma>nKarma ) && ( pc_Killed->karma() > 0 ) )	{		nChange=((nCurKarma-nKarma)/50);		pc_toChange->setKarma(nCurKarma-nChange);		nEffect=0;	}	// For NPCs we dont need to send a message	// If nothing changed we dont need to do that either	if( !nChange || !pc_toChange->socket() )		return;	QString message;	if( nChange <= 25 )	{		if( nEffect )			message = tr( "You have gained a little karma.", 0, "Karma Messages" );		else			message = tr( "You have lost a little karma.", 0, "Karma Messages" );	}	else if( nChange <= 75 )	{		if( nEffect )			message = tr( "You have gained some karma.", 0, "Karma Messages" );		else			message = tr( "You have lost some karma.", 0, "Karma Messages" );	}	else if( nChange <= 100 )	{		if( nEffect )			message = tr( "You have gained alot of karma.", 0, "Karma Messages" );		else			message = tr( "You have lost alot of karma.", 0, "Karma Messages" );	}	else if( nChange > 100 )	{		if( nEffect )			message = tr( "You have gained a huge amount of karma.", 0, "Karma Messages" );		else			message = tr( "You have lost a huge amount of karma.", 0, "Karma Messages" );	}	pc_toChange->socket()->sysMessage( message );}